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Game, Set, Match: Getting Gamification Right

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Nov 26, 2021

Funny story: I started using Duolingo, the language-learning app, exactly 427 days ago. My niece had begun French classes and I wanted to learn French, so we could converse without others intercepting us. She stopped her classes at school within 3 months. Meanwhile, I am stuck because I now have a 427-day streak on Duolingo and I cannot give that up. Actually, that’s not true; I can give it up, I just don’t want to.

At the other end of the room, my partner is busy playing FIFA 2021 on his PlayStation. I hear loud celebratory music. He opens a reward box. The screen becomes dark and then, amidst applause, out walks the latest player being added to his team. The drama of all of it is jarring and yet, addictive. I find myself waiting for him to open his weekly rewards.

When I question why he wastes time playing the game, he counters me by asking why that streak on Duolingo matters to me. I argue it’s different: I am learning a new language, thanks to that streak. But, deep down, I know he is right. We are both addicted to a form of engagement. His, a video game. Mine, gamification.

References

  1. Glenday, J. (2013, December 9). Candy crush saga publisher delays IPO over fears game has become ‘Too successful’. Business Insider. https://www.businessinsider.com/candy-crush-publisher-delays-ipo-2013-12
  2. Octalysis: Complete Gamification framework – Yu-Kai Chou. (2021, March 8). Yu-kai Chou: Gamification & Behavioral Design. https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework
  3. Huynh, D., & Iida, H. (2017). An analysis of winning streak’s effects in language course of “Duolingo”. Asia-Pacific Journal of Information Technology & Multimedia06(02), 23-29. https://doi.org/10.17576/apjitm-2017-0602-03 
  4. 500 days of Duolingo: What you can (and can’t) learn from a language app (Published 2019). (2021, March 17). The New York Times. https://www.nytimes.com/2019/05/04/smarter-living/500-days-of-duolingo-what-you-can-and-cant-
  5. Massa, A., & Robinson, E. (2021, February 2). Robinhood’s role in the ‘gamification’ of investing. The Washington Post. https://www.washingtonpost.com/business/robinhoods-role-in-the-gamification-of-investing/2021/02/02/fca1f562-6598-11eb-bab8-707f8769d785_story.html

About the Author

Preeti-Kotamarthi's portrait

Preeti Kotamarthi

Staff Writer · Behavioral Science and User Research at Swiggy

Preeti Kotamarthi has built and led Behavioral Science teams at two of the largest tech companies in Southeast Asia and India. She established the Behavioral Science practice at Grab, helping product and design teams understand customer behavior to create better user experiences. Currently, she heads Behavioral Science and User Research at Swiggy, where she continues to blend data, design, and human insights—drawing inspiration from spending a lot of time with Indian consumers. With a Masters in Behavioral Science from the London School of Economics and an MBA in Marketing from FMS Delhi, Preeti brings over 12 years of experience in consumer products, from co-founding a rural startup in India to shaping behavioral design in tech. Her passion lies in making behavioral science a core part of the product development process. When she’s not uncovering human insights at work, she’s likely busy applying behavioral lessons on her two-year-old.

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