Goal to mechanic map
Acquisition, retention, engagement, conversion, and onboarding each get different mechanics.
Quick Ref / Command
Marketing Kit
/ak:gamification-marketing
Designs gamified campaigns with points, badges, leaderboards, streaks, challenges, rewards, psychology alignment, templates, and KPIs.
Identify goal
Select mechanics
Align psychology
Balance ethics
Rule 01
Mechanics must start from a marketing goal, not from novelty.
Rule 02
Use 2 to 3 core mechanics first; too many mechanics dilute behavior.
Rule 03
Reward value must be legible to the user.
Rule 04
White-hat motivation should carry most of the campaign for long-term trust.
Core lanes from input to output, aligned with the command's real execution path.
Start
Input, scope, route
Work
Agent / skill execution
Verify
Gate, review, validation
Close
Report, handoff, artifact
Goal to mechanic map
Acquisition, retention, engagement, conversion, and onboarding each get different mechanics.
Psychology fit
Connects campaign mechanics to competence, social proof, mastery, loss aversion, curiosity, and momentum.
Pitfall control
Limits mechanic sprawl, unclear rewards, toxic competition, impossible challenges, and generic personalization.
Concrete invocations for each flag, subcommand, mode, or route available in the live workflow.
/ak:gamification-marketing streaks for retention campaign /ak:gamification-marketing referral leaderboard for acquisition /ak:gamification-marketing onboarding progress bars and micro-badges Gamification report
Pattern
assets/reports/performance/{date}-gamification-analysis.md Uses assets-organizing to place the campaign analysis, mechanics, psychology, KPI plan, and risks.