Reputation is a gamification mechanic that highlights the user's in-game authority and recognition by others. The reputation points quantitatively measure the social position of the player in the gaming community. Reputation is a variation of points (see Points) that, contrary to other types of points (experience or virtual currency), focuses on the player's social achievements. This element can not be merely gained or collected but rather be granted by others or with their assent.

Reputation is relevant to the social layer and layer of feedback in the model of gamification (see Model).

Strong effect

Experience is a variation of the points, which is why this mechanic tends to be a basic element of gamification. Their function is to provide feedback for the users, adjusting their behavior. The users can learn which of their actions the community has a vested interest in by earning a certain number of reputation points.

Weak effect

Be sure to track whether the amount of reputation points received is an accurate reflection of the game's set of values. The game's set of values should at the same time reflect corporate or social values. The reputation points can also easily breed competition in situations where cooperation should have been encouraged. And also create potential psychological pressure. It is advisable to be especially careful when setting up the system of reputation.

Duration of the effect

A game that can be completed by gaining a certain amount of reputation points is suitable for short-term objectives. When the gamification is of a long-term nature, you should implement a more sophisticated system, for instance, of resetting the reputation or converting it into other items.

What can I do with this?

Gaining reputation points is one of the motivating mechanics that allow the users to be more attentive to their actions.
The higher is the number of users' reputation points, the higher their in-game status is. The ability to accumulate reputation points is another motivating mechanic for completing the actions for which the game was designed
It is advisable to make reputation perceived as the means and not the goal for it to be of a greater and more long-lasting value. The reputation points are then collected not for the sake of their amount but rather to obtain or discover new elements of the game.
Reputation points are often granted to other players as well as being earned by the user. The users can grant reputation points to whomever they think deserves them the most.
The demonstration of reputation points to other users also positively affects the player's motivation. When players report their achievements, they raise their in-game social rating and set the benchmark for other players to follow