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Written by

Fabrizio Colciago

Your Club Needs Two Gamifications, Because Some Members Came for Company and Some Did Not

Your Club Needs Two Gamifications, Because Some Members Came for Company and Some Did Not

Group fitness class in a gym with every member's live heart rate and effort shown on a wall screen

UK Active published a survey of more than 6,000 UK adults in mid September, and the number that stands out is not about fitness: making new friends was an important factor in joining a gym for half of Gen Z and millennial respondents, and for about a third of boomers.

The same survey found that 31 percent of respondents do not feel confident enough to go to a gym because they have nobody to go with, and a separate report from The Gym Group on 16 to 29 year olds found that 72 percent believe the gym can combat loneliness. For many of the people a club wants to sign, the missing piece is a second person, and the shared game is also the easiest thing to show a prospect who came in alone.

The same tables carry a second fact. For the other half of the younger respondents and most of the older ones, new friends were not an important factor. The survey does not measure how many people prefer to train alone, but every operator has members who pay precisely for that, and a club has both kinds in the building while its engagement tools usually serve one.

The private game: points, levels and a target the member sets against themselves

Points, badges and levels are the game for the member who trains alone. They reward what nobody at the front desk can see, intensity and consistency rather than the badge swipe, give a monthly target to aim at, and carry that member through the weeks when motivation dips. For a large share of any club that is the whole game, and it works.

We sell that game ourselves: ten levels tied to the WHO activity guidelines, a rule that missing the monthly target sends you back down, and goal challenges where every member chases their own threshold and collects a badge at each step. It is built so that everyone can win without needing anyone else, exactly right for that member.

Club-wide leaderboards are the third piece, and they work for a specific member too: the competitive one who wants to see their name climb. Awarding badges to a top percentage rather than a podium widens that circle, and the monthly table is why a certain kind of member shows up on the last day of the month.

What none of that does, by design, is put another person in the game. A level nobody in the room ever mentions stays a number on a phone, and a table of a few hundred names is a list to the member who came for company. That member does not need more points. They need someone else in the game, which is the second gamification, and it runs on top of the first, not instead of it.

The shared game, live: a screen where everyone in the room is playing

What brings a member back in the weeks when motivation is low is rarely a badge. It is a person who will notice if they do not show up, and the second gamification exists to give that person a reason to be there, starting in the class itself.

A live effort screen does something a leaderboard on a phone cannot. When the whole room's heart rate is on the screen, the member in the back row is inside the same game as the regulars, at their own intensity, and the coach can see who is working at a similar level and pair people up without being asked. This assumes everyone in the room is wearing something, the members' own wearables or the club's bands for those without, and that is a cost to plan for, not a detail.

Boxing and fitboxe classes are the clearest example. Every member works a bag with a wrist tracker that counts every punch, and every member is one tile on the screen: name, heart rate zone as a color, KO Points for the session and their place on the board.

The screen lets the coach do the pairing; the rest needs no product feature. Two members with similar scores go on neighboring bags, the coach announces the class as a pairs challenge between them, and afterward they have a number to argue about. A screen with twenty names is a room; a monthly table with hundreds is a ranking.

The shared game, in the rankings: challenges small enough for everyone to know each other

The club-wide leaderboard stays where it is, for the members who like it. For the member who came for company the problem is size: a challenge among six people who know each other works better than one across the whole club, because each of the six can see the other five, and the one who stops showing up gets a message from a human rather than from the app.

The software is not the obstacle, since a challenge can be limited to a hand-picked group; the hard part is the person who picks the six, checks that their timetables fit and sends that message, and that is paid work for a coach or the front desk, not a favor. The recurring monthly challenge open to everyone stays as a backdrop for the members who like the big table, and the small one runs alongside it for those who need to know the other names.

Levels work the same way once two people share them. Two members who joined in the same week and move up a level in the same month have a shared story, and a coach who says so to the two of them has given them a reason to reach the next one.

Running both games without forcing either

We would run them side by side, letting the member pick. The private track stays intact: points, levels and goal challenges on their own phone, with no obligation to join anything.

The shared track has to be built deliberately. In the first thirty days every new member is invited to a class with a live screen, and in that class a coach introduces them to one other member instead of leaving it to chance. The boxing class does much of this work by itself, and challenges get smaller, for a group that shares a timetable.

The sensible way to start is one class, one coach and everyone in it, and after ninety days two numbers on the table: how many of those members are still coming, and how many hours of staff time it took.

The mistake to avoid is forcing the second game on people who never asked. Pairing is a proposal, and a member who declines has declined that proposal, not the club; the regular who wants silence and a number on a phone should get exactly that.

The survey numbers only say that both kinds of member exist in a club. The points system many clubs already own was built for one of them and should stay exactly as it is; the other is standing at the back of the class, and the screen, the small challenge and a coach who knows two names are how the club reaches them.

Sources

Health Club Management, Gyms' social role extends across the generations, finds UK Active

Athletech News, In the UK, Young Adults Are Picking Homes Based on Gym Proximity