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Why I Don't Gamify Mental Health

No streaks. No badges. No cute pets. Here's why Steadyline doesn't reward you for logging, and why I think that's the right call.

R
Ravi Mishra
· · 5 min read

Finch has a virtual bird you take care of by completing self-care tasks. Headspace gives you run streaks. Daylio has badges for consistent logging. Most mental health apps have some version of this — gamification designed to keep you coming back.

I get why. Engagement is hard. Mental health tracking is not inherently fun. You’re competing for attention with TikTok and Instagram. Gamification works — in the narrow sense that it increases daily active users and retention metrics.

I still chose not to do it. Here’s why.


The wrong incentive

Gamification works by creating a reward loop: do the thing, get the dopamine hit, want to do the thing again. For fitness apps or language learning, this is mostly harmless. Nobody gets hurt by wanting to maintain their Duolingo streak.

Mental health is different.

When you gamify mood tracking, you’re incentivizing people to log for the reward instead of for the information. And that creates a subtle but real distortion: people start logging to maintain their streak rather than because they have something meaningful to record.

I’ve seen this in myself with other apps. I’d open the app, pick a mood quickly without really thinking about it, and close it. Streak maintained. Zero insight gained. I was performing tracking without actually tracking.

Worse — on days when I was genuinely struggling and didn’t feel like logging, the streak counter added guilt on top of an already bad day. “I’m depressed AND I’m about to lose my 14-day streak.” That’s not helpful. That’s punitive.


Mental health isn’t a game

This is going to sound obvious, but I think it needs to be said: managing a mood disorder is not a game. It’s not a challenge to complete. It’s not a journey with milestones and achievements. It’s a chronic condition that you live with, that fluctuates, that sometimes gets worse despite your best efforts.

Framing it as a game — even a gentle, friendly game with cute animals — implicitly says that consistency = success and inconsistency = failure. But with a mood disorder, inconsistency is a symptom, not a character flaw. The person who stops logging for a week isn’t “failing at self-care.” They might be in an episode. The last thing they need is a app making them feel worse about it.

There’s something a bit condescending about the whole approach, honestly. Like, I’m an adult managing a serious condition. I don’t need a virtual pet to motivate me. I need a tool that’s useful enough that I want to use it, and forgiving enough that I don’t feel punished when I can’t.


What works instead

If not gamification, then what? How do you keep people engaged with a mental health app over months?

My answer: make the app genuinely useful.

That sounds like a non-answer, but I mean it specifically. If someone logs their mood, sleep, and energy for two weeks and the app shows them a pattern they didn’t know about — “your mood dips tend to follow bad sleep by about a day” — that’s a reason to keep logging. Not because of a streak, but because the data is actually telling them something.

If someone can generate a clinician report from their tracking data and bring it to their psychiatrist appointment, that’s a reason to keep logging. The reward isn’t a badge — it’s a better doctor’s visit.

If someone logs a rough day and three weeks later the app helps them spot the same pattern forming, and they catch it early and prevent a crisis — that’s the best “engagement mechanic” imaginable. It’s just not artificial.

The tradeoff is real, though. This approach means some people will stop using the app after a few days because there was no dopamine hook to keep them. My retention metrics will be worse than Finch’s. I’m okay with that. Because the people who stay are staying for the right reasons, and they’re getting actual value instead of fake rewards.


The design philosophy

Here’s how I think about it:

Respect > engagement. I’d rather the app treat you like an adult than trick you into opening it. No guilt, no manipulation, no dark patterns.

Utility > delight. The app should be useful first. If it’s also pleasant to use, great. But I’ll never sacrifice clinical utility for visual polish or gamification hooks.

Silence is okay. If you don’t open the app for three days, the app shouldn’t blow up your notifications with “we miss you!” That’s manipulation dressed as care. If you come back, the app is here. If you don’t, maybe you’re doing fine and you don’t need it right now. Both outcomes are okay.

The data is the reward. Over time, your tracking data becomes genuinely valuable — to you, to your doctor, to your own self-understanding. That’s the only engagement mechanic I need.


One exception

I’ll make one concession: there is a place for gentle encouragement in mental health apps. Not gamification — encouragement.

“You’ve been logging consistently this week” is fine. It’s a factual observation, not a reward mechanic. “Welcome back — your last log was 4 days ago” is fine. It acknowledges the gap without punishing it.

The line for me is: does this make the person feel good about what they’re doing, or does it make them feel bad about what they’re not doing? The first is encouragement. The second is gamification. And in mental health, only the first belongs.


Steadyline doesn’t have streaks, badges, or virtual pets. It has data that’s actually useful. I think that’s a better trade.

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