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Adjarabet: Solving retention with a gamified progression system

Gamified achievements module designed to boost long-term retention through timed missions, level progression, leaderboard competition, and an interconnected reward ecosystem.

App name

Adjarabet

My role

Product designer

Platform

iOS / Android

Overview

The Challenge

While Adjarabet successfully attracts new players, many users fail to develop long-term engagement habits.

Players interact with games in isolated sessions rather than experiencing

a continuous journey of achievement and status growth.

The opportunity is to introduce a gamified progression system that gives players clear goals, visible progress, and reasons to come back, while keeping the experience enjoyable and not pushy or overwhelming. not by adding isolated features like a badge here or a leaderboard there, but by creating an interconnected ecosystem where timed missions, level progression, achievements, and competitive rankings all feed into each other, giving players meaningful reasons to return daily.

Root Cause

Lack of goals

  • Players do not know what to aim for
  • Instead of "Play slots" Users should see "Complete 3 missions today" (long-term motivation)

No Daily Hooks

The lack of time-sensitive engagement triggers that create habit-forming daily login patterns.

Lack of social motivation

  • Players cannot see their rank, status or achievements (No social competition)
  • Humans are strongly motivated by comparison and status in order to maintain activity

No sense of progress

  • Players do not feel they are moving forward
  • Winning money is random (not earned)
  • Lack of progress outside individual game outcomes, leading to a feeling of stagnation or loss.

Design Challenge

How might we introduce a gamified progression system (including time-based missions, levels, rewards, and leaderboards) that creates long-term motivation and encourages players to return daily while keeping the experience intuitive and exciting?

What player wants

Players stay longer when they feel progress, not just luck

Motivation

Users crave recognition for their skill and

frequency of play, beyond just the winnings.

  • Winning
  • Status
  • Competition
  • Completion
  • Collection

Examples

Tier-based exclusive events, visible profile

badges, and personalized milestone

bonuses.

  • Money
  • Leader boards
  • Rankings
  • Achievements
  • Badges

Core psychological drivers

Progression (Goal Gradient Effect)

People are more motivated when they see visible progress toward a goal. Ex: XP bars, level systems, progress trackers

When players see that they are close to leveling up or completing a mission, they are more likely to continue playing.

Social Comparison

Players are motivated by status and competition. Seeing other players perform better often triggers increased effort to climb the leaderboard.

Leaderboards introduce: ranking, prestige and competition

Loss Aversion

People dislike losing progress, this can be used through: Streaks, Expiring missions, Seasonal challenges

Key player personas

 🔥

 Achievement oriented

Motivation:

completing goals | level up | collecting badges

They respond well to:

  • achievements
  • mission systems
  • level progression

 👑

Competitive

Motivation:

outperforming others | climbing ranks | status

They respond well to:

  • leaderboards
  • leagues
  • seasonal rankings

 🎁

Reward-Oriented

Motivation:

rewards | bonuses | unlockables

They respond well to:

  • reward tracks
  • milestone prizes
  • surprise bonuses

Direct & Indirect Competitor analyses

Analyzed various type of products in mentioned direction such as Achievement - Leaderboard and etc. What were they doing right and what could be improved.

Arc Raiders

One of the biggest game on the market at this moment - Analyzed their gamification’s Core loop ecosystem.

Gamification ecosystem

Hook for players

Results

Daily, weekly, and event tasks with countdown timers.

Creates multi-cadence return habits

FOMO Timer

3 Cadences

Recently played

Game shortcuts with free

play badges. Reduces friction to re-engage

Low friction

Lucky wheel

Free daily spin.

Zero-effort re-engagement anchor

Daily anchor

What players EARN

XP

75 XP per mission.

Feeds level + leaderboard

Free spins

+2 to +4 spins.

Loops back into play

Mystery box

Weekly at Gold+.

Variable reward

Cash bonus

$5/mo at Gold.

Tangible value

Progression system

Level progression

Bronze → Silver → Gold → Platinum → Ruby → Legend.

Each tier unlocks perks + gated content

Progressive Gated content

Achievements

Behavioral milestones. Some locked behind levels.

Earnable XP + reward claims

Level-gated

Leaderboard

Monthly XP ranking. Position #55 → Silver tier goal. Social pressure + competition

Social & Award driver

PAYOFF - Reasons to keep climbing

Level perks

2X slot XP, exclusive Platinum missions, new achievements, $5 monthly bonus

Leadeboard awards

Diamond: $reward + frame + 2X XPGold: $reward + frame + 1.5XSilver: $reward + badge + 1.25X

Why player returns tomorrow?

> Timed missions reset (daily / weekly / event)

> Free spins to use

> 1720 XP to Platinum

> 45 positions to Silver tier

> Achievement at 24/50 (near miss)

> Lucky wheel available

TimeFree spins → gameplay → more XP → level up → unlock missions → more spins

XP multiplier reward → faster leveling → higher leaderboard → better rewards

Thank You.

For diving deep into the Gamification Ecosystem. This journey is

about more than just points. it's about crafting experiences that

resonate.

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