How Game Club made watching football more interactive
GameClub was designed for Aparat Sport to help football fans predict, compete, progress, and stay engaged throughout the season instead of simply watching matches.
- Period
- Sep 2025

Results
- 300K+
- Participants in one season
- 7M+
- Predictions submitted
- ~70K
- New registrations
- 30K+
- App installs through in-product missions
Context & Goal
The goal was to make watching football more interactive, social, and engaging. Rather than adding gamification mechanics on top of the sports experience, we wanted to create a product where users could test their football knowledge, compete with others, and return regularly throughout the season.
GameClub aimed to turn passive viewers into active participants before, during, and after each match.
Challenge
Coins, points, badges, missions, and leaderboards are common gamification mechanics, but adding them alone does not create a meaningful experience. Their value depends on the motivation they activate: ownership, progress, competition, social connection, curiosity, or the fear of missing out.
The challenge was to design a connected system around real human motivations rather than a collection of isolated features.
Research & Insights
We studied user behavior, sports prediction products, gamification examples, and behavioral frameworks including Octalysis and Bartle’s Player Types.
The research showed that users engage for different reasons. Achievers respond to progress and measurable goals, Socializers to shared experiences and friend competition, Killers to status and outperforming others, and Explorers to discovery and strategy.
This shifted the design question from “Which mechanics should we add?” to “Which motivation are we trying to activate?” Achievers and Socializers became the primary focus, supported by competitive and discovery-based mechanics.

Hypotheses
We hypothesized that a motivation-led gamification system could make football viewing more active and recurring. Instead of relying on isolated mechanics, we focused on creating opportunities for participation, progress, competition, and social connection.
- Match predictions would encourage users to participate before and during the game, rather than simply watch.
- Weekly and seasonal leagues would give users a clear sense of progress and a reason to return.
- Friend invitations and social competition would strengthen engagement and support organic referrals.
- Coins, badges, and collectible rewards would create a stronger sense of ownership and achievement.
- Time-limited challenges would encourage users to participate within specific moments or periods.
- Supporting different player types would help the experience engage users with diverse motivations and behaviors.

Solution
GameClub combined several mechanics into one connected experience:
- Match predictions and real-time participation
- Weekly and seasonal leagues with scores and rankings
- Progression through leagues, missions, and achievements
- Coins, collectible rewards, and profile badges
- Friend invitations and social competition
- Time-limited challenges and uncertain results
Each mechanic supported a specific motivation. Predictions enabled participation and feedback, leagues created progress and status, rewards supported ownership, and social and time-based features encouraged users to return throughout the season.
Impact & Results
GameClub attracted more than 300,000 participants in a single season, who submitted more than 7 million predictions.
It also contributed to around 70,000 new registrations and more than 30,000 app installs through in-product missions. The experience supported stronger engagement across daily and weekly cycles, friend referrals, and new sponsorship and branded-campaign opportunities. It also generated deeper insights into user interests, behaviors, and engagement patterns.
Summary
GameClub showed how motivation-led gamification can turn sports viewing into an active, social, and recurring experience. It was not the finish line, but the beginning of a path toward making football and other sports something users do more than watch: something they experience.
