Case Study 01: Foursquare's Mayorships and Badge System

The Early Gamification Pioneer and Its Lessons

Background

In the history of social media gamification, Foursquare occupies a unique position: it was the first consumer social platform to make gamification the explicit, primary product feature, and its trajectory — meteoric rise, widespread adoption, design revision, and eventual pivot — contains lessons that every subsequent gamification designer should have studied more carefully.

Foursquare launched in 2009, founded by Dennis Crowley and Naveen Selvam. The core mechanic was location check-in: users would open the app when they arrived at a physical location — a restaurant, a bar, a park, an airport — and "check in" to that location. The check-in recorded their presence, shared it with friends who also used Foursquare, and contributed to a gamification system that sat at the heart of the product.

The gamification system had two main components: mayorships and badges. Mayorships were awarded to the user who had checked in to a particular location more frequently than anyone else in the preceding sixty days. Badges were awarded for completing specific check-in patterns — visiting a certain number of different types of venues, checking in late at night, visiting unusual combinations of locations, completing specific geographic patterns.

At its peak in 2012 and 2013, Foursquare had approximately 30 million registered users and had processed more than a billion check-ins. It had generated enormous media coverage, academic interest, and commercial interest from brands and venue owners who wanted to understand and influence the check-in behavior its gamification drove.

By 2014, Foursquare had split into two separate applications — Foursquare and Swarm — and had removed the mayorship system from its main product. The gamification that had built the company was being dismantled.

Understanding why requires a detailed examination of what the gamification achieved, what it failed to achieve, and what it ultimately cost.

Timeline

2009 — Foursquare launches at SXSW with check-in, mayorship, and badge mechanics. Immediate adoption among tech-savvy early adopters in urban areas. The mayorship mechanic generates significant press attention.

2010 — Foursquare reaches 1 million users. The mayorship competition intensifies in major cities; users check in compulsively to maintain or capture mayorships at valued locations. Businesses begin recognizing mayorships with real-world rewards (free drinks, discounts) — an organic commercial ecosystem builds around the gamification.

2011 — Foursquare reaches 10 million users. Academic researchers begin publishing studies on Foursquare's gamification mechanics. The company raises $50 million in Series C funding on the basis of its location data assets. The badge system expands significantly.

2012 — Foursquare reaches approximately 25 million users. Check-in frequency peaks. The company begins exploring advertising and data licensing business models. First signs of user fatigue with the check-in mechanic become visible in engagement data.

2013 — Foursquare begins research into user behavior that reveals a bifurcation: heavy users who treat Foursquare as a discovery and review platform (like Yelp) and casual users who primarily engaged for the gamification. The two user populations have different needs that the single app serves poorly.

2014 — Foursquare splits into two applications: Foursquare (a venue discovery and review app, Yelp competitor) and Swarm (a friends-and-check-in app that retains some gamification elements). The mayorship system is removed from Foursquare and significantly redesigned in Swarm. Active users decline sharply.

2015-2016 — Swarm reintroduces coins and stickers as gamification elements, attempting to rebuild the engagement that mayorships had driven. Foursquare pivots toward a B2B business model selling location data to enterprise clients. The consumer product becomes increasingly peripheral to the business.

2018 onward — Foursquare completes its transition to a B2B data company. The consumer social network is largely dormant, though the apps continue to exist. Swarm retains a small, dedicated user base. The company is financially stable as a data business but has effectively exited the consumer social media market that its gamification built.

Analysis: What Foursquare's Gamification Achieved

Initial Engagement: The Gamification Effect

Foursquare's gamification was genuinely effective at its primary goal: generating location check-in behavior at scale. Users who might otherwise have no reason to use a location-sharing application checked in prolifically because the gamification system provided compelling reasons to do so.

The mayorship mechanic was particularly effective at driving specific behavioral patterns. Mayorships created what game designers call a "rivalry" mechanic — direct, visible competition between named individuals over a specific contested resource (the mayorship of a particular place). Rivalry mechanics are among the most powerful engagement drivers in game design, generating strong competitive motivation in both the current mayor (who wants to defend their position) and the challengers (who want to capture it).

The behavioral effects were measurable and dramatic. Users checked in multiple times daily to defend mayorships at restaurants, gyms, and coffee shops they visited regularly. The check-in became a ritual, disconnected from genuine desire to share location and connected instead to the gamification competition. Foursquare's engagement metrics were excellent.

