Design conversion ideas with gamification

Gamification research, explained as plainly as we can, and turned into interface patterns for web conversion. It is built for connecting distant ideas, not for stopping at the generic tactics an AI would suggest.

  1. Connect the dots

    Combine a distant theory, demo, and stage to think beyond the usual tactics.

  2. Learn why people act (30)

    Read why people act, from motivation and progress to rewards and other people, with the research behind it.

  3. Pick a pattern (40)

    Compare live previews and check how to build each one, what to measure, and when it backfires.

  4. Try a demo (197)

    Feel the same mechanism in a playable demo.

Research findings and this site’s applications are kept separate. Working previews and demos are not evidence of conversion or revenue gains; measure on your own page.

Connect the dots

Ask an AI for conversion tactics and every site gets the same answer. Here you draw a theory, a demo, and a stage that rarely sit together, and connect them. The demo is always one no pattern has tied to that theory yet.

Theory
Variable reward

When rewards arrive unpredictably, people repeat the behavior more.

Demo
Whack-a-Mole

Turn this demo’s motion into an on-page interaction.

Stage

Start

Make the first step light.

How would the motion of “Whack-a-Mole” put Variable reward to work at the Start stage?

It makes the AI write the obvious idea first and set it aside, then work the combination.

Fundamentals

30 lessons in 6 chapters, from the big picture to ethics and law.

1. The big picture

When do people act, and how do games create those conditions?

2. Rewards and curiosity

When do rewards and curiosity move people, and when do they backfire?

3. Progress and momentum

Why do people who start keep going to the end?

4. Less effort, clear feedback

How much do effort and response speed shape behavior?

5. Other people

How do other people, commitments, and gifts change decisions?

6. Ethics and law

Where does design become deception, and which rules apply?

Pattern library

40 patterns in 6 stages of the visitor journey. Open one for how to build it and what to watch.

Filter by stage

Attract

Make people want to touch it in seconds.

Start

Make the first step light.

Progress

Carry people through to completion.

Decide

Help people commit with confidence.

Return

Create reasons to come back.

Share

Make referrals and sharing natural.

Playable demos

197 games, simulations, sounds, and tools. Each demo links back to the patterns it uses.

Read the 6 attention patterns guide

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