Omri Avny Logo OrangeOMRI AVNY
Gamification for software houses and product studios

I put the fun in function.

I’m the person on your team whose job is to make it fun.

I’m a fun expert. I look at your product the way I watch a new player at my table, and work with your team to make it easy to pick up and hard to put down.

Start with a WhatsApp messageSee the projects
01
Agency
03
Belonging
05
Open loops
18 years
running games for people who paid to play
10,000+ hours
watching players’ tendencies and habits
1,000+ games
in my bank of examples to draw from
§1 · SETUP

Your product is good. People just don’t stay long enough to find out.

THE BOARD: YOUR USERS’ PATH THROUGH THE PRODUCT
START
Sign up
Onboarding1↓ USERS LEAVE HERE
First moment of value
Coming back2↓ USERS LEAVE HERE
The long flow3↓ USERS LEAVE HERE
GOAL
A habit

Games solved these problems a long time ago. I bring the solutions over to your product.

1

Onboarding stalls

New users quit before they ever see what the product is good for.

2

Sign-ups don’t come back

They register, poke around once, and that’s it.

3

Long processes break midway

People start a course or a long setup with good intentions and drop it halfway.

§2 · THE METHOD

The Principles of Gamology

After decades at the game table, these are the eight reasons I’ve seen people keep playing. The research backs them up. Every mechanic I design starts from one of them.

01

Agency

People want their decisions to change something.

PRINCIPLE 1 OF 8
Example: let users choose their own path, even something small like the order of their tasks. A choice that changes nothing isn’t agency.
02

Competence

People keep going as long as it feels doable.

PRINCIPLE 2 OF 8
Example: keep every task reasonable and doable, and never give users more than they can handle at once.
03

Belonging

People commit to what they feel part of: a group, a guild, a brand, a character, even an object.

PRINCIPLE 3 OF 8
Example: a team, a guild, a brand, a named character or a mascot that users feel is theirs.
04

Flow

People stay when it’s fun and nothing gets stuck.

PRINCIPLE 4 OF 8
Example: no dead ends. Every screen has one clear next move, and feedback comes right away.
05

Open loops

The Zeigarnik effect: the brain is wired to finish what it started.

PRINCIPLE 5 OF 8
Example: the Zeigarnik effect at work. End the session with something started but not finished, like a quest half done, so there’s a reason to come back.
06

Social currency

People like to show off, and need something worth showing.

PRINCIPLE 6 OF 8
Example: give users something to show off, like a rare achievement, a high rank or a status that others can see.
07

Progress

People want to see how far they have come and how much is left.

PRINCIPLE 7 OF 8
Example: a visible track or map that shows how far they’ve come and how much is left.
08

Emotional connection

People put effort into what they feel attached to.

PRINCIPLE 8 OF 8
Example: a story, a character or an object they named themselves, so leaving feels like losing something.
LEFT OUT ON PURPOSE

Three things that move people, for the wrong reasons to play

Surprise rewards

A prize wheel pays out whether you played well or not, which tells you your choices do not matter. Dice belong before the turn, as in Catan. They should never be the result of it.

Artificial scarcity

FOMO works. But it’s pressure, and people get away from pressure the moment they can.

Fear that leaves the game

Losing should cost something, or winning means nothing. But the cost stays inside the game. That’s what “it’s only a game” means. A product that worries you after you close it has stopped being play.

I’m writing a book about them.
§3 · PROJECTS

Selected missions

I worked on each of these with the product’s team. The full decks are here, so you can see exactly how I think.

MISSION 04CHURN REDUCTION

ELOO

OBJECTIVE

Users launch a research agent, then leave while it works. Keep them around until the results come in.

CARDS PLAYED
Agency
Progress
Open the full missionPDF →
MISSION 07GUIDED PROGRESS

FlowBizz

OBJECTIVE

A long road from business idea to first customer, which felt like a pile of separate tasks. Turn it into one journey, with goals, a mentor and checkpoints along the way.

CARDS PLAYED
Competence
Open loops
Belonging
Open the full missionPDF →
MISSION 15CREATOR ENGAGEMENT

Vibyard

OBJECTIVE

Anyone can build a game from a text prompt. Get first-timers to build one, then another.

CARDS PLAYED
Social currency
Belonging
Competence
Open the full missionPDF →
FROM THE TABLE
“
“He combines deep expertise with true product thinking, focusing on how to turn gamification into practical, scalable features that drive real engagement.”
Davida Ginter · ELOO
FROM THE TABLE
“
“He was precise with deadlines, provided clear explanations, and showed great patience toward our lack of familiarity with the world of gamification.”
Ori Asher · FlowBizz
FROM THE TABLE
“
“His vast knowledge of board games helps him refine a game into something distinctive, fun, and true to its purpose.”
Shoam Ravit Dahan · What’s the Catch?
§4 · TURN ORDER

From a drop-off to a product people return to

TURN ORDERONE ROUND = ONE RELEASE
1

Diagnose

I go through your product through your users’ eyes, to see what drives their behaviour.

2

Choose the principle

We pick the principles that add the feeling that’s missing.

3

Design the mechanics

We design the right solution together, using the principles we picked.

4

Refine with the data

We keep looking for ways to improve, measured against your KPIs.

NEXT ROUND
FOR SOFTWARE HOUSES AND STUDIOS

The gamification expert your team works with.

Add gamification to what you sell, without hiring anyone for it. Your client gets a product people stick with.

+A one-off proposal, or ongoing work after launch.
+Workshops for your team, so they start thinking this way too.
START HERE · FREE

The 30-minute diagnosis

Send me a WhatsApp message about your product. If it’s something I can help with, we’ll set up a free half hour. You’ll leave with:

1A first look at your product through a player’s eyes
2The principle it’s missing most
3What working together would look like
Message me on WhatsApp
§5 · RULE CLARIFICATIONS

What people ask before we start

VICTORY CONDITION

Your number goes up.

Before we start, we agree on the one number that matters, like how many people finish onboarding or come back in week two. After launch, we check it.

Q. How do we measure success?
Q.

How is this different from UX?

A.

UX makes things easy to use. I work on making people want to use them again tomorrow. I work with your designers, and we need each other.

Q.

How much dev work is it?

A.

It’s added to what your team has already built. I also rank the ideas by effort, so you can start with the cheapest one.

Omri Avny, smiling, with a game-themed face painting around one eye
§6 · ABOUT

I take play seriously.

I’m Omri Avny. For eighteen years, people have paid me to run games for them. If the table gets bored, I know within a minute and have to fix it on the spot. It’s the best user testing I know.

Now I use what I learned there on products that were never meant to be games.

The longer story
Game master
18 years, 10,000+ hours with live players
Freak
Co-owner of a board game store and gaming pub in Tel Aviv
Technion
Economics and Management, with a focus on game theory
MagicYard
Game development and testing, including the board game Blanksy

Your turn.

Send me a WhatsApp message about your product. If I can help, the first half hour is free.

Message me on WhatsAppomri@omriavny.co.il
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