Manga+

Manga+

Gamification as a Community-Building Tool for Manga Readers

Gamification as a Community-Building Tool for Manga Readers

Gamification as a Community-Building Tool for Manga Readers

This project stems from a thesis research on the use of gamification as a playful methodology to enhance the digital reading experience within the manga reader niche. The objective was to design a gamified manga reading app that fosters social interaction, increases reading motivation, and promotes community building.

This project stems from a thesis research on the use of gamification as a playful methodology to enhance the digital reading experience within the manga reader niche. The objective was to design a gamified manga reading app that fosters social interaction, increases reading motivation, and promotes community building.

Role

UX/UI Design, Research, MVP Definition, Gamification System Design

Duration

5 months (Final Thesis Project)

Tools

Figma, Miro, Google Forms, Illustrator

Problem Statement

The digital manga platform ecosystem is fragmented. Most applications focus exclusively on passive content consumption, offering little to no social features or sustained motivation mechanisms. This lack of interaction and personalization weakens the sense of community and belonging in a niche that culturally values collection, expression, and active participation..


The objective was to develop a gamified system within a manga reading platform that encourages continuous engagement, promotes content discovery, reinforces identity, and nurtures user connection.


Specific Objectives:

» Promote active and social manga consumption.

» Increase user retention through playful motivation.

» Integrate customizable elements tied to user achievements.

» Enable community development through social functionalities.

Research and Benchmarking

A benchmark analysis was conducted on manga reading platforms (Manga Plus, Manga Dogs, Crunchyroll Manga, Manga Geek, InManga), evaluating five dimensions: Interaction, Social Features, Content, Design, and Accessibility.


Key Findings:

» Minimal or absent social features.

» Low levels of user profile personalization.

» Little focus on continuous user motivation.

» No implementation of gamification strategies.

Users and Profiles

User personas were defined using Bartle’s and Marczewski’s models:


» Achievers: Motivated by progress (levels, missions completed).

» Explorers: Enjoy discovery (new genres, authors).

» Socializers: Prioritize interaction (forums, gifting, discussions).

» Killers: Seek competitiveness (rankings, rare achievements).


Target audience: Manga readers aged 16–35, deeply immersed in Japanese culture, with strong interests in collection, identity expression, and immersive digital experiences.

Value Proposition

A manga reading app that combines:

  • Optimized digital reading experience (dark mode, layout options, visual accessibility)

  • Gamification of key actions (reading, commenting, participating, recommending)

  • Customizable avatar using earned points

  • Public bookshelf with unlockable decorative items

  • Events, challenges, and weekly leaderboards


Implemented Mechanics:

» Points awarded for actions (reading, participating in forums, user gifting)

» Missions tailored to user profiles (achiever, socializer, killer, explorer)

» Unlockable exclusive content

» Weekly limited-time challenges and rewards

» Badges for key milestones

» Rankings and honorifics


Avatar Personalization: The avatar reflects user progress and community identity. Accessories inspired by manga characters, tattoos, backgrounds, and objects can be earned and equipped in the user’s profile and bookshelf.

UX/UI Design

Prioritized a clean, intuitive interface focused on:

  • Accessibility (dark mode, font size, color contrast)

  • Clear content hierarchy

  • Visual integration with manga aesthetics

  • Guided and progressive onboarding flow

Results & Final reflections

Increased retention through sustained motivation.

  • Organic growth driven by community dynamics.

  • Expandable via events, licensing, and themed missions.


This project demonstrates gamification’s potential to transform isolated digital experiences into community-driven ecosystems. UX/UI design focused on user identity, paired with game mechanics and personalization, can become a powerful tool to build social connection in niche audiences.