Technique · Actionable Gamification
Leaderboards (GT#3)
Rank users on criteria tied to the Desired Action, but in a form where most people can still win: neighbors just above and below, team boards, boards that reset weekly, or boards limited to friends or a similar cohort. Always show the action that moves the user up.
Plain label: near-peer rankingsAlso known as: Leaderboards, leagues, rankings
How it works
Ranking taps accomplishment (CD2) and, in team or friend versions, social influence (CD5). The design target is Urgent Optimism, the sense that a better spot is reachable and worth acting on now. A newcomer facing an all-time global board sees an impossible gap and disengages, which works against the Desired Action. Relative, group, refreshing and small-cohort boards keep the gap small enough to chase.
Evidence warning
Public rankings of employees can hurt morale and invite metric gaming; use opt-in and team views at work.
What the research says
Duolingo reported that its weekly leagues increased learning time by about 17% (company-reported, outside the book).
CASE-M01 in the modern case file (case grade B)
Before you start
- Enough active users at similar levels to fill near-peer boards
- The value event is tracked.
How to build it
- Mobile
- Weekly leagues of about 30 users at similar levels that reset every Monday, with promotion and relegation.
- B2B
- Team boards in a sales or support tool showing team totals and the next action that adds to them.
- Web
- A relative view ('#47, 12 points behind Ana') instead of the global top 100.
What can go wrong
- Global all-time boards that turn most users into losers.
- Ranking a metric that is easy to game.
- Boards bolted onto a dull task, which feel insulting.
- Competition in learning, creative or close-team settings where it backfires.
- Too few active users, so the board looks empty.
Pairs well with
- Show the move-up action next to the rank.
- Where competition does not fit, use a non-ranked spotlight of top members (AG p.485).
In practice
Where it shows up
- Idea and Searching × Returnnot now
- Idea and Searching × Valuenot now
- Early fit and Scale × Return · Habit (utility-led)not now
- Early fit and Scale × Return · Partial habitnot now
- Early fit × Returnnot now
- Early fit × Startnot now
- Early fit × Valuenot now
- Scale × Returnlead
Duolingo · 2023
RoundDuolingo: weekly leagues
Leaderboards raised overall learning time 17% and tripled highly engaged learners (1h+ a day, 5 days a week), per Duolingo's Jorge Mazal (Feb 2023). Company-reported, and part of a broader retention push that grew DAU 4.5x over four years.
M4 ×ReturnCase grade for the number: B. Evidence grade for the mechanism link: B.CorrelationalMany causesPeloton · 2026
RoundPeloton: loyal members, shrinking top of the funnel
Paid Connected Fitness subscriptions fell from 2.800M to 2.553M (-8.8%) in fiscal 2026, while average net monthly churn stayed at 1.7% (1.6% in fiscal 2025), per the 10-K for the year ended June 30, 2026.
M4-M5 ×DiscoverStayCase grade for the number: A. Evidence grade for the mechanism link: D.Analyst inferenceCorrelationalPenn Medicine (STEP UP trial) · 2019
RoundPenn STEP UP: competition beat support and collaboration
During the 24-week intervention: competition +920 steps a day vs control, support +689, collaboration +637. In the 12-week follow-up only competition stayed significantly ahead (+569). Patel et al., JAMA Internal Medicine, Sept 2019.
ReturnCase grade for the number: A. Evidence grade for the mechanism link: A.
Limits
What we don’t claim
- Octalysis is a practitioner framework built from observing games, not a validated scientific model.Actionable Gamification Ch.15, pp.399-400
- Left Brain and Right Brain are a metaphor for extrinsic and intrinsic motivation, not a claim about neuroscience.Actionable Gamification Ch.13, pp.342-343
Sources
Actionable Gamification · Yu-kai Chou
Ch.6, p.119 · Ch.6, p.120 · Ch.17, p.475 · Ch.6, p.89 · Ch.9, p.195
Book content is paraphrased, never quoted at length. Last verified October 24, 2026.
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