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How do leaderboards affect different types of users in a gamified system?



Leaderboards in gamified systems affect different types of users in various ways, depending on their motivations and skill levels. High-achievers, or those who are driven by competition and status, are typically highly motivated by leaderboards. They strive to be at the top and will actively engage with the system to improve their ranking. Casual users or those who are motivated by mastery and exploration may be less influenced by leaderboards. They are more focused on their personal progress and learning, rather than comparing themselves to others. For these users, leaderboards can even be demotivating if they consistently rank low and feel discouraged. Some users may also be intrinsically motivated and find leaderboards irrelevant, focusing instead on the inherent enjoyment of the activity. Additionally, leaderboards can create a sense of social comparison, which can lead to both positive and negative emotions. Positive emotions include pride and satisfaction for those at the top, while negative emotions can include envy and discouragement for those at the bottom. Therefore, effective gamified systems often supplement leaderboards with other motivational elements to cater to a diverse range of user preferences and avoid alienating those who are not motivated by competition.