The Gamification Co. Gamifying Behavior. Amplifying Outcomes The Gamification Co. Gamifying Behavior. Amplifying Outcomes
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About TGC · Our science

Four sciences. One transformation.

The sciences are the core architecture behind every experience we design, not decoration added at the end. And we hold ourselves to one metric: behaviour change, not completion or satisfaction.

Tap a science to charge it

Every design starts here.

Charge all four to power one transformation.

The scientific foundation

The architecture behind every design.

Self-Determination Theory

Ryan and Deci, 1985 to the present

We design for autonomy, competence and relatedness, the three needs that drive intrinsic motivation.

Appreciative Inquiry

Cooperrider and Srivastva, 1987

We build on what already works and what learners aspire to, instead of starting from their deficits.

Be·Do·Have model

Identity first

An identity shift comes before skills practice, so new behaviour is grounded in belief.

Adult Learning Principles

Knowles, 1968

We sequence learning around what adults need: immediate relevance, respect for their experience and problem-centred practice.

The Be·Do·Have transformation

Be first. Then do. Then have.

Move the learner along the arc. Each phase builds on the one before, and the last step measures what changed.

Identity0%
Competence0%
Lasting habit0%

The meters show how the phases build on one another. They are an illustration, not a measurement.

Measure impact

Analytics. ROI. Business outcomes.

15+years of gamification expertise
200+gamified experiences built
82%average completion rate uplift
3×behaviour change versus traditional L&D
4 science pillars5 content levels2 SaaS platforms100% white-labelAI content studio

See the science at work.

Skillmuni, Coroebus, our content levels and the Ai Content Studio are all built on these four sciences.