Quick Ref / Command

Marketing Kit

/ak:gamification-marketing

Gamification Marketing

Designs gamified campaigns with points, badges, leaderboards, streaks, challenges, rewards, psychology alignment, templates, and KPIs.

01

Identify goal

02

Select mechanics

03

Align psychology

04

Balance ethics

Rule 01

Mechanics must start from a marketing goal, not from novelty.

Rule 02

Use 2 to 3 core mechanics first; too many mechanics dilute behavior.

Rule 03

Reward value must be legible to the user.

Rule 04

White-hat motivation should carry most of the campaign for long-term trust.

Execution Map

Core lanes from input to output, aligned with the command's real execution path.

01

Start

Input, scope, route

  1. 1 Identify goal Map acquisition, retention, engagement, conversion, or onboarding to the decision tree.
  2. 2 Select mechanics Choose from points, badges, leaderboards, levels, streaks, challenges, quests, unlockables, rewards, and progress bars.
02

Work

Agent / skill execution

  1. 3 Align psychology Use the psychology frameworks to match motivation, loss aversion, social proof, progress, curiosity, or variable reward.
  2. 4 Balance ethics Favor long-term white-hat mechanics while using urgency or FOMO carefully and intentionally.
03

Verify

Gate, review, validation

  1. 5 Segment players Adapt the campaign for achievers, explorers, socializers, and competitive users.
  2. 6 Design campaign Load campaign templates and define rules, rewards, challenge structure, calendar, and implementation notes.
04

Close

Report, handoff, artifact

  1. 7 Measure KPIs Track retention, completion, engagement, referrals, conversions, ROI, and alerts using KPI references.
  2. 8 Avoid pitfalls Keep 2 to 3 core mechanics, clarify reward value, prevent leaderboard toxicity, and personalize by player type.

Special Operations

Goal to mechanic map

Acquisition, retention, engagement, conversion, and onboarding each get different mechanics.

Psychology fit

Connects campaign mechanics to competence, social proof, mastery, loss aversion, curiosity, and momentum.

Pitfall control

Limits mechanic sprawl, unclear rewards, toxic competition, impossible challenges, and generic personalization.

Sample Prompt

Concrete invocations for each flag, subcommand, mode, or route available in the live workflow.

Retention streaks Recommended
/ak:gamification-marketing streaks for retention campaign
Use when:
The goal is habit formation or repeat usage.
Expected:
Maps retention to streaks, tiers, loyalty points, and loss-aversion safeguards.
Referral leaderboard
/ak:gamification-marketing referral leaderboard for acquisition
Use when:
Acquisition should use referrals, dual rewards, and social proof.
Expected:
Designs mechanics, psychology, reward rules, and toxicity safeguards.
Onboarding progress
/ak:gamification-marketing onboarding progress bars and micro-badges
Use when:
New users need momentum through setup or activation.
Expected:
Uses progress bars, micro-badges, unlockables, templates, and activation KPIs.

Handled Scope

  • Loyalty programs
  • Referral campaigns
  • Onboarding gamification
  • Engagement boosts
  • Email gamification
  • KPI tracking

Artifacts Produced

Gamification report

Pattern

assets/reports/performance/{date}-gamification-analysis.md

Uses assets-organizing to place the campaign analysis, mechanics, psychology, KPI plan, and risks.

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