hktitan/duolingo

duo-gamification

Add Duolingo-style play to any product — XP systems, juicy feedback, leagues, celebration moments, hearts/energy, and the anti-grind discipline that keeps gamification from turning toxic.

ソースを見る

使い方

  1. インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
  2. 必要なツール、認証情報、対応環境を原文で確認します。
  3. 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/hktitan/duolingo --skill duo-gamification

開始前の確認

  • 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
  • スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
リポジトリの原文

見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。

Duolingo Gamification — Map of Content

Duolingo's Make It Fun principle isn't a sprinkle of rewards on top of a serious product. It's the load-bearing decision: a low-motivation activity (studying) was wrapped in mechanics borrowed from games until learners showed up daily without willpower.

This skill is structured as a graph: scan the descriptions below, follow only the [[wikilinks]] you need.

Feedback layer (where "juicy" lives)

  • [[references/juicy-feedback]] — the bouncy, sound-rich response to every correct answer that turns a checkbox into a moment.
  • [[references/celebration-moments]] — bigger payoffs at session/level/streak boundaries; how often, how loud, how to keep them surprising.
  • [[references/character-reactions]] — Duo, Lily, Eddy: characters as the emotional channel for feedback.
  • [[references/celebration-artifacts]] — milestone rewards the user can print, wear, bake or post, instead of a badge that dies in the app.

Progression layer

  • [[references/xp-system]] — the abstract currency that lets every action contribute to a single forward-motion metric.
  • [[references/progression-design]] — units, sections, paths: how the visible structure of progress shapes effort.
  • [[references/ramp-up-difficulty]] — flow-state pacing: never too easy, never a wall.
  • [[references/two-regimes-of-one-counter]] — one accumulating counter motivates by momentum early and by protected value late; tune for both.
  • [[references/nested-deadlines]] — short horizons inside long ones, so a near-term checkpoint is always live.
  • [[references/beat-your-own-best]] — personal records alongside fixed thresholds, and status placed where other people see it.
  • [[references/rate-by-opponent-strength]] — score the difficulty of what was beaten, not the win count, and ship the caveat that ratings lag real progress.

Constraint layer (where "fun" gets serious)

  • [[references/hearts-and-energy]] — capped attempts as a forcing function for engagement and a monetization lever.
  • [[references/power-ups]] — purchasable or earned consumables that tilt the difficulty curve.
  • [[references/combo-multipliers]] — within-session momentum rewards.
  • [[references/self-imposed-stakes]] — let users voluntarily raise their own stakes, so the constraint is theirs rather than yours.

Social layer

  • [[references/co-op-pairing]] — shared goals between two users, and why partner selection has to filter on recent activity.

Anti-patterns

  • [[references/anti-grind]] — when gamification curdles: the difference between "I want to come back" and "I owe the app a visit."

Sibling skills

  • [[../duo-retention/SKILL]] — gamification's job is retention; the loops live there.
  • [[../duo-design/SKILL]] — the visual and motion implementation of every node in this skill.
  • [[../duo-voice/SKILL]] — celebrations and reactions are also a copy problem; characters need lines.
  • [[../duo-experimentation/SKILL]] — gamification is the most over-tested area in product; every value (XP per lesson, league size, heart cost) is dialled by experiment.

Sources

  • Duolingo Handbook (2025), Principle #5: Make It Fun
  • blog.duolingo.com design and engineering posts — character system, motion, sound
  • blog.duolingo.com — gamification and game-design posts