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Part 6 of the “Gamification Series.”
Design for players, not metrics
Through decades of watching games evolve from 8-bit sprites to photorealistic 3D, from arcade cabinets to cloud gaming, from niche hobby to global culture, one principle has remained constant: people play games because games are worth playing. Not because games award points. Not because games guilt-trip them about streaks. Not because games have leaderboards. People play games because games create experiences worth having — experiences that make them feel capable, creative, and connected. Games that respect their intelligence and their time. Games that challenge them in ways that feel fair and meaningful.
If your gamification doesn’t make your app more worth using — if it’s just a manipulation layer trying to drive metrics — you’re doing it wrong.
The shift required
Gamification 2.0 requires a fundamental shift in how product teams think: from “How do we increase DAU?” to “What would make this experience genuinely enjoyable?” From “What mechanics can we copy?” to “What genre naturally aligns with what our users are trying to accomplish?” From “How do we reward engagement?” to “How do we make engagement its own reward?”
This shift is uncomfortable for teams trained in growth metrics and A/B testing. You’re asking them to optimize for something harder to measure: genuine user satisfaction, long-term value creation, experiences people actually want to have. But here’s the thing — the apps that get this right, that design for intrinsic motivation rather than extrinsic manipulation, those are the apps that win long-term. Minecraft. Roblox. Notion. Apps that respect user agency, that provide genuine value, that make the experience itself rewarding. These aren’t accidents. They’re the result of understanding what actually engages humans.
Your challenge
Ask yourself: What genre is my app, really? Not what metrics you’re trying to drive. Not what growth tactics you’ve read about. What kind of experience are you creating, and what genre of game does that naturally resemble? Once you know that, study that genre deeply. Play the best games in that genre. Understand why they work — not their surface mechanics, but their underlying psychology. Then design your app to create that same kind of engagement. Not through copied mechanics, but through understanding.
The question that matters
Before you implement any gamification, ask: “Would someone who plays real games find this engaging, or would they see through it immediately?” If your twelve-year-old nephew — who’s played thousands of hours of expertly designed games — would roll his eyes at your gamification, it’s not gamification. It’s just manipulation wrapped in a game aesthetic. But if you can create something that makes him think, “Oh, that’s clever; that actually works like the games I love,” then you’re doing Gamification 2.0.
What successful apps get right
The apps that build genuine user loyalty — the ones people voluntarily use for years, that they recommend to friends without being incentivized, that they integrate into their lives because they provide real value — these apps share a common thread that has nothing to do with sophisticated reward schedules or carefully calibrated streak mechanics.
They understand that different people are motivated by fundamentally different things. A strategy game player doesn’t want action game mechanics. A puzzle solver doesn’t want RPG grinding. A creative sandbox explorer doesn’t want linear progression systems. This seems obvious when you say it out loud, yet most gamification treats all users identically, as if human motivation were a single universal algorithm waiting to be cracked.
The other insight: people enthusiastically engage with things that provide genuine value. You don’t need to bribe them with points. You don’t need to guilt them with broken streaks. You don’t need to trap them in compulsion loops. You just need to make something worth their time — something that makes them more capable, more knowledgeable, more connected, and more creative than they were before. That’s it. That’s the whole secret.
When you watch someone play a game they genuinely love — not a game they’re addicted to, but one they love — you see something remarkable. They lean forward. They experiment. They laugh when they fail because failure teaches them something. They share discoveries with friends. They play not because they’re chasing rewards but because the experience itself is rewarding. That’s the feeling your app should create. Not anxiety about broken streaks. Not ashamed about falling behind on leaderboards. Joy. Curiosity. Genuine engagement.
We are not Pavlov’s dogs
Here’s what bothers me most about current gamification: it treats humans like laboratory animals. Ring the bell, get the food. Break your streak, feel the shame. Check in daily and receive your pellet. This is beneath us.
Watch users close apps with a particular expression — a mixture of relief and self-loathing, the look of someone who knows they’ve just been manipulated but can’t quite articulate how. They feel it in their gut every time they anxiously check their streak counter at 11:47 PM, every time they complete a meaningless task just to make a number increment, every time they experience that hollow shame for “failing” at something that was never actually valuable in the first place. You haven’t created engagement when you trigger that feeling. You’ve created a trap, and on some level, your users know it.
Real achievement feels different. It’s the satisfaction of mastering a difficult song on Guitar Hero and knowing you’ve developed actual rhythm skills that transfer to real instruments. It’s solving a Portal puzzle and experiencing that electric rush of insight, that moment when the solution clicks into place, and you feel genuinely clever. It’s building an elaborate contraption in Minecraft and feeling authentic pride in your creation, knowing that you’ve made something that didn’t exist before. It’s finally beating that Dark Souls boss after twenty attempts and knowing — not hoping, but knowing — that you’ve gotten measurably, demonstrably better at reading attack patterns and timing your responses.
