Category:Fun motivator

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Fun motivators are gamification design elements that allow to add a fun and entertaining element to a system. For a successful gamification design the application of several of them (together with other gamification design elements) enhances the experience and increases the appeal to a larger variety of players.



This list of fun motivators can be categorized into multiple categories:

Role Play

  • Being a Hero – Playing as the hero appeals to the human desire for power.
  • Being a Villain – It’s about the fantasy of having power without consequences.
  • Being a Wise Old Man – This is typically a high status role that may also touch on the motivator of family.
  • Being a Rebel – The opportunity to flaunt society’s rules while remaining basically good.
  • Being the Magician, a keeper of secret knowledge – People enjoy the thought of knowing something that nobody else knows.
  • Being the Ruler – The chance to be a person with considerable influence and power over other people.
  • Exacting Justice and Revenge – Justice and revenge provide a sense of idealism and tranquility when wrongs are righted.


  • Recognizing Patterns – Anything from visual patterns, motion patterns, strategic patterns or mathematical patterns.
  • Collecting – Collections communicate status, suggest organization, lead to rewards, represent wealth and are mementos.
  • Achieving a Sense of Completion – Giving players a constant sense of finishing something like progress bars, to-do lists, achievements and levels.
  • Organizing Groups of People – Organizing groups of people to achieve shared goals is a source of enjoyment.
  • Creating Order out of Chaos – Sorting, lining things up and classifying give players a sense of control over their environment.

Status & Achievement


Mastery & Learning

  • Gathering Knowledge – Studying and being taught are not fun, but learning is fun because we are naturally curious.
  • Mastering a Skill – Increasing one’s mastery without becoming frustrated gives people a sense of flow.
  • Enlightenment – Games provide a way for players to explore decisions and their consequences, leading to greater knowledge.
  • Predicting the Future – Predicting the future makes people feel smart, in-control and influential.
  • Exploring a World – Understanding your environment gives you a sense of power and control.


  • Romance – Games can provide opportunities for flirting, wooing and building relationships with the opposite sex.
  • Exchanging Gifts – Players enjoy giving gifts to their friends and the act of giving triggers reciprocity.
  • Strengthening a Family Relationship – Players enjoy feeling companionship with members of their family.
  • Competition – People enjoy the sense of power that comes from winning.
  • Noting Insider References – Discovering “Easter Eggs” gives player a sense of being a part of the “in crowd.”
  • Psychoanalyzing – Predicting, guessing or understanding the motivations of others can be a source of fun.


  • Being Silly – Players enjoy an escape from the serious and mundane.
  • Laughing – People love to laugh, especially with their friends.
  • Being Scared – People enjoy the sensation of danger without the actual danger.
  • Experiencing the Freakish or Bizarre – People crave new and unique experiences that are different from their everyday lives.
  • Excitement – Suspense, horror, competitive action and anticipation help create an addictive, exciting experience.
  • Relaxing – Games can create a mental vacation which can lead to tranquility.


Doing Good

  • Improving One’s Health – People dislike exercise, but love to feel fit.
  • Nurturing – Growing things stems from your motivations for family, saving and power.
  • Improving Society – Players can satisfy their need to leave the world a better place than when they came into it.
  • Triumph over Conflict – Resolving conflict provides the player with a sense of victory.