While the concept of gamification may be simple, effectively gamifying a concept is not. To understand how the Gululu interactive bottle uses gamification to enhance hydration, you can simply follow our five-step process:

1. A key factor that determines the success is an understanding of who the user is. Our users are children between four and nine years old, specifically those who may be underhydrated. (study conducted by Harvard University)..
2. We should have goals for kids to achieve while drinking water. Drinking goals are defined according to children’s weight and lifestyle.
3. Stages and milestones are powerful tools that enable children to complete the drinking goals. Each pet has three growing stages, which count as central milestones in the game. We also have interval goals that differ every two hours, and everyday.
4. Once the milestones have been identified, we prepare the animation resources.
5. Game mechanics can be classified as self-elements and social-elements. Self-elements include pets’ growing stages and the amount of droplets and plants. Social-elements include social game triggering by shaking the bottle and shared drinking habit scores, with higher rankings rising to the top.
References:
Huang, Wendy; Soman, Dilip (December 10, 2013). A Practitioner’s Guide To Gamification Of Education
http://www.rotman.utoronto.ca/-/media/files/programs-and-areas/behavioural-economics/guidegamificationeducationdec2013.pdf
Klosowski, Thorin. "The Psychology of Gamification: Can Apps Keep You Motivated?" Lifehacker. 2014. Web. 23 May 2016.
http://lifehacker.com/the-psychology-of-gamification-can-apps-keep-you-motiv-1521754385
Miller, Tessa. "How to Harness Your Brain's Dopamine Supply and Increase Motivation." Lifehacker. 2014. Web. 23 May 2016.
http://lifehacker.com/how-to-harnass-your-brains-dopamine-supply-and-increas-1496989326
https://en.wikipedia.org/wiki/Gamification