After 25 years at Gamification+, I’ve seen the field shift a great deal.
Early on, much of the conversation was dominated by points, badges, and leaderboards. Some of that work was useful. Some of it missed the deeper question.
What actually helps people take part, stay involved, and keep going when life gets busy, messy, or difficult?
That question has shaped where our work has gone.
While our history spans many sectors, in recent years we have become much more focused on the areas where better engagement can support outcomes that genuinely matter: human health and sustainability.
We specialise in gamification and behavioural design for organisations working on long-term behaviour change.
That means looking beyond surface mechanics and paying closer attention to motivation, autonomy, habits, social context, and the systems people are moving through.
We are less interested in novelty for its own sake.
We are more interested in helping you design something that people can return to, believe in, and act on over time.
Our Specialisms
Health, wellbeing, and the realities of daily life
Health gamification is at its best when it supports the person, not just the metric.
Whether the challenge is rehabilitation, prevention, or workplace wellbeing, the real question is usually the same: how do we design for real lives rather than ideal conditions?
That means understanding where motivation drops, where friction builds up, and what helps people keep going over time.
- Therapeutic exercise and clinical rehabilitation: Our work with innovators such as Good Boost has explored how movement, feedback, and a sense of progress can support recovery and long-term musculoskeletal health. We help shape experiences that feel accessible, purposeful, and worth returning to.
- Public health and better choices: Work such as Vape Escape has shown how behavioural design can support difficult shifts in behaviour, especially when the audience needs something relatable rather than preachy. The challenge is not simply informing people. It is helping them make a different choice and stay with it.
- Workplace wellbeing and connection: With platforms such as Hoogly, we have looked at how wellbeing can become part of the shared culture rather than a token initiative. When people feel part of something, engagement tends to become more meaningful and more sustainable.
If your work is trying to improve human health, we would like to help you design for the behaviours that make that improvement possible.
That usually means moving beyond simple tracking and towards experiences that support confidence, consistency, and long-term commitment.
Sustainability, circularity, and local resilience
Sustainability only works when people can see their part in it and feel that their actions matter.
That is true whether you are building a digital platform, a circular service, or a grassroots campaign.
We help organisations turn environmental ambition into habits, routines, and systems that people can actually take part in.
- Tech-led environmental solutions: Work with organisations such as Subsee.ai has shown that good technology is only part of the picture. The other part is helping people interpret what they see, know what to do next, and feel motivated to act.
- Circular economy and asset management: Our work with Circlr.io has explored how circular systems become stronger when the better choice is also the clearer and more rewarding one. We help organisations design for return, reuse, stewardship, and consistency.
- Grassroots and community movements: From local environmental activity to wider community initiatives, we are interested in how shared purpose becomes shared action. Projects such as this environmentally focused scavenger hunt remind us that momentum often starts with participation that feels tangible, social, and locally meaningful.
For us, sustainability is not just about awareness.
It is about designing systems that make better behaviour easier to start, easier to repeat, and easier to sustain.
How we help
Different organisations need different kinds of support.
So the work usually begins by understanding what is already in place, where the friction sits, and what sort of partnership is most useful.
- Strategic audit: For teams with a product, service, or programme already in motion, but where engagement is weaker than expected. We review the experience, the user journey, and the behavioural assumptions underneath it, then provide a clear direction for improvement.
- Behavioural strategy: For organisations building something new or reshaping something important. We help define the strategy before the mechanics are locked in, so the experience is aligned with your mission from the start.
- Fractional CGO support: For teams that need ongoing senior input. Pete joins on a part-time basis to provide strategic oversight, challenge assumptions, and help internal teams build stronger behavioural design capability over time.
Learn more about our Fractional CGO partnership
Why work with Gamification+?
Good strategy needs to survive contact with real life.
That is one reason we still care so much about the practical side of this work.
Over the last quarter-century, we have seen again and again that behaviour change is rarely tidy. People are busy. Systems are imperfect. Organisations face trade-offs. What looks sensible on paper does not always work in practice.
Our role is to help you navigate that reality with more clarity.
We bring together academic insight, practical experience, and a long-standing commitment to using gamification and behavioural design where they can do genuine good.
And while our focus is now firmly on Health and Sustainability, our earlier work across Sales, HR, and Education still matters.
It gives us a broader frame of reference and a deeper understanding of how motivation works across different contexts.
Let’s have a conversation.
Whether you need a fresh view of an existing product or a longer-term strategic partner, I’d be glad to explore whether we are a good fit.
A useful conversation usually starts with three things: what you are trying to change, where people are getting stuck, and what you have already tried.
What our clients say

