Consistenant

Dissertation Research & Development Gamification Mobile App Unity

Master's Dissertation (Research & Development) · Gamified Habit Tracker Application · Iwate University, Japan · 2022–2024

Consistenant promo Main screens Reward screens Features Habit tracker Stats & Calendar Gacha characters Title screen
Overview

Consistenant is a Master's dissertation project exploring whether gacha progression systems can drive habit adoption. It combines behavioral psychology, Atomic Habits loop theory, and live-service game design into a single mobile application, developed as part of a research study at Iwate University, Japan, with a small team including an artist and an engineer.

ConceptA gamified habit-tracking app applying gacha progression systems to drive real-life habit adoption GenreMobile App / Gamification Target AudienceGen Y–Alpha / Gacha gamers PlatformAndroid EngineUnity (C#) Duration~1.5 years (2022–2024)
Game Director Game Design UX/UI Unity C# Programming QA Tester Research
Player Objective

Complete habits to obtain rewards and feel progression in habit adoption.

Feature Overview

Consistenant is built around six interconnected systems, each designed to reinforce daily habit completion through game-like feedback loops.

📋 Multi-Habit Trackers
4 tracker types: Alarm, Goal Timer, Checklist, Quota. Each with unique gameplay to match different habit categories.
🎁 Daily Login Rewards
Login rewards serve as an entry habit: log in first, then the habit list is right there waiting.
💰 Economy System
Economy rewards are directly tied to habit completion frequency, creating a consistent reward loop without encouraging unhealthy grinding.
🎲 Gacha Roll
Gacha serves as a long-term progression goal, motivating daily habit completion through collectible rewards.
👤 Character & Furniture Collection
Collectibles populate the Dorm. More habits completed = more residents and decorations to display.
🏠 Dorm Building
Visual progress system: the dorm glows more intensely and fills with life as the player maintains longer streaks.
Consistenant features overview
Challenge

ProblemHabit tracking apps have a fundamental problem: users know they should use them, but tracking habits feels like another chore, while entertainment apps (social media, games) deliver instant dopamine. Existing apps also underutilize behavioral techniques like the cue-routine-reward model, limiting their ability to drive lasting behavior change.

QuestionCan we borrow engagement mechanics from mobile Gacha games to make habit tracking feel less like a task and more like a game? If people grind daily quests to collect characters, could the same loop drive real-life habit completion?

Research

Before designing anything, I surveyed 100 digital natives (gamers aged 18–44) about their habit tracking behavior and daily quest habits in games. I also reviewed existing habit apps (HabitNow, Habitica, Duolingo) and academic research on Gamification, Gacha Game psychology, and Habit Loop theory based on James Clear's Atomic Habits.

Figure 9: Drive of Quest completion
Figure 11: If a game reward is paired with a habit in real life
65%
had tried habit tracking apps before, but most had already dropped them
Design Decisions
ConceptA gamified habit-tracking application inspired by progression and reward systems commonly found in gacha games. GenreMobile App / Gamification App Target AudienceGen Y–Alpha and those familiar with Gacha systems PlatformMobile (Android) EngineUnity (C#)

Every mechanic was mapped to the four-stage Atomic Habits loop: Cue, Craving, Routine, Reward. The diagram below shows how each stage connects to both behavioral psychology and the game systems.

Habit Loop diagram
Set-up Habit See Daily Notification See Habit Notification See Gacha Banner Complete Habit Earn Coins Roll Gacha Decorate Dorm Feel Progress if it's a new day See Daily Login Notification Daily Log in Repeat Intervally CUE CRAVING RESPOND REWARD
CUE: Make it Obvious

Push notifications, streak counters, and a daily login reward screen serve as environmental cues. The first thing a player sees after opening the app is their habit list, ready to be checked.

CRAVING: Make it Attractive

Limited-time gacha banners create urgency: players know a rare character is only available this week. That anticipation carries over into wanting to complete habits to earn enough coins for the next roll.

ROUTINE: Make it Easy

Four tracker types (Alarm, Goal Timer, Checklist, Quota) let players choose the format that fits each habit naturally. The Two-Minute Rule is also applied: any habit can be logged in a reduced version to lower resistance on difficult days.

REWARD: Make it Satisfying

Coins are awarded immediately on habit completion. Gacha rolls produce visible collectibles that populate the dorm. Over time, the dorm visually upgrades and fills with life, giving players a persistent record of their consistency.

Evaluation

24 participants used the app on their own devices for one week. A pre-experiment survey measured baseline habits before using Consistenant, and a post-experiment survey measured the same categories after: Confidence, Motivation, Awareness, and Consistency. Participants also rated each feature individually to assess the potential of each design decision and the overall application.

Results

Habit adoption was measured before and after via standardized questionnaires. Overall, participants showed a 7.88% improvement in total habit adoption score (Table 3).

Notable improvement Moderate increase Decrease High but problematic Unbuilt / requested
Metric Before After Change
Confidence 44.79% 61.46% +16.67%
Motivation 51.04% 57.99% +6.94%
Awareness 75.00% 64.58% -10.42%
Consistency 36.98% 58.33% +21.35%
Total 53.26% 61.14% +7.88%
60.42%
Gacha Roll
Effective at driving daily returns, but coins were earned too freely. Most participants unlocked all shop items within the first week, making currency feel irrelevant by the end.
70.83%
Daily Rewards
Served as an entry habit: logging in first naturally led players to open their habit list. Effective as a low-friction daily trigger.
73.81%
Checklist Tracker
Highest among all tracker types despite being the simplest. Suggests users respond better to low-friction interactions than complex gameplay.
78.26%
Dorm Visiting (Unbuilt)
The most requested feature that was not implemented. Players wanted to view and compare each other's dorms, pointing to untapped social motivation.
70.31%
Overall satisfaction across all features
62.50%
Agreed Consistenant has the potential to help build better habits
Reflection

The core thesis showed promise. Participants showed measurable improvement in confidence and consistency, the two categories with the largest gains in Table 3. Gacha loops do transfer to real-world behavior, at least over the 1-week study period.

Economy design is harder than it looks. Coin rates, gacha costs, and banner timing need careful balancing. Too generous and the reward loop loses urgency. Too scarce and players quit before seeing any payoff. Broken scarcity collapses the motivation loop. Balancing coin generation, banner rotation, and content depth is its own design discipline, and I underestimated it going in.

The social layer (Dorm Visiting) was cut for time, but it showed up in open-ended feedback as the most requested unbuilt feature. Players wanted to share and compare their dorms.

Working across disciplines (art, engineering, research) added coordination overhead I did not fully anticipate.

If continuing this project, I would redesign the economy to scale rewards dynamically based on streak length instead of using a fixed reward model.

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