Real achievement makes you feel capable, proud, and eager to tackle the next challenge. It’s a feeling that lingers, that builds on itself, that makes you want to test yourself again because the process itself was rewarding. Fake gamification, by contrast, leaves you feeling used — like you’ve been grinding a progress bar for rewards that never actually mattered, like you’ve been maintaining a streak not because it improved your life in any meaningful way but because the app held it hostage and breaking it would mean admitting you wasted all that time for nothing.
The difference between these two experiences is dignity. Good game design respects players. It says, “You’re intelligent. You’re capable of complex thought and genuine mastery. Here’s a challenge that will test those capabilities. Master it, and you’ll feel genuinely accomplished because you’ll have developed real skills.” Bad gamification condescends to users. It says, “You’re a metrics-driven automaton whose behavior can be shaped through the crudest behaviorist techniques. Here’s a number that goes up when you perform the desired action. Keep clicking to make our retention dashboards look good to investors.”
Users can feel this difference, even if they can’t always articulate it. That’s why they eventually abandon apps with shallow gamification — not because the mechanics failed to manipulate them (the mechanics often work disturbingly well), but because being manipulated doesn’t feel good. Being treated like a lab rat doesn’t feel good. And eventually, no matter how well-designed your Skinner box, people want out.
Joy, not guilt. Pride, not shame
When someone finishes a real game — completes every shrine in Breath of the Wild, beats Elden Ring after a hundred hours of deaths and victories, or solves every increasingly mind-bending level in Portal — they feel satisfaction. Pride. A sense of genuine accomplishment. They’ve done something difficult, something that required patience and skill and thought, and they succeeded.
When someone “completes” your gamified app, how do they feel? If the answer is “relieved that I can finally stop,” or “guilty that I wasted so much time on meaningless tasks,” or “vaguely ashamed at how easily I was manipulated into this behavior pattern,” then you haven’t built an experience worth having. You’ve built a treadmill that people were running on because you made them afraid of what would happen if they stopped. If the answer is “proud of what I’ve learned,” or “amazed at what I’ve created,” or “grateful for the skills I’ve developed that I’ll carry forward into my actual life,” then you’ve built something worth building.
That’s the standard. Not DAU. Not retention metrics. Not how effectively you’ve trapped users in compulsion loops that make your dashboards look good. The standard is: Do your users feel genuinely better for having used your app? Do they feel more capable, more accomplished, more skilled at something that matters? Have they created something meaningful, learned something valuable, connected with others in ways that enriched their lives? Or do they just feel like they’ve been grinding numbers while their actual lives stayed the same — same skills, same capabilities, same emptiness, just with a higher-level number in an app they’ll eventually delete?
The invitation
What games actually hook you, and why? I’m not asking what games manipulated you into playing through guilt and FOMO and carefully calibrated reward schedules. I’m asking what games made you want to play because the experience itself was intrinsically valuable. After all, you were genuinely enjoying the process because you felt yourself getting better at something that mattered to you.
That’s where your gamification should start. Not with a list of dark patterns to implement. Not with metrics to optimize at your users’ expense. Not with psychological exploitation techniques borrowed from casinos and social media addiction engineering. With understanding what creates genuine joy, genuine mastery, and genuine connection in your own experience. With remembering what it feels like to accomplish something real, to learn something valuable, and to create something you’re proud of.
Then have the courage — and the respect for your users — to design that for them. Build something that makes people feel proud, not ashamed. Build something that creates genuine skills and capabilities, not just inflated numbers that reset to zero the moment they stop using your app. Build something that respects human dignity, not just human psychology’s exploitable weaknesses. Build something you’d be proud to show your nephew, your parents, and your friends without having to explain away the manipulative parts.
We are not Pavlov’s dogs, salivating at bells and pressing levers for food pellets. We are humans seeking meaning, mastery, and connection. We are capable of complex thought, genuine achievement, and authentic relationships. We deserve experiences that respect those capabilities, that challenge us to grow rather than exploit our weaknesses to drive engagement metrics.
Design for that human potential. Design for dignity. Design for genuine value.
That’s Gamification 2.0.
Featured image courtesy: Cash Macanaya.
Montgomery Singman
Montgomery (Monte) Singman is Managing Partner at Radiance Strategic Solutions, specializing in connecting developers with Chinese publishers and bringing celebrity licenses to Asian markets. With 39 years in gaming, he has generated over $100M in revenue, licensing 50+ major titles, including Monument Valley, Toy Blast, GardenScapes, and Sonic the Hedgehog into China. Monte's career includes iconic roles as lead programmer on EA's John Madden Football, technical lead on Capcom's Street Fighter series, and studio director on Atari's Test Drive franchise. As a serial entrepreneur, he founded Zona Inc. (acquired by Shanda Games in 2003) and Radiance Digital Entertainment (acquired by iDreamSky in 2013). Fluent in English and Mandarin, he serves as an honorary professor at Shanghai Theatre Academy and founded the IGDA Shanghai Chapter.
- Most apps use gamification as a manipulation layer to drive metrics, but people engage with things that are truly worthy of their time, not points or streak guilt.
- Apps that people stick with do this by designing for intrinsic motivation, making the experience itself rewarding.
- The true measure of success is whether users feel more capable, accomplished, and enriched for having used your app.
