Streak Creep: The perils of too much gamification
As I write this, my Duolingo streak has reached 566 days. My daily habit of using the app actually began almost two years ago, and my streak has continued to climb thanks to the app’s routine forgiveness of its users’ lapses. In that time, my French has improved: I’ve learned new vocabulary and refined my intuition for when to use the subjunctive.
Even so, it has not always been clear to me why I’ve kept the streak alive. Accessible and inexpensive language-learning content can be hard to find, which can partially explain Duolingo’s draw. At the same time, it’s only one modality among many, and it doesn’t include long-form writing exercises or spoken conversation practice, which are my biggest weak spots. Even worse, I’ve noticed that I gravitate towards Duolingo over more challenging options, like speaking with a conversation partner or reading in French.
Other users have had similar experiences. A Reddit search for “Duolingo burnout” returns pages of users fed up with the app, feeling little motivation to continue learning. Many of these users start their posts with discussions of the lengths to which they’ve gone to maintain their streaks, implying that their original goals have taken a backseat.
Gamification is a powerful tool. It transforms tasks that might otherwise seem mundane or pointless into strategic objectives. It motivates users to return to a service again and again. As a result, an increasing number of companies have implemented streaks and other games into their products. But gamification has a dark side, too. It saps the intrinsic enjoyment of the underlying activity, turning it into something done mainly for the sake of a reward in the form of accumulating points or extending a streak. When that happens, it’s only a matter of time before users grow tired. Adding to a streak can feel powerful, but it’s ultimately empty when you lose interest in the activity itself.
In order to reap the benefits of gamification, it must be used judiciously. When done wrong, gamification can turn a chore that’s already meaningless into one that feels existentially depressing. Users question why they use a product even as they are unable to stop themselves from coming back to it. When done right, the element of play can bring out a user’s intrinsic motivation and remind them of their joy. By designing gamified experiences with sensitivity and moderation, companies can inspire action without triggering obligation.
Streak effects
Streaks make our goals feel more tangible and easier to control. It’s hard to quantify how much my French improves from a single conversation session; even if I have lengthy discussions most days, a couple of mistakes can make me feel like I’ve made no progress at all. But, thanks to Duolingo, I know for a fact that I’ve practiced for at least 566 days in the last two years, a number which reliably rises every time I use the app. The power of streaks is undeniable, but they may be less effective at helping us achieve our goals than we’d like to believe. According to a study published in the Journal of Consumer Research, streaks can be such an effective tool that users often view extending their streak as more important than engaging in the underlying activity.1
Yet, on its own, the streak isn’t always motivational. I regularly play games on the New York Times website and Chess.com. I log into LinkedIn—which offers streaks for playing its minigames—out of professional necessity. Yet I have rarely felt any desire to extend the streaks these websites display. Breaking streaks can even have a demotivating effect. The same study found that users who break their streaks are more likely to stop using the platform entirely. My (much) younger self found this to be the case when the end of streaks I had maintained on Snapchat fueled my permanent desertion of the platform. These departures can be attenuated by giving users the option to pick back up where they left off at a cost. However, the JCR study found that users are less motivated to keep their streaks when they know they can repair them.
References
- Silverman, J., Barasch, A., Inman, J. J., Wood, S., & Lee, L. (2023). On or Off Track: How (Broken) Streaks Affect Consumer Decisions. Journal of Consumer Research, 49(6), 1095–1117. https://doi.org/10.1093/jcr/ucac029
- Liao, Y., Zhou, F., Chen, Y., & Wu, Y. J. (2024). How Does Gamification Improve Purchase Intention? Through the Lens of Perceived Brand Coolness and Time Poverty. Behavioral sciences (Basel, Switzerland), 14(12), 1226. https://doi.org/10.3390/bs14121226
- Etkin, J. (2016). The Hidden Cost of Personal Quantification. Journal of Consumer Research, 42(6), 967–984. https://doi.org/10.1093/jcr/ucv095
About the Author
Zakir Jamal
Zakir Jamal is a writer and researcher based in Montreal. He holds a BA in Philosophy from the University of Chicago and is completing his MA in English Literature at McGill. He is currently working on a novel about how we understand chance. In his spare time, he enjoys photography and cross-country skiing.
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