The badge system served a complementary function. Where mayorships drove competitive engagement (who has the highest check-in count at this place), badges drove exploratory engagement (what check-in patterns can I discover?). Badges with cryptic names and unclear requirements encouraged experimentation with check-in behavior, generating engagement from curiosity-driven users who might have been less motivated by direct competition.

The Commercial Ecosystem Around Mayorships

One of Foursquare's most distinctive achievements was the spontaneous emergence of a commercial ecosystem around its gamification mechanics. Venues — particularly bars, coffee shops, and restaurants — began offering real-world rewards to their Foursquare mayors: free drinks, discounts, special recognition. This ecosystem emerged organically, without Foursquare coordinating it; venue owners discovered that recognizing their Foursquare mayors drove check-in behavior (and, they hoped, visit frequency) that they could observe directly.

The commercial ecosystem added a variable reward dimension to the mayorship mechanic: in addition to the status reward of being mayor, holding mayorships at certain venues occasionally provided tangible rewards. This variable reward augmentation made the mayorship mechanic even more engagement-driving, adding an intermittent real-world payoff to the continuous status payoff.

The commercial ecosystem also demonstrated something important: gamification mechanics can create genuine value when they align game incentives with real-world behaviors that all parties want. Foursquare's check-in gamification drove actual physical visits to venues; the venues genuinely wanted those visits; the users genuinely wanted the venue experiences. For a brief period, Foursquare's gamification created aligned incentives.

Analysis: What Foursquare's Gamification Failed to Achieve

The Hollow Engagement Problem

As Foursquare's engagement metrics grew, researchers began noticing a qualitative problem that the metrics obscured: a significant portion of the check-in activity was "hollow" — driven entirely by the gamification rather than by genuine desire to share location or discover venues. Users who had originally checked in because they wanted their friends to know where they were — or because they wanted to track their own social lives — increasingly checked in solely to maintain mayorships or accumulate badges.

This hollow engagement had a Goodhart's Law character: the check-in had been designed to measure genuine location-sharing behavior, but as it became a gamification target, it ceased to measure that behavior. Users checking in at their own homes to maintain a personal mayorship, checking in without actually visiting the location, or checking in at locations they had no intention of recommending to friends — all of these behaviors were generated by the gamification but represented exactly the kind of inauthentic location data that undermined Foursquare's value proposition as a location discovery tool.

The hollow engagement problem was both a product quality problem and a business problem. Foursquare's value to commercial partners — venues, advertisers, data buyers — depended on the authenticity of its check-in data. Gamification-driven check-ins that did not represent genuine visits were worthless or actively harmful to this data quality.

The Addiction-Without-Value Pattern

Qualitative research on Foursquare power users revealed a pattern that would become familiar in subsequent studies of gamification: users who were heavily engaged with the gamification mechanics were often unclear about why they were engaging and what value they were getting from the engagement.

Heavy users described compulsive checking-in behavior — opening the app when they arrived at familiar locations out of habit, checking in reflexively without considering whether they wanted to share their location or whether the check-in served any purpose beyond incrementing their check-in count. When researchers asked these users what they would do if Foursquare removed the mayorship system, many expressed that they would stop checking in — a disclosure that implied they were maintaining check-in behavior primarily for the game, not for any inherent value in location sharing.

This pattern — high engagement driven by gamification, low engagement with the underlying product value — is what Bogost's "exploitationware" critique predicted. Foursquare had successfully generated enormous check-in volumes; it had failed to generate a genuine user habit around location sharing that would persist independently of the gamification.

The Fatigue Problem

As Foursquare's user base grew beyond its early-adopter core, engagement data began showing a characteristic pattern: new users checked in frequently during their first weeks, then declined sharply. The novelty of the gamification wore off faster than the product found ways to replace the novelty effect with genuine product value.

This engagement fatigue pattern is a well-documented challenge in gamification design. Extrinsic rewards — the points, badges, and mayorships that drive early engagement — lose their motivational power over time as the novelty fades and users develop familiarity with the reward structure. Sustaining engagement requires either continuous introduction of new game elements (a "content treadmill" that becomes increasingly expensive to maintain) or the cultivation of genuine intrinsic motivation that survives the novelty period.

Foursquare's gamification had succeeded at generating engagement during the novelty period. It had not cultivated intrinsic motivation that would sustain engagement afterward.

