#SPUMORALVERSE
Game 1: Duolingo
Characteristics of the game:
Duolingo is a language learning app designed to make users feel like they are playing a game. It is learned through short lessons, each with tests, XP accumulation (experience points), and Level up.
Use of Gamification:
There is an XP point system to encourage learners to continue their lessons.
Streak system if studying for days in a row
There is a ranking board (Leaderboard) to compete with other users.
This game is therefore the use of Gamification to motivate continuous language learning, turning "learning" into a "game that wants to come back and play every day."
Game 2 Forest: Stay Focused
Characteristics of the game:
It is an app that improves concentration on work or study, where users "plant virtual trees" when focusing on their own work, and trees grow for a period of time without touching their phones.
Use of Gamification:
There is a reward system as new trees when accumulating full concentration time.
There is in-game currency (Coins) to unlock special wood varieties.
There are forest growth statistics, representing user progress.
The app uses Gamification to strengthen discipline and motivate users to focus on work, turning "not playing mobile" into "playing games to reforestation."
Game 3 Habitica
Characteristics of the game:
It is a Discipline in Life app, letting users "play their own life games" - each time they complete a task or goal, they earn virtual points and items.
Use of Gamification:
Level up and Items
Users can team up (Party) with friends to complete a joint mission.
There are pets and virtual armor that unlock when the target is successful.
→ Habitica turns "time management" into an "RPG" that constantly helps build good habits.












































