"Pete has transformed how Good Boost uses gamification to increase user uptake and long-term engagement in our digital rehabilitation programme. He has supported Good Boost to create new gamification concepts for user engagement and retention in digital health apps that have now been awarded grant funding to develop and deploy these ideas in our software." Ben Wilkins, Good Boost

"Pete opened our eyes to the potential of human centered design, specifically gamification, in all aspects of business and development. Following his engagement with us the company literally became obsessed with gamification and started introducing it in many aspects of business. We started with offline games for onboarding staff and improving cash collection. Recently we launched a mobile gamified project management application. It is mind blowing to see how introducing simple game mechanics not only improves our culture and employee engagement, but also increases efficiency and effectiveness." - Mohamed Hossary, Executive Director

"The team went away at the end of the day excited about the possibilities of gamification and with the tools to implement them. Thanks Pete! - Laura McInerney, Teacher Tapp
Gamification consultancy clients we have worked with
Our work today is focused on health and sustainability, partnering with organisations that want to improve wellbeing, strengthen participation, and build more resilient systems through thoughtful behavioural design.
- Circlr.io – sustainability-focused asset management platform – developed a gamification and behavioural design strategy to help accounting partners and businesses engage more confidently with asset tracking, sharpening KPIs, reducing costly feature creep, and building momentum towards more circular, environmentally responsible decision-making. Click for Circlr Case Study
- MyMaxMe - Personal goal website - Added gamification tactics throughout an existing motivational website to help their clients reach their weight loss goals, to quit smoking and to become successful in business.
- Green Growth Platform — the University of Brighton’s sustainable business innovation network — used gamification and behavioural design to make CRM use more meaningful and consistent for their team. The result was stronger engagement with relationship management, clearer tracking of the business support they were providing, and more momentum behind a healthier regional economy shaped by sustainability and local resilience.
- eValue Investment Solutions - Financial services company – created a strategy for their consumer-facing website to help customers build financial literacy and engage with pensions planning, supporting greater confidence, reduced financial stress, and a wider range of options for their future wellbeing.
- Grassroots Suicide Prevention - Charities and NGO's - Created strategy and tactics for improving fund raising from limited existing resources and, separately, for reaching out to communities and increase the number of people attending training on suicide alertness and intervention skills. Obviously this gamification strategy had to work using the mechanics of gamification without looking like a game or being overtly fun because of the seriousness of the topic area.
While our focus today is health and sustainability, the way we think has also been shaped by earlier work across other sectors where motivation, habits, and participation mattered just as much.
- Joosr - 20 Minute Book summaries - The goals of the gamification strategy we created for Joosr were to increase new customers and to retain and engage existing ones. We designed a gamification engagement plan using the website and the application that the company was already using, as well as their newsletter.
- CVC Capital Partners - Venture Capital Company - Create a strategy for on-boarding staff to use SharePoint, to motivate them to continue using it and to use it well. Leading to better knowledge management and knowledge sharing and faster & higher quality deal making.
- Pink Chillies - Children's Toys and Merchandising - Created a strategy for a campaign to get 1,000 new members of their website, with a target age range of 5 - 13 years of age, and keep them returning to the website once joined. Plus, a plan to engage their customers across all the different platforms in use (physical toys, website, cartoons, mobile app and fashion) to increase the impact and reach of the brand.
- Kallikids - Kids' activities recommended by parents - Aim of the Kallikids Gamification solution was for users to explore more of the choices given on the website and use more of the features that were available to them. We proposed some new elements to the website and a system to engage users in order to motivate them to explore more. We also provided a plan for an application that would work with the website to engage a larger audience.
- Network for Business - Business Networking organisation - Created strategy & rewards system to improve regular attendance numbers, increase visitor numbers, to target relevant visitors and increase the number of sales referrals.

