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Points, Badges, Leaderboards – Part 3 of 3
Behavioral Design

Points, Badges, Leaderboards – Part 3 of 3

Most leaderboards kill motivation for 90% of their users. Only the top 5–10% feel driven to compete — everyone else sees a wall of insurmountable scores and gives up.

This is Part 3 of our Points, Badges, and Leaderboards series. In Part 1, we explored how behavioral design goes far beyond PBL. In Part 2, we covered how points and badges can drive engagement when used right.

Now we tackle Leaderboards (Game Technique #3), the most misused tool in gamification, and how to design them so every user feels motivated, not demoralized.

Colorful leaderboard displaying player scores, gamification game technique for engagement and competition
Photo by Element5 Digital on Unsplash

⚡ Speed Run Notes

  • Points, badges, and leaderboards are not gamification — they are the visible shadow of gamification. The mechanics are what untrained observers see. Real design happens one layer below: which Core Drive is the mechanic serving, and is the user even wired for that drive right now? Without that layer, PBL is decoration.
  • The single most abused mechanic in the entire category is the global leaderboard. It motivates the top 5% and demotivates the bottom 95%. Any leaderboard that shows absolute ranking to users who cannot realistically reach the top is actively hostile to retention. Cohort leaderboards fix this; global leaderboards cannot.
  • Badges only work when they surprise the user. Expected badges are reward coupons — mildly pleasant, forgotten in a day. Unexpected badges trigger CD7 (Unpredictability) and become memorable for years. The best badge systems are 30% expected and 70% surprise; most commercial systems are the inverse.
  • Points are a currency, and treating them as a motivator is a category error. Currency is the medium; motivation is the goal. Points as pure score mean nothing. Points that unlock identity, access, or story mean everything. Any PBL system where points don't buy something meaningful is a spreadsheet masquerading as a game.
  • The deepest move is knowing when to remove PBL. Mature gamified products often strip out their original points and badges once the community has internalized the behavior. The scaffolding comes down when the building stands. That reverse move is invisible in the case-study canon because no one writes up the day they removed the leaderboard.

Author Credibility: Yu-kai Chou

Yu-kai Chou — creator of the Octalysis Framework

Yu-kai Chou created the Octalysis Framework after studying gamification since 2003 — years before the term entered mainstream vocabulary. As a Human-Systems Architect & Behavioral Designer, his framework has been applied by LEGO, Microsoft, Porsche, Coca-Cola, Salesforce, and MrBeast, impacting over 1.5 Billion Users.

Chou has taught the Octalysis methodology at Harvard, Stanford, Yale, Tesla, Google, BCG, and IDEO.

His work has been cited by Harvard, Stanford, MIT, Forbes, Wall Street Journal, Wired, US Department of Energy, NIST, NSF, NCBI, US Department of Education, ClinicalTrials.gov, and Google Scholar — with 3,700+ more academic publications. Explore his books here.

Table of Contents

The Most Common Mistake in Leaderboard Design

Leaderboards (Game Technique #3) are one of the most commonly implemented game mechanics, used in both explicit gamification (where the user acknowledges they are playing a game) and implicit gamification (a design that subtly employs gamification techniques into the user experience).

The most common mistake? Creating a basic leaderboard that shows where every user ranks from first to last place.

Such leaderboards do motivate the top 5–10%, who compete with each other and work hard to climb higher.

However, the mid and bottom tier usually feel demoralized. They feel there is no point in even trying to reach the top. This is a textbook example of what Yu-kai Chou calls Anti Core Drives, design elements that actively demotivate users instead of engaging them. For a deeper dive into this hidden saboteur, see Anti Core Drives: The Hidden Forces Killing Your User Engagement.

Urgent Optimism: Why You Need It

A well-designed leaderboard should make all your users feel urgent optimism, a term coined by Jane McGonigal (watch her TED talk).

Urgent optimism is the desire to act immediately to tackle an obstacle, combined with the belief of having a reasonable shot of success.

Within the Octalysis Framework, urgent optimism sits at the intersection of Core Drive 2: Development & Accomplishment (the feeling of making progress) and Core Drive 6: Scarcity & Impatience (the urgency to act now before the opportunity fades).

When you have many users on a leaderboard, most will perceive their rank as meaningless, even if it is impressive percentage-wise. Rank 582 out of 6,024 is top 10%, but it does not feel like an accomplishment.

In this scenario, you can choose to only show your users their percentile.

The user should feel that if they try, they can reach the win-state, and that there is urgency so they feel they have to act now.

If a user sees that they have 500 points while the top ten all have 1,000,000+ points, they are not motivated. They are demoralized. The user will feel like they can never catch up (no urgent optimism) and will give up.

Leaderboard Designs That Actually Work

Micro leaderboards show the ranking of the user in their region, or among their friends (a social leaderboard). These designs instill a sense of optimism (the user can try and will have a reasonable chance to reach the top) as well as a sense of urgency (how can I lose to my mother?).

This taps into Core Drive 5: Social Influence & Relatedness. We care far more about competing with people we know than with anonymous strangers. For a deeper look at why most leaderboards fail and practical steps to fix yours, check out our expanded guide.

Make sure your leaderboards are refreshing. If a leaderboard exists for a longer period of time, new users who are just starting will feel overwhelmed, unable to catch up, and will give up.

The top ten users like their status, so show their names. But don’t show their statistics. Doing so demoralizes other users.

Instead, only show the statistics of the user herself and the 5 users above and below her.

The thing that really matters is that the user is motivated to climb higher than those above her on the leaderboard (win-state), and not let those below her catch up.

“When designing Leaderboards, make sure your users only see what is meaningful to them.”
— Yu-kai Chou

Frequently Asked Questions

Why do most leaderboards fail?

Most leaderboards fail because they show a complete ranking from first to last. This only motivates the top 5–10% of users while demoralizing the remaining 90% who feel they can never catch up. The fix is to use micro leaderboards, percentile displays, or friend-based rankings that give every user a realistic win-state.

What is urgent optimism in gamification?

Urgent optimism is a concept from game designer Jane McGonigal. It describes the desire to act immediately to tackle an obstacle, combined with the belief that you have a reasonable shot at success. Good leaderboard design creates this feeling by showing users achievable nearby rankings rather than distant, impossible-to-reach top scores.

How do micro leaderboards improve engagement?

Micro leaderboards improve engagement by limiting the comparison group to a user’s friends, region, or nearby ranks. This activates Core Drive 5: Social Influence & Relatedness within the Octalysis Framework. Users are far more motivated to compete against people they know than anonymous strangers at the top of a global list.


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