Agent skill

gamification-marketing

Design gamified marketing campaigns using points, badges, leaderboards, streaks, challenges. Use for loyalty programs, referral campaigns, onboarding flows, engagement boosts, email gamification. Provides mechanics selection, psychology alignment, strategy docs, templates, KPIs.

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/gamification-marketing

SKILL.md

Gamification Marketing

Design and implement gamified marketing campaigns using behavioral psychology and game mechanics.

Quick Decision Tree

GOAL → MECHANICS
├─ Acquisition → Referral leaderboards + dual rewards + social proof
├─ Retention → Streaks + tiers + loyalty points + loss aversion
├─ Engagement → Challenges + leaderboards + badges + daily quests
├─ Conversion → Variable rewards + time-limited offers + progress bars
└─ Onboarding → Progress bars + micro-badges + unlockables

Core Mechanics (10)

Mechanic Best For Psychology
Points All goals Achievement, progress tracking
Badges Recognition, milestones Competence, social proof
Leaderboards Competition, engagement Social comparison, status
Levels Progression, retention Mastery, unlocking content
Streaks Habit formation, retention Loss aversion, commitment
Challenges Engagement, conversion Goal-setting, achievement
Quests Extended engagement Narrative, exploration
Unlockables Retention, progression Curiosity, exclusivity
Rewards All goals Dopamine, variable schedules
Progress Bars Onboarding, completion Visual momentum, Zeigarnik

Workflow

  1. Identify Goal → Use decision tree above
  2. Select Mechanics → See mechanics-selection.md
  3. Align Psychology → See psychology-frameworks.md
  4. Design Campaign → See campaign-templates.md
  5. Implement → See implementation-guide.md
  6. Measure → See kpi-tracking.md

Key Stats

  • Streaks: 3.6x retention at 7-day milestone (Duolingo)
  • Progress bars: 40% completion lift
  • Leaderboards: 40% engagement increase
  • Variable rewards: Higher dopamine than fixed
  • ROI: $4.90 return per $1 invested

White Hat vs Black Hat

White Hat (70% - long-term): Levels, badges, achievement, community, creative expression Black Hat (30% - urgency): Scarcity, time limits, loss aversion, FOMO, variable rewards

Player Types (Bartle)

  • Achievers (10%): Leaderboards, points, visible progress
  • Explorers (10%): Hidden badges, easter eggs, discovery
  • Socializers (80%): Team challenges, sharing, community
  • Killers (5-10%): PvP, competitive rankings

References

  • mechanics-selection.md - Mechanics guide, selection matrix
  • psychology-frameworks.md - Octalysis, SDT, Fogg model
  • campaign-templates.md - Email templates, calendar
  • challenge-configs.md - JSON configs, rules engine
  • implementation-guide.md - Architecture, API, caching
  • database-schema.md - PostgreSQL schemas
  • kpi-tracking.md - Metrics, alerts, reporting
  • analytics-events.md - Event schemas, tracking
  • case-studies.md - Duolingo, Starbucks, Nike

Report Output

Activate: assets-organizing skill for report file paths

Gamification reports go to assets/reports/performance/{date}-gamification-analysis.md

Common Pitfalls

Issue Fix
Too many mechanics Pick 2-3 core; phased rollout
Unclear reward value Show math: "100 pts = $5"
Leaderboard toxicity Friendly framing, hide ranks below top 10
Impossible challenges Start easy, progressive difficulty
No personalization Segment by player type

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