mcpField
G
gamification-triad

gamification-triad

github.com/coowoolfDesign & UI264 installsUpdated 41w ago
Repository

About gamification-triad

gamification-triad is a structural model for analyzing gamification, aimed at product and experience designers. It links a daily core loop, long-term progression, and user identity to help assess whether a retention design is complete.

Key features

  1. 01Model built around core loop, metagame, and profile
  2. 02Connect short-term actions with long-term value
  3. 03Checklist for diagnosing retention problems
  4. 04Examples including Duolingo and Chess.com

Use cases

  1. 01Review design factors behind declining retention
  2. 02Plan the link between daily actions and long-term goals
  3. 03Assess whether progress and user identity are visible

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/coowoolf/insighthunt-skills --skill gamification-triad

After installing, type/gamification-triadin Claude Code to confirm it loaded.

Details

From the project README

The Gamification Triad

Overview

A structural model for gamification consisting of three essential pillars that must work together to drive long-term retention. Moves gamification beyond superficial badges.

Core principle: Short-term actions must connect to long-term value through a coherent structure.

The Three Pillars

┌─────────────────────────────────────────────────────────────────┐
│                     GAMIFICATION TRIAD                         │
├─────────────────────────────────────────────────────────────────┤
│                                                                  │
│   ┌──────────────┐   ┌──────────────┐   ┌──────────────┐       │
│   │  CORE LOOP   │   │   METAGAME   │   │   PROFILE    │       │
│   │              │   │              │   │              │       │
│   │ Daily Action │   │  Long-term   │   │   Identity   │       │
│   │ + Immediate  │   │ Progression  │   │   + Sunk     │       │
│   │   Feedback   │   │  & Direction │   │    Cost      │       │
│   └──────────────┘   └──────────────┘   └──────────────┘       │
│                                                                  │
│   Examples:          Examples:          Examples:               │
│   • Lesson           • Leaderboards     • Streak count          │
│   • Match            • Learning Path    • Avatar/Stats          │
│   • Workout          • Achievements     • Play history          │
│                                                                  │
└─────────────────────────────────────────────────────────────────┘

Quick Reference

PillarPurposeDuolingo Example
Core LoopTight daily habit with immediate feedback5-min lesson → XP reward
MetagameLong-term progression that provides directionThe Path, League system
ProfileIdentity & investment that builds commitmentStreak, avatar, stats

Diagnostic Checklist

When retention is failing, check:

  • Core Loop: Is daily action rewarding enough?
  • Metagame: Is there a compelling long-term goal?
  • Profile: Does progress feel "invested" and visible?

Common Mistakes

  • Only Core Loop → Users hit and leave without progress sense
  • No Metagame → Users don't know what's next
  • No Profile → No sunk cost, easy to abandon

Real-World Examples

ProductCoreMetaProfile
DuolingoLessonPath + LeaguesStreak + Avatar
Chess.comGameRatingStats + History
PelotonWorkoutMilestonesTotal Minutes

Source: Albert Cheng (Chess.com, Duolingo, Grammarly) / Jorge Mazal via Lenny's Podcast

Comments

Markdown supported