In order to understand the different components in our framework, we describe a real-world gamified system currently in use, developed by a small startup specializing in digital wellness solutions for small- and medium-sized companies. After observing failures of many wellness programs, this startup was determined to make them more engaging using gamification. Thus, their system, which we call HealthyMe, uses a variety of gamification elements. First, HealthyMe incorporates daily goals as opposed to monthly ones for wellness activities such as running, biking, and snow shoveling. Progress toward goals is featured as a dial and bar chart on a user’s dashboard. HealthyMe will display achievements on the user’s home screen (such as “Marathon Biker”) whenever specific criteria are met. It rewards employees with “wins” (whenever a user reaches a daily goal) and weekly cash incentives based on how many wins the user has achieved. It also uses a personal virtual coach to send tips, encouragements, and reminders to employees. The virtual coach uses information from a personality survey to tailor his message content and style. For example, one employee may receive “Get going! You’ve fallen off this week, but you can still get back on track,” whereas another may get “You’re almost there. You may be glad to know you’re doing better than 67% of Americans.” The system has also incorporated social features: users can follow one another, be notified of each other’s activities and achievements, and give “kudos” to each other. Finally, employees can quickly set up teams to engage in team-based challenges. Table 1 highlights several gamification design elements integrated into the system, along with the design principles used.