The Pivot and Its Lessons

Foursquare's decision to split into two apps — separating the discovery/review product from the social/gamification product — represented an admission that the single product had been trying to serve two fundamentally different user needs with a single design. Heavy users who came for the discovery and review functionality were frustrated by the gamification emphasis; casual users who came for the gamification were disengaged by the discovery complexity.

The split was commercially rational but strategically too late. By 2014, Yelp had established dominance in venue discovery and reviews; Facebook had absorbed much of the social location-sharing use case. Foursquare's window for establishing sustainable product value had passed.

The mayorship redesign in Swarm attempted to learn from the original system's failures: mayorships were redesigned to emphasize local community rather than global competition, stickers replaced badges as the primary collection mechanic (emphasizing self-expression over achievement), and coins created a virtual currency system with a social spending mechanism. The redesign was thoughtful but insufficient to rebuild the engagement that the original gamification had generated and then dissipated.

Broader Lessons

Gamification can build habit; it cannot substitute for product value. Foursquare's gamification generated extraordinary early engagement but could not sustain it when users discovered the underlying product did not offer sufficient value independent of the game. Gamification is most sustainable when it accelerates the formation of habits that users ultimately maintain for intrinsic reasons.

Engagement metrics and value metrics can diverge dramatically. Foursquare's check-in volumes were impressive; the genuine value of those check-ins to users, venues, and the platform was lower than the volume suggested. Measuring engagement as a proxy for value is legitimate when the two are correlated; when gamification decouples them, engagement metrics become misleading.

Commercial ecosystems around gamification can add genuine value — or hollow it. Foursquare's mayorship-based commercial ecosystem initially added genuine value (real rewards for real visits). As it expanded, it also generated gaming behaviors (checking in without visiting) that undermined the data quality on which the value proposition depended. The gamification ecosystem degraded the system it was meant to support.

Design for the post-novelty period. The failure mode of gamification that lacks intrinsic value is predictable: strong initial engagement, rapid fatigue, sharp decline. Designers who plan only for the novelty period — who build for initial acquisition rather than sustained engagement — build platforms that succeed briefly and then collapse.

What This Means for Users

Recognize gamification-driven habits from genuine ones. Foursquare's heavy users who checked in primarily to maintain mayorships were engaging with the platform in a way that served the platform's engagement metrics without serving their own genuine interests. Asking yourself "why am I doing this?" is a useful habit for identifying gamification-driven versus intrinsically motivated behavior.

Extrinsic rewards can crowd out intrinsic motivation. Users who initially engaged with Foursquare out of genuine desire to share their location and discover venues found, over time, that the gamification had transformed their engagement into metric optimization. When a platform introduces gamification into a previously unmetrized activity, watch for changes in your relationship to the underlying activity.

The commercial ecosystem created around gamification has its own interests. Venue owners who offered mayorship rewards to drive check-in behavior were not serving their customers' interests first; they were pursuing their own commercial interests. When commercial entities align with gamification mechanics, the alignment is between those entities' interests and platform interests — not necessarily with user interests.

Discussion Questions

  1. Foursquare's mayorship system was described as driving "hollow engagement" — check-in behavior motivated by the gamification rather than genuine location-sharing interest. How could Foursquare's designers have anticipated and avoided this problem? Is hollow engagement an inevitable consequence of gamification, or a design failure that could have been avoided?

  2. The commercial ecosystem around Foursquare's mayorships — venue owners rewarding their mayors with real-world benefits — initially appeared to create genuinely aligned incentives. How did this alignment break down over time? What does this reveal about the sustainability of commercial ecosystems built on gamification?

  3. Foursquare's engagement fatigue problem — rapid early engagement followed by sharp decline — is described as a predictable failure mode of gamification that lacks intrinsic product value. What would "designing for the post-novelty period" have looked like specifically for Foursquare? What design changes might have produced more sustainable engagement?

  4. By the time Foursquare split into two apps and removed the mayorship system, the company had established a valuable location data business. In retrospect, was the gamification strategy successful — it built a data asset — or a failure — it failed to build a sustainable consumer product? How do you evaluate success when the achieved outcome differs from the intended outcome?

  5. Foursquare's story is a cautionary tale about gamification. What subsequent social media platforms appear to have learned from Foursquare's experience? Which appear to have repeated the same failures? What prevents the gamification industry from learning its own lessons?