Leaderboards 
& Player Motivation

Turning a flat pilot into a measurable retention system

Client
The client shipped a competition pilot. It did not move retention in a meaningful way, only around 2% and looked like noise.

Leadership still believed in the idea and wanted an expert behavioural view on what went wrong and what to do next.

Metrics
Reward-based mobile app, play-to-pay model
Predominantly Android

500k+ DAU
Typical weekly payoff 2-20 EUR

Primary goal
Improve retention D2 and D30

Isnt’s it an overwhelming brick wall of questions?

Those important questions should be addressed before the initial stage of the projects get started

Executive summary

A leaderboard is not a retention feature by default. It amplifies motivation that already exists

My advisory work focused on three aspects:

  • Align on success and KPIs

  • Identify the gap between hypothesis and implementation

  • Propose a practical plan that works inside unit economics and engineering constraints

Overview of the pilot

Massive acquisition, but a retention gap

500k DAU, 25M installs

High initial churn

Users download, realise it takes time, effort, and watching multiple ads to earn 2€ and then quit. This cohort generates about or less 1€ revenue on top of the acquisition costs.

Earners
But people who stay longer, generate more revenue. Classic churners vs earners. To cover the payoff of 2€/week, users should generate +30% profit + 15-20% of infrastructure costs. That means min 3.5€/week revenue from ads.

Average active days for the mid-tier users are around 10 Days, but they churn just before they become highly profitable.

General leaderboard

Format
Weekly leaderboard / 100 participants per cohort
Users grouped close to each other by coins earned that week

  1. AB-test 
50k users cohort
40 days test

  2. Coin source 
Coins earned through watching ads

  3. Rewards
Mostly status
No tangible rewards

  4. Outcome
Minimal retention movement
No clear signal on D2 and D30

 

Business alignment & metrics

500k DAU is a sticky core

With a focus on mid-tier low payout users

Who are them?
They likely have a specific psychological profile (grinders, or hoarders, or brain rotters). It’s an important task to explore their motivation and behavioural drivers.

Design Implication
The leaderboard should not try to save the users who quit on Day 1, yet.

It should focus on extending the life of the D7–D30 user. If it turns a 2-week user into a 4-week user, that 500k DAU give a boost to revenue without any costs on on marketing and new acquisition.

Potential pitfalls
Depend on the reward system, higher risk of cheating and fraud.
Unit economics sustainability might be affected by introducing a leaderboard and providing some rewards for increasing engagement.

“Who am I there? And where? Why should I care about those people and me being among them on those leaderboards?”

Some leaderboard examples

The major gap

Hypothesis

Competition increases competitive spirit → Competitive spirit increases retention

Reality of the shipped system

Status-only rewards lowered the perceived value of winning. Weekly cadence slowed momentum, and limits on near-real-time updates weakened feedback. Most users could not see a believable path to progress.

It created a feature people could glance at, but not become stuck in an engaging loop that will make them want to return.

General leaderboards don’t work and have negative impact on retention

Why compete if I can’t win?

Recent studies indicate that while competition boosts engagement among top performers, it creates toxicity and churn among the bottom of the cohort. It makes a significant impact on retention.

People’s motivation

Leaderboards increase motivation only for the top 10-15% but DECREASE motivation for the bottom 70%. Creates helplessness, not engagement. As well as increase anxiety, fear of loss, and other related emotions.

On a deeper level, motivated by dealing with daily stress, feeling capable and in control in reality by playing casual games.

Recent interesting researches about leaderboards and user behaviour

Leaderboards in Gamified Information Systems for Health Behavior Change: The Role of Positioning, Psychological Needs, and Gamification User Types

Exploring the Impact of Player Traits on the Leaderboard Experience in a Digital Maths Game

How different gamified leaderboards affect individual students' learning engagement, strategies, performance, and perceptions in online classes

Climbing the Ladder or Falling Behind: The Role of Leaderboard Composition in User Engagement

The Dark Side of Gamification: When Points, Badges, & Leaderboards Go Wrong

How Leaderboards Impact Player Retention

Practical solutions

Importance of POC

Leaderboard is a high-effort feature with unclear ROI and real risks for retention. So the POC should not try to prove a complete leaderboard system. It should prove that users want to participate in comparison. Later, it might be scaled into the leaderboard system.

