Reddit debates whether points, badges, and rewards actually help productivity or just feel childish. Here's what the research and real users say.
Last updated: January 2025. This page summarizes Reddit discussions about gamification in productivity apps. Based on threads from r/productivity, r/ADHD, r/getdisciplined, and related communities.
The global gamification market has grown from $6.6 billion in 2019 to approximately $25.94 billion in 2025. This growth reflects widespread recognition that traditional motivation techniques often fall short - research indicates only 28% of employees feel engaged with standard methods, while gamification increases commitment with a 48% boost in participation.
Dopamine is a neurotransmitter of our central nervous system and is considered the main pleasure center of our brain. It is synthesized during pleasurable situations and increases blood pressure to produce a feeling of well-being, causing the body to repeat the behavior that led to this pleasant feeling. Gamification exploits this by providing immediate rewards for desired behaviors.
According to research, gamification leverages Self-Determination Theory by fostering intrinsic motivation through satisfying three psychological needs: autonomy (control over choices), competence (sense of mastery), and relatedness (connection to others). When these needs are met, people are naturally motivated to engage.
This is THE most common question about gamified productivity apps. Here's what real users report:
"I'm a grown adult getting excited about earning coins/points/funts but here we are."
This exact sentiment appears across hundreds of Reddit threads. The pattern is consistent: initial skepticism → reluctant trial → surprised effectiveness → continued use. Most adults feel silly at first, then find it genuinely works.
How it works: Earn XP, unlock achievements, collect badges.
Effectiveness: Works initially, often loses meaning over time. "Another badge, so what?"
How it works: Compete with others on rankings.
Effectiveness: Great for competitive people, anxiety-inducing for others. Can backfire.
How it works: Streaks, progress bars, completion percentages.
Effectiveness: Solid for habit building. Duolingo streaks are addictive for a reason.
How it works: Earn currency, spend on YOUR chosen rewards.
Effectiveness: Highest sustained motivation. Rewards you actually want.
How it works: Avatars, quests, character development.
Effectiveness: Great for gamers, overwhelming for others. Habitica's approach.
How it works: Lose HP, trees die, streaks break.
Effectiveness: Can motivate through fear, but often causes anxiety long-term.
Gamification style: Personal rewards + life balance tracking
Gamification style: Full RPG - avatars, quests, parties, HP system
Gamification style: Visual progress + light punishment
Gamification style: Points and streaks (minimal)
| Feature | Funtasking | Habitica | Forest | Todoist |
|---|---|---|---|---|
| Reward Type | Personal (real) | Virtual (in-game) | Visual (trees) | Abstract (karma) |
| Punishment | None | HP loss | Tree death | Streak loss |
| Life Balance | 8 areas tracked | No | No | No |
| Complexity | Low-Medium | High | Very Low | Low |
| Social Features | No | Yes (parties) | Limited | Limited |
| Best For | Life balance + rewards | Gamers, social | Focus sessions | Minimal gamification |
Studies show that by delivering micro-feedback - points for each step completed, progress bars that advance, visual cues marking forward progress - you create a continuous loop of encouragement that keeps engagement high. Delayed rewards don't work for most people.
A 2023 study in the Journal of Business Research revealed that users who engaged with reward systems saw a 43% increase in task completion rates compared to traditional methods. But the rewards need to feel meaningful - arbitrary badges lose effectiveness over time.
While some people thrive with punishment systems (losing HP, breaking streaks), many - especially those with ADHD or anxiety - find these systems counterproductive. The fear of failure adds stress rather than motivation.
A 2025 systematic review found that while gamification can significantly enhance working memory and attention control, the cognitive gains diminish over time, underscoring the need for continuous innovation in game design. Variety matters.
Gamification can be harmful when not implemented ethically, carrying risks such as manipulation or exploitation, addiction, and cheating. People may also lose intrinsic interest in activities due to the promise of extrinsic rewards. Use gamification as a tool for building habits, not as a permanent crutch.
No. Habitica's HP-loss punishment system doesn't work for everyone. Many users report increased anxiety from the fear of "dying." Apps without punishment (like Funtasking) may work better for anxiety-prone users.
Because abstract points have no real value. "847 karma" doesn't get you anything tangible. Systems where you earn currency toward real rewards (coffee, spa day, guilt-free Netflix) maintain motivation longer because the reward is personally meaningful.
Research says no, if used correctly. Gamification should be used as a supplement to help build habits. Over time, behaviors become automatic and intrinsic motivation develops. The goal is to use rewards to establish patterns, then the patterns sustain themselves.
Earn coins for real rewards you choose. Track life balance across 8 areas. No punishment, no guilt. Free to try.
Start Free