# Gamify best practices > Gamification succeeds or fails on configuration, not on features. These are the settings and habits that decide whether your team finds the board motivating or resents it. (Apps: Gamify) - Page: https://dashboard.nizu.io/knowledge_base/view/226-gamify-best-practices - Part of: [Knowledge base](https://dashboard.nizu.io/knowledge_base/llms.txt) on NIZU — https://dashboard.nizu.io/llms.txt - Updated: 2026-10-25T11:50:03Z ## Gamify best practices Gamification succeeds or fails on configuration, not on features. These are the settings and habits that decide whether your team finds the board motivating or resents it. ### 1. Decide the leaderboard visibility deliberately A fully public board is the most energising option and the right default for a young, close-knit team that wants it. It is the wrong default for a mixed team with part-timers, new hires and non-delivery roles, because those people will sit at the bottom through no fault of their own. If you are unsure, start with **Top N plus your own rank**. Everybody sees the podium and their own position, and nobody is publicly last. You can open it up later. ### 2. Keep seasons short Monthly seasons are the single most important protection against a leaderboard becoming a permanent hierarchy. With a monthly reset, the same person cannot top the board for a year, and somebody who joins in week three still has a real chance next month. Only choose quarterly if your delivery cycle genuinely makes a month too short to be meaningful. ### 3. Weight by effort, not by count Leave the task-completion rule weighted by the task's story points. Scoring raw task count rewards whoever splits their work into the smallest pieces, which distorts both the board and your project data. ### 4. Keep the collaboration caps low Comments, file uploads and posts are the farmable actions. Their default caps (10, 5 and 2 per day) exist for a reason. Raising them turns the leaderboard into a measure of who talks most. ### 5. Be cautious with penalties - **Start with penalties off.** Run the board on positives for a season first, so the team associates Gamify with recognition before it can ever cost them anything. - **Keep the per-season cap.** The default of 25% of earned XP stops one bad month becoming unrecoverable. Somebody who cannot catch up disengages permanently. - **Keep the grace period.** New team members should be penalty-free while they learn how your workspace is used. - **Review appeals promptly.** An appeal that sits unanswered is worse than no appeal mechanism at all. ### 6. Do not enable attendance-based scoring casually Scoring clock-in punctuality changes what the app is: from recognising delivered work to monitoring presence. It is available but off by default, and in many countries it carries employment-law and works-council implications. Treat enabling it as a policy decision, not a configuration tweak. ### 7. Tell the team before you switch it on Gamify measures individual work and, by default, publishes a ranking. In most of Europe that is personal data processed for performance evaluation, and in several countries it may require works council consultation and a clear privacy notice. Beyond compliance, it is simply better practice: a leaderboard that appears without warning reads as surveillance, while one that is announced, explained and opt-out-able reads as a game. ### 8. Run the backfill, then check the ledger The 90-day backfill makes the board credible on day one. Immediately afterwards, open the XP Ledger, filter to **Backfill history**, and sanity-check the result. If it looks wrong, undo it in one click rather than living with numbers nobody trusts. ### 9. Let the ledger do the arguing When somebody questions their score, open the XP Ledger and filter to them. Every entry names its cause and links to the record behind it. A gamification system that cannot explain itself loses the team's trust the first time a number looks wrong. ### 10. Revisit the rules after the first season After one full season, look at what actually drove the board. If one rule dominates, lower it. If a whole role design, admin, sales is invisible, add or raise a rule that reflects their work. The starter values are a sensible beginning, not a finished configuration. ### 11. Treat duels as a break, not a metric Arcade Duels are deliberately scored on their own board and cannot move anybody's XP, level or position on the season leaderboard. Keep it that way in how you talk about them. The moment a duel record is quoted in a review, an opt-in game becomes something people feel obliged to play. Three settings are worth a moment's thought before you leave the defaults: - **Maximum stake.** Coins are cosmetic, but a large stake still creates a loser. The default of 50 is low on purpose. - **Rematch cooldown.** This is what stops one person being challenged over and over by somebody who enjoys beating them. Do not set it to zero. - **Daily limit.** A cap on how much of the afternoon this can absorb. Make sure people know that **Allow duel challenges** exists in My preferences, and that declining a challenge is silent the challenger is never told. Both facts only protect somebody if they know about them. ### 12. Think hard before enabling task wagers Task and ticket wagers let two colleagues put up a piece of their own open work and hand it to the loser. It ships **switched off**, and that is the right default. It is the only part of Gamify that changes real work rather than play money, so treat enabling it as a decision about your team's culture, not a settings tweak. If you do enable it: - **Say so out loud first,** the same way you would announce the leaderboard. A colleague discovering the feature because a task appeared on their list is the worst possible introduction to it. - **Make it clear it is optional.** Declining is silent, and anybody can turn duels off entirely in My preferences. Neither of those protects somebody who does not know they exist. - **Watch for the seniority problem.** Nothing in the software stops a manager challenging somebody who reports to them, and "voluntary" means something different when your lead asks. If your team has that shape, consider keeping wagers off and letting people duel for coins instead. - **Keep it to comparable work.** The rules already require that the other person could actually be given the item a task in a shared project, or a ticket their role can hold but nothing stops somebody wagering a half-hour job against a week-long one. That is a social norm to set, not a setting. - **Know where the record is.** Every acceptance is stored with the items involved and the terms that were on screen. It is on the wager record page for each duel, open to both players and to anybody who manages gamification. If a transfer is ever questioned, read it before forming a view. - **Remember you can simply undo it.** A transferred task is an ordinary reassignment in the task history. If it was a bad idea on the day, move it back. The point of the feature is a bit of camaraderie between people who already enjoy working together. The moment it starts being used to move unwanted work onto whoever is worse at a video game, switch it off. ### 13. Recognise documentation without paying per article Documentation trophies exist because writing things down is the work that never gets noticed. Two things are worth understanding about how they are set up. First, writing an article earns **no XP**, on purpose. An article costs one form and nobody is going to review five hundred of them paying per article would be the easiest thing in the whole system to game, and it would make the leaderboard meaningless. The recognition is the trophy, and the thresholds get genuinely hard. Second, the readership trophies are based on somebody's **most-read single article**, not the total across everything they have written. That is deliberate: summing views would just reward volume a second time, and five hundred pages nobody opens would out-score the one page the team keeps coming back to. If you want to encourage useful documentation rather than a lot of it, leave that as it is. ### 14. Keep the cron running The scheduled job does more than refresh the boards: it delivers queued notifications, rolls seasons over, and settles duels that both players walked away from. Without it, an abandoned match holds its staked coins and keeps both players from starting another one. If duels appear stuck, check the cron first.