Growth & Strategy
Last year, I watched a SaaS founder spend three months building an elaborate point system for their user onboarding. Progress bars, badges, achievement unlocks – the works. The result? Their activation rate actually dropped by 12%.
This isn't unusual. I've seen this pattern repeat across multiple client projects where teams get seduced by gamification because it feels innovative and engaging. But here's the uncomfortable truth: most users don't want to play games when they're trying to solve a business problem.
The real question isn't whether gamification can improve onboarding rates (it can, in very specific contexts), but whether it's the right approach for your specific product and users. After working with startups that tried everything from points systems to virtual pets in their onboarding, I've learned that the best onboarding removes friction, it doesn't add layers of complexity.
In this playbook, you'll discover:
This isn't another "gamification is dead" take. It's a practical guide to understanding when engagement mechanics serve users versus when they serve our ego as builders. Good onboarding solves problems first, entertains never.
Walk into any product conference or scroll through any growth blog, and you'll hear the same gamification gospel repeated: "Make onboarding fun and users will engage more!" The conventional wisdom sounds compelling:
This advice exists because it's based on real psychology. Game mechanics do trigger engagement responses in our brains. Duolingo's streak system works. Fitbit's step challenges work. LinkedIn's profile completion percentage works.
But here's where the conventional wisdom goes wrong: it conflates engagement with value delivery. These examples work because the gamification aligns with the core value proposition. Learning a language requires daily practice. Fitness requires consistent activity. Professional networking benefits from profile completeness.
The problem happens when founders see these success stories and think "We need badges too!" without considering whether their product's core value can be enhanced through game mechanics. Most B2B software solves urgent business problems. When someone needs to set up payroll processing or configure their CRM, they don't want achievements – they want it done fast and correctly.
The gap between gamification success stories and reality is context. But instead of analyzing context, the industry keeps pushing one-size-fits-all engagement tactics that often create the opposite of their intended effect.
Who am I
7 years of freelance experience working with SaaS
and Ecommerce brands.
My perspective on onboarding gamification shifted after working with a project management SaaS that was convinced they needed a more "engaging" user experience. Their activation rates were stuck around 23%, and they'd read case studies about companies boosting engagement with game mechanics.
The client came to me after spending months building what they called an "onboarding adventure." New users could earn points for completing setup tasks, unlock badges for inviting team members, and compete on leaderboards for most projects created. The interface looked like a productivity app had collided with a mobile game.
But when we dug into the analytics, the story was troubling. Users were spending more time in the onboarding flow, which looked good on engagement metrics. However, their time-to-first-value had increased dramatically. People were getting distracted by the point system instead of setting up their actual workflows.
The breaking point came when we interviewed users who'd churned. One manager told us: "I needed to get my team organized for a product launch, and your app kept asking me to earn badges. I just wanted to create projects and assign tasks, but I felt like I was stuck in some tutorial game."
This wasn't an isolated case. I started noticing a pattern across multiple clients who'd implemented gamification: engagement metrics improved, but activation rates stagnated or declined. Users were playing the game instead of achieving their goals.
The psychology made sense once I thought about it. When someone signs up for business software, they're in "problem-solving mode," not "entertainment mode." Adding game mechanics creates cognitive load and delays the moment when they experience actual value from your product.
This led me to develop a more nuanced view: gamification isn't inherently good or bad, but it's often the wrong tool for the job. The question shouldn't be "Can gamification improve onboarding?" but "Does this specific user, in this specific context, benefit from game mechanics?"
My experiments
What I ended up doing and the results.
After seeing both spectacular failures and surprising successes with onboarding gamification, I developed a framework to evaluate when game mechanics actually serve users versus when they distract from core value delivery.
Step 1: Map User Intent and Urgency
I start by categorizing users based on their intent when they arrive at your product. This isn't demographic segmentation – it's intent-based analysis:
Crisis mode users will be annoyed by any gamification. Exploration mode users might enjoy it if it helps them understand features. Improvement mode users need gamification to align with skill-building, not just engagement.
Step 2: Identify Value Delivery Moments
Next, I map out the exact moment when users first experience meaningful value from the product. For a CRM, it might be seeing their first organized contact list. For a design tool, it's completing their first actual design. For an analytics platform, it's viewing their first useful insight.
Any gamification element that delays or distracts from this moment is counterproductive. Game mechanics should either accelerate the path to value or enhance the value experience itself.
Step 3: Test Motivation Alignment
I run a simple test: Does the game mechanic motivate the behavior that leads to product value, or does it motivate engagement with the game itself?
Good alignment: A design tool that gives "style points" for using advanced features that actually improve design quality. The game mechanic teaches valuable skills.
Bad alignment: A project management tool that gives points for logging in daily, regardless of whether users create meaningful project progress.
Step 4: The Friction Audit
I analyze every gamification element through a friction lens:
Step 5: Context-Specific Implementation
When gamification does make sense, I implement it surgically:
For learning-heavy products (complex software that requires skill development), I use progression mechanics that map to actual competency building. Each "level" represents genuine mastery of product capabilities.
For habit-forming products (daily-use tools), I focus on streak mechanics that reinforce the core value loop, not arbitrary engagement.
For collaborative products (team tools), I use social mechanics that strengthen team adoption, not individual competition that might create workplace tension.
The key insight: effective gamification feels invisible because it enhances natural user motivations rather than creating artificial ones.
The results from applying this framework have been consistently enlightening, though not always what clients expected to hear.
For the project management SaaS I mentioned earlier, we stripped out 80% of the gamification elements. We kept only a simple progress indicator that showed setup completion, but removed points, badges, and leaderboards entirely. Activation rates jumped from 23% to 31% within six weeks.
More importantly, user feedback shifted from confusion to clarity. People stopped asking "How do I earn more points?" and started asking "How do I set up automated workflows?" – exactly the behavior that leads to long-term product adoption.
But the framework also revealed when gamification genuinely helped. A learning management platform saw course completion rates increase 40% when we added skill-based progression that mapped directly to professional certifications. Users weren't playing a game – they were tracking real career development.
The most unexpected result came from an analytics dashboard where we removed all gamification except one element: celebration animations when users discovered significant data insights. This single "game" element improved feature exploration by 28% because it reinforced the core value proposition of finding meaningful patterns in data.
What emerged was a clear pattern: gamification works when it amplifies existing user motivations and fails when it competes with them for attention.
Learnings
Sharing so you don't make them.
After applying this framework across multiple projects, several key lessons emerged that challenge conventional wisdom about engagement tactics:
The biggest learning: engagement without value delivery is just distraction. Before adding any game mechanics, focus obsessively on reducing the time and effort required for users to achieve their core goals. Only then consider whether engagement tactics might enhance that experience.
My playbook, condensed for your use case.
For SaaS startups considering onboarding gamification:
For ecommerce stores exploring gamification in checkout and customer onboarding:
What I've learned