Leaderboard’s entry point is the product decision, not developing and shipping the leaderboard table as a POC.

If the leaderboard creates helplessness, it will backfire. The core design question is not “who wins”. It is “Do users feel capable of progressing?”

POC implementation plan

Fakedoor test

low infrastructure costs
ghost data to test

First KPI is simple: do people choose to step into comparison?

Second KPI: whether people return to check progress

P2P battles

limited scope, short duration
simplified or semi-ghost data

First KPI is simple: do people actually compete?

Second KPI: do they come back to accept another battle?

Leaderboard

medium infrastructure costs
real data, limited cohort

First KPI is simple: do people join the league when participation is optional?

Second KPI: whether people return to check their position

Stage 01. Fakedoor test

Weekly Activity Rank

Entry point
Small module on Home

CTA
See how active you were this week compared to others

Action
Show a fake pop-up ranking design. Add a competitive element and potential rewards

How does it correlate with leaderboards?
To measure people’s interest in ranking. Do they even care?

Metrics

Tap rate (baseline interest)
D2 / D7 / D30 return rate among users who tapped
Change in active days vs control cohort
Streak continuation rate after exposure

Some leaderboard examples

Weekly Activity Rank module tests

Secondary CTA tests

This module already aggregates multiple motivation triggers. By testing here, we can measure intent, return behavior, and secondary actions without building new navigation or flows. The interaction cost for users is low, but the behavioral signal is strong.

Secondary CTAs act as directional indicators.
If users exposed to comparison are more likely to enable notifications, explore games, or revisit goals, it suggests that competition increases engagement rather than distraction.

This allows to validate retention impact early, before committing to heavier leaderboard mechanics.

Stage 02. P2P battle

A battle is an active decision

You decide to play or not, you compete. That’s why P2P is a better early test than building a full ranking view. It’s the cheapest way to measure competitive spirit on a bigger scale.

How does it correlate with leaderboards?

Interest in participation in a social competition, not just personal progress

Metrics

  • Tap rate (baseline interest)

  • Repeat engagement in the next battle 

  • Notification permission acceptance

  • Session length change next day

Delivery and execution framing

The goal is to learn whether leaderboards should scale by catching signals early and avoids building the wrong thing.

4 weeks sprint alignment

Milestones
User tests shipped to production > Data collected > POC report

Risks

  • False positive signals driven by curiosity rather than sustained behaviour change (that’s why D30 retention is important to track)

  • Perceived unfairness, or behaviour that negatively impacts retention

  • Scope creeps toward the full feature production

  • The feature can attract the wrong cohort of already sticky power users, inflate metrics while failing to improve the mid-tier sticky users

Dependencies

  • Engineering feasibility

  • Fast feedback loops between design, product, and analytics

Growth horizon

The longer-term recommendation was to treat competition as one module inside a scalable engagement engine, not a standalone feature.

That meant building a roadmap across three emotional drivers:

  • growth emotions (mastery and progress),

  • reward emotions (victory and achievements)

  • social emotions (belonging and peer interaction)


The horizon plan also made risks explicit: false positives from novelty, perceived unfairness that can damage retention, and increased fraud pressure in a real-money environment, so the system should evolve only when measurement shows sustained behavior, not curiosity spikes.

Scalable engagement engine

The leaderboard is one of the sticky tools in an engagement engine.

The scalable engagement engine should be build based on the emotional map rather than behavioural. Positive emotional outcome increase stickiness and reduce ads fatigue, add more purpose to use the app, build tolerance to interruptions.

Pleasure / Reward system:
Action → Reward → Dopamine
Community → Belonging → Oxytocin
Effort → Success → Serotonin

Retention drivers

Outcome

This project reinforced a simple rule: competition does not create retention. It amplifies emotion. If most users feel they cannot win, the system quietly teaches them to stop trying. It also clarified how I advise under constraints. When real time updates and complex reward logic are hard, the answer is not to polish the leaderboard.

The answer is to simplify the bet, validate intent early, and build only what the data earns. Bottom line, this work helped the team shift from a feature mindset to a measurable engagement strategy with clearer KPIs, clearer tradeoffs, and lower execution risk.