Modules are collections of user events and behaviours linked to a specific game element, in a non-gaming context to drive for example user engagement, loyalty or conversion. The motivation, created by the Module, of the desired events and behaviours are connected to the desired outcome.
Achiements are among the most visible and well-known elements of gamification. Achievements is one of many tools in an engagement design arsenal. The module can be used to reward specific behaviours and to develop a more satisfying and social comparable user experienceREAD MORE
The very presence of a leader board can stimulate the desire to engage a product. The goal of rising up the ranks, serves as a powerful motivator for users to continue coming back.READ MORE
Levels defines the steps in user development and mark crucial milestones in their overall journey. Levels facilitate the sensation of growth and progression. With each level users receive recognition shown in product.READ MORE
Missions are strong tools, that require users to perform a prearranged set of actions, following a guided path. A mission, might involve a single step (for example, creating an account on your website) or several steps.READ MORE
A Shop enables users to convert their efforts into real value items to as reward for progressing through their user journey. The majority of Gamification focuses on intrinsic motivation while a Shop enables extrinsic rewards.READ MORE
A tutorial is a Self-paced instructional module that provides step by step information in presenting a feature or connected to an onboarding phase. Use interactive methods such as links, and audio and visual presentation, and provide positive feedback to encourage users to proceed in their user journey.READ MORE