I Studied 500+ Gamified Apps (Here's What Actually Works)
Tim Gabe · 1,606 words · 8 min read · EN-ORIG

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I studied hundreds of gamification implementations for mobile apps, and here's the thing. The three elements every app adds first, like points, badges, and leaderboards, are also the three most documented failures in product history. Meanwhile, Strava built 180 million users without a traditional badge in sight. An Apple Watch drove a 49.5% behavior change in 160,000
people purely through completion drive. The Apple one is kind of wild, and we'll come back to it because how they did it is probably the most important point out of all of the seven research-backed patterns I'm going to cover in this video. You're going to see what kind of gamification actually works, what's
theater, and the specific mechanics the best retaining apps in the world are actually using. By the way, I'm Tim. I've spent over a decade designing software for companies like Spotify, and I've helped clients reach the top of the US App Store working on exactly these kinds of problems. Now, pattern one is what I call the PBL fallacy. PBL stands
for points, badges, and leaderboards, the three mechanics every app reaches for first. And the reason this leads the video is because of what happened in 2024. LinkedIn quietly retired its community top voice gold badges. Their internal read was that badge-motivated users had been producing quantity over quality, chasing the badge instead of sharing expertise. And this isn't new.
It's actually history repeating. Foursquare scrapped mayorships and badges in 2014 after their data showed gamification drove check-ins but not the discovery behavior that business actually needed. Google News killed its badge system for the same exact reason. The gamification OG, Yu-kai Chou, put it best. PBL is the scoreboard of a game, not the game
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