Make players want to return.
For the first time, reward consistency rather than only correct answers: an active streak, a visible flame and bonus points to encourage daily play.


Boosting campaign retention

SPARTED campaigns are gamified micro-learning challenges: 3 minutes a day for 5 days. Usage analysis revealed three barriers:
Active players per campaign day: average participation on each campaign day, calculated across all clients.
Participation falls from 91% on day one to 15.6% on day five.
The challenge: keep the playful 3-minute daily micro-learning experience and preserve the regularity essential to learning, with no additional configuration for PMOs : the mechanics had to work without any action on their part.
Targets: +5% daily participation and +10% campaign completion.
Conversations with players complemented usage data: real-world work constraints, campaigns discovered too late and a feeling of already being out of the game.
Clients and leadership strongly requested catch-up. But allowing all sessions at the end of a campaign could undermine regular learning. I therefore advocated for Streaks alongside it: let players return after an absence while giving them a real reason to play every day.
For the first time, reward consistency rather than only correct answers: an active streak, a visible flame and bonus points to encourage daily play.


Let players who missed the launch or a day join the campaign instead of giving up because they are already behind on the leaderboard.
A learning trade-off: more flexibility could also weaken the daily habit and the principles of spaced repetition.


Daily campaigns are central to SPARTED's value proposition. These two new mechanics had to keep the experience lightweight, the rules easy to understand and play within three minutes. We chose to test in two stages: first, understanding on a prototype, then adoption in a real-world setting.
These two features change the game loop and require clear onboarding. We built a User Journey Map to identify five key moments in each journey, sometimes starting with the notification received before opening the app. For the first time, we also designed push-notification onboarding to introduce new features and their benefits. We worked on notifications, copy and screens at these touchpoints, using the F.O.C.U.S.E.D* method.

Introduce the mechanic and its benefit before the app opens.

Show the inactive flame: play to activate the streak.

Confirm the streak activation and encourage players to return the next day.

Show streak bonus points in the score summary.

Display the active flame and streak progress on the home screen.

Flag the missed session before the app opens.

Present the catch-up objective on a dedicated screen.

Show the sessions still to catch up on.

Update the campaign button based on progress.

Update player progress and status.
* Discovery Discipline and the F.O.C.U.S.E.D framework, developed by Tristan Charvillat and Rémi Guyot: a structured approach to Product Discovery, tested at PayPal and deployed at BlaBlaCar.
“Streak bonus points are really interesting. Some players complain about not getting time bonus points, so this makes up for it! Definitely in favour of releasing these features!”PMO · Eiffage · Phase 1
“I think highlighting players' consistency is a good thing, and catch-up is available when you forget.”Player · Paris Society · Phase 2
Catch-up lets players return to a campaign after an absence. Streaks encourage daily play. Testing helped verify understanding of both mechanics before implementation.