Leveling Up IRL

Written on 08/20/2025
Amanda Hicok


Somewhere between checking off a to-do list and chasing a dragon in World of Warcraft, our daily lives have started to look suspiciously like quests. Fitness apps reward us with badges for running a mile. Productivity tools let us “level up” by completing streaks. Even financial apps nudge us along with colorful progress bars, encouraging us to treat paying off debt like unlocking the next dungeon. The language and mechanics of games—points, levels, streaks, achievements—have colonized self-improvement culture, making our habits feel less like chores and more like a boss fight.

At first glance, this seems harmless—even helpful. Gamification taps into the basic human craving for reward and recognition. A gold star on a chart once kept schoolchildren engaged; now it’s an Apple Watch notification telling us we’ve “closed our rings.” The difference is scale. Entire industries now hinge on convincing us that self-optimization is a game worth playing. From wellness influencers to corporate productivity platforms, gamified systems dangle rewards in front of us like pixelated carrots, promising that the next level will finally deliver the version of ourselves we’ve been grinding toward.

But while quests can make life more engaging, they also come with baggage. In video games, the player is free to stop. In life, the stakes are higher, and the quests never end. When self-improvement is framed as a perpetual “leveling up,” the game risks becoming an exhausting loop. The streak you break on Duolingo, the missed step count on your Fitbit, the meditation session you skip—these aren’t just neutral gaps. They feel like failures. The very system designed to motivate us can morph into a guilt machine, whispering that our worth is tied to maintaining perfect stats.



This is where the self-improvement industry thrives. Gamification doesn’t just make habits stick; it manufactures new markets for “boosts” and “upgrades.” A freemium fitness app nudges you toward the premium plan that unlocks extra quests. A self-help guru sells you a $299 course to “skip levels.” A productivity tool offers a pro subscription that unlocks advanced badges. The metaphor of gaming turns personal development into something consumable, ensuring there’s always another expansion pack to buy.

Yet, there is also a profound appeal. The metaphor of life as a game resonates because it reframes tedium as adventure. Going for a run can feel like grinding for XP. Budgeting can resemble resource management in a strategy game. These mental shifts can make unglamorous work palatable. Gamification, at its best, can remind us that progress is incremental and that victories, no matter how small, deserve to be celebrated. After all, most of us wouldn’t keep doing side quests in Skyrim if they didn’t feel rewarding in themselves.

The real danger lies not in gamification itself, but in forgetting that the metaphor has limits. Games offer clarity: defined goals, measurable outcomes, and the assurance that effort equals progress. Life is not always so generous. Sometimes the “quest” has no satisfying ending. Sometimes you grind endlessly and the level never comes. To frame every aspect of living—health, work, relationships—as a game risks flattening their complexity into a series of checkboxes and leaderboards.



There’s also the question of who sets the rules. In most games, designers craft the world, the rewards, and the mechanics. In life, gamified systems often serve corporate or consumerist interests. If your productivity app is nudging you to work longer hours, who benefits? If your fitness tracker is guilting you into a monthly subscription, whose “win” is being prioritized? When we gamify life, we risk handing over authorship of our quests to someone else.

Still, maybe the instinct to gamify isn’t entirely misguided. Humans have always relied on narrative and structure to make sense of effort. Mythologies, religious rituals, and even fairy tales gave earlier generations frameworks for progress, trial, and transformation. Gamification may be our digital-age way of seeking meaning in the grind of daily life. The trick is to remember that the points don’t matter outside the system. You’re allowed to log off.

So, are we turning our lives into quests? Absolutely. Is that a bad thing? Not inherently. Like any game, the fun depends on whether the player feels free or trapped. When gamification inspires joy, discipline, and progress, it can be a clever tool. When it becomes another endless treadmill, it’s worth asking: who designed this quest, and why am I still playing? The choice, ultimately, should be ours—not the algorithm’s.