Jan 15, 2026
If the content sucks, badges don't matter

Words by
Kaine Shutler

Key takeaways
Gamification is a moderator—it amplifies the quality you already have. If your content is uninspired, you are multiplying by zero. A leaderboard for a poor experience just makes that experience competitively bad.
Users have a limited "brain battery." If your interface is clunky, they burn mental energy navigating instead of learning. This Cognitive Load pulls them out of the "Flow" channel and moves them directly into frustration.
Fix the "broccoli" before you add the chocolate. If the material is outdated or lazy, no amount of points will save it. You have to build a foundation of high-quality, relevant content before you allocate budget on game features.
Most gamification is just a distraction. It’s what happens when a team realizes their product isn't holding attention and tries to trick people into staying.
If your content is dry and your learning platform is clunky, adding a leaderboard won't fix it. You’ll just have a leaderboard for an experience nobody wants to have. We call this "chocolate-covered broccoli." It doesn't work for kids, and it definitely doesn't work for your users.
Here is why you should stop adding gamification features and start fixing the basics.
Gamification is a multiplier
Gamification doesn't create value; it amplifies the value that is already there.
Think of it as Quality x Gamification = Outcome.
If your instructional design is solid, gamification acts as a multiplier. It takes a good experience and makes it better. But if your content quality is a zero (if it's uninspired, outdated, or just plain poor) then the result is still zero. You can't multiply your way out of a bad foundation.
Don't Add Features Until You Fix the Friction
Before you spend a cent on "game mechanics," look at the Flow of your platform.
To learn, a user needs to get into a state of "Flow" (that sweet spot where the challenge of the task matches their skill). But they only have a limited amount of "brain battery" to get there.
If your interface is confusing, you’re taxing their mental energy. Instead of using 100% of their focus to master the content, they’re using 40% of it just to figure out where the "Next" button is. This is cognitive load.
When the UI is a struggle, it pulls the user out of the Flow state and moves them directly into frustration. You’ve effectively lowered their "Skill" level because they’re too busy fighting the website to actually learn the material.
If you add a ticking timer or a complex point system to a platform that is frustrating or content that is crap, you aren't "polishing" the experience. You’re making it heavier.
The "control" trap
From the user’s perspective, if the platform is hard to navigate and the content feels like a chore, being told they’re "in 42nd place" isn't a motivator. It’s an irritant. You’ve moved from intrinsic motivation (the user wanting to get better at something) to controlled motivation (the user doing the bare minimum just to move a progress bar).
Users see through "mandatory fun" immediately. It feels like a shortcut used to avoid the hard work of creating actual quality.
How to Actually Improve
If you want to move the needle, stop looking for the latest "engagement" feature and start looking at your foundation:
Fix the content first: Is it relevant? Is it human? If it's uninspired, get rid of it.
Remove the friction: Can a user get to the value in two clicks? If not, fix the UI before you add a badge.
Ask for consent: Gamification should be an invitation, not a mandate.
A shiny leaderboard won't save a sinking ship. Get the fundamental user experience right, fix the content, and then use gamification to turn a functional system into an exceptional one.

Kaine Shutler is the founder and managing director of Plume, a studio specialising in custom learning technology. With 14 years of experience, Kaine has established expertise in Learning Management Systems, UI/UX design, and scalability, working with clients including Google and training businesses across multiple sectors.
Jan 15, 2026
If the content sucks, badges don't matter

Words by
Kaine Shutler

Key takeaways
Gamification is a moderator—it amplifies the quality you already have. If your content is uninspired, you are multiplying by zero. A leaderboard for a poor experience just makes that experience competitively bad.
Users have a limited "brain battery." If your interface is clunky, they burn mental energy navigating instead of learning. This Cognitive Load pulls them out of the "Flow" channel and moves them directly into frustration.
Fix the "broccoli" before you add the chocolate. If the material is outdated or lazy, no amount of points will save it. You have to build a foundation of high-quality, relevant content before you allocate budget on game features.
Most gamification is just a distraction. It’s what happens when a team realizes their product isn't holding attention and tries to trick people into staying.
If your content is dry and your learning platform is clunky, adding a leaderboard won't fix it. You’ll just have a leaderboard for an experience nobody wants to have. We call this "chocolate-covered broccoli." It doesn't work for kids, and it definitely doesn't work for your users.
Here is why you should stop adding gamification features and start fixing the basics.
Gamification is a multiplier
Gamification doesn't create value; it amplifies the value that is already there.
Think of it as Quality x Gamification = Outcome.
If your instructional design is solid, gamification acts as a multiplier. It takes a good experience and makes it better. But if your content quality is a zero (if it's uninspired, outdated, or just plain poor) then the result is still zero. You can't multiply your way out of a bad foundation.
Don't Add Features Until You Fix the Friction
Before you spend a cent on "game mechanics," look at the Flow of your platform.
To learn, a user needs to get into a state of "Flow" (that sweet spot where the challenge of the task matches their skill). But they only have a limited amount of "brain battery" to get there.
If your interface is confusing, you’re taxing their mental energy. Instead of using 100% of their focus to master the content, they’re using 40% of it just to figure out where the "Next" button is. This is cognitive load.
When the UI is a struggle, it pulls the user out of the Flow state and moves them directly into frustration. You’ve effectively lowered their "Skill" level because they’re too busy fighting the website to actually learn the material.
If you add a ticking timer or a complex point system to a platform that is frustrating or content that is crap, you aren't "polishing" the experience. You’re making it heavier.
The "control" trap
From the user’s perspective, if the platform is hard to navigate and the content feels like a chore, being told they’re "in 42nd place" isn't a motivator. It’s an irritant. You’ve moved from intrinsic motivation (the user wanting to get better at something) to controlled motivation (the user doing the bare minimum just to move a progress bar).
Users see through "mandatory fun" immediately. It feels like a shortcut used to avoid the hard work of creating actual quality.
How to Actually Improve
If you want to move the needle, stop looking for the latest "engagement" feature and start looking at your foundation:
Fix the content first: Is it relevant? Is it human? If it's uninspired, get rid of it.
Remove the friction: Can a user get to the value in two clicks? If not, fix the UI before you add a badge.
Ask for consent: Gamification should be an invitation, not a mandate.
A shiny leaderboard won't save a sinking ship. Get the fundamental user experience right, fix the content, and then use gamification to turn a functional system into an exceptional one.

