smithery/coowoolf

gamification-triad

Use when designing retention mechanisms, habit loops, or auditing why users drop off despite engaging with core features, to structure gamification beyond superficial badges

Installation

$ npx skills add smithery/coowoolf --skill gamification-triad

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from smithery/coowoolf · top by installs.

npx skills add smithery/coowoolf

Browse all from smithery/coowoolf

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 3,668 B
  • docs SUMMARY.md 199 B

History

  1. First recorded snapshot · 0 installs

SKILL.md

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

Pillar Purpose Duolingo Example
Core Loop Tight daily habit with immediate feedback 5-min lesson → XP reward
Metagame Long-term progression that provides direction The Path, League system
Profile Identity & investment that builds commitment Streak, 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

Product Core Meta Profile
Duolingo Lesson Path + Leagues Streak + Avatar
Chess.com Game Rating Stats + History
Peloton Workout Milestones Total Minutes

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