ACHIVIA Italiano

Workplace gamification: what it is and how to do it right

Published on 27 September 2026

Gamification means taking what makes games engaging (goals, points, levels, milestones) and using it somewhere that is not a game, like work. Done well, it makes work visible. Done badly, it becomes a leaderboard nobody looks at.

What it is made of

When it works

It works when the rules are clear and the same for everyone, when rewards come for work that was done and checked, and when it rewards behaviors the company actually wants: delivering on time, helping each other, learning new things.

It also works when it is honest. If a level could be bought, it would stop saying how much a person has worked, and nobody would trust it anymore.

When it does not work

It fails when it turns into surveillance, when points are handed out at random or to favorites, and when it is added on top of the work instead of describing it. If earning points means doing extra things that help nobody, people notice right away.

An example: Achivia

Achivia is built on these rules. Work is assigned as quests, with a reward in credits that only arrives when the person who assigned it approves the delivery. Experience, and so the level, only follows credits earned by working: never credits that were bought.

Medals unlock by themselves when a threshold is reached, except «Go the Extra Mile», which a manager awards by hand with a written reason. Credits are spent in the Marketplace, and for a break there are games that give neither credits nor experience: they are just for playing.

Achivia is in open, free beta, in Europe and the United States.

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