Kaine Shutler is the founder and managing director of Plume, a UK-based agency specialising in custom learning technology. With 14 years of experience, Kaine has established expertise in Learning Management Systems, UI/UX design, and scalability, working with clients including Google and training businesses across multiple sectors.
Jan 15, 2026
If the content sucks, badges don't matter

Words by
Kaine Shutler

Key takeaways
Gamification is a moderator—it amplifies the quality you already have. If your content is uninspired, you are multiplying by zero. A leaderboard for a poor experience just makes that experience competitively bad.
Users have a limited "brain battery." If your interface is clunky, they burn mental energy navigating instead of learning. This Cognitive Load pulls them out of the "Flow" channel and moves them directly into frustration.
Fix the "broccoli" before you add the chocolate. If the material is outdated or lazy, no amount of points will save it. You have to build a foundation of high-quality, relevant content before you allocate budget on game features.
Most gamification is just a distraction. It’s what happens when a team realizes their product isn't holding attention and tries to trick people into staying.
If your content is dry and your learning platform is clunky, adding a leaderboard won't fix it. You’ll just have a leaderboard for an experience nobody wants to have. We call this "chocolate-covered broccoli." It doesn't work for kids, and it definitely doesn't work for your users.
Here is why you should stop adding gamification features and start fixing the basics.
Gamification is a multiplier
Gamification doesn't create value; it amplifies the value that is already there.
Think of it as Quality x Gamification = Outcome.
If your instructional design is solid, gamification acts as a multiplier. It takes a good experience and makes it better. But if your content quality is a zero (if it's uninspired, outdated, or just plain poor) then the result is still zero. You can't multiply your way out of a bad foundation.
Don't Add Features Until You Fix the Friction
Before you spend a cent on "game mechanics," look at the Flow of your platform.
To learn, a user needs to get into a state of "Flow" (that sweet spot where the challenge of the task matches their skill). But they only have a limited amount of "brain battery" to get there.
If your interface is confusing, you’re taxing their mental energy. Instead of using 100% of their focus to master the content, they’re using 40% of it just to figure out where the "Next" button is. This is cognitive load.
When the UI is a struggle, it pulls the user out of the Flow state and moves them directly into frustration. You’ve effectively lowered their "Skill" level because they’re too busy fighting the website to actually learn the material.
If you add a ticking timer or a complex point system to a platform that is frustrating or content that is crap, you aren't "polishing" the experience. You’re making it heavier.
The "control" trap
From the user’s perspective, if the platform is hard to navigate and the content feels like a chore, being told they’re "in 42nd place" isn't a motivator. It’s an irritant. You’ve moved from intrinsic motivation (the user wanting to get better at something) to controlled motivation (the user doing the bare minimum just to move a progress bar).
Users see through "mandatory fun" immediately. It feels like a shortcut used to avoid the hard work of creating actual quality.
How to Actually Improve
If you want to move the needle, stop looking for the latest "engagement" feature and start looking at your foundation:
Fix the content first: Is it relevant? Is it human? If it's uninspired, get rid of it.
Remove the friction: Can a user get to the value in two clicks? If not, fix the UI before you add a badge.
Ask for consent: Gamification should be an invitation, not a mandate.
A shiny leaderboard won't save a sinking ship. Get the fundamental user experience right, fix the content, and then use gamification to turn a functional system into an exceptional one.

Kaine Shutler is the founder and managing director of Plume, a UK-based agency specialising in custom learning technology. With 14 years of experience, Kaine has established expertise in Learning Management Systems, UI/UX design, and scalability, working with clients including Google and training businesses across multiple sectors.
Plan your next learning platform with our founder
About Plume
As the leading custom LMS provider serving training businesses in the US, UK and Europe, we help businesses design, build and grow pioneering learning tech that unlocks limitless growth potential.

Plan your next learning platform with our founder
About Plume
As the leading custom LMS provider serving training businesses in the US, UK and Europe, we help businesses design, build and grow pioneering learning tech that unlocks limitless growth potential.

Plan your next learning platform with our founder
About Plume
As the leading custom LMS provider serving training businesses in the US, UK and Europe, we help businesses design, build and grow pioneering learning tech that unlocks limitless growth potential.


