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.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/hktitan/duolingo --skill duo-gamification

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

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