> For the complete documentation index, see [llms.txt](https://help.smartico.ai/welcome/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.smartico.ai/welcome/products/gamification-basics/setup-steps-and-checklist.md).

# Setup steps and checklist

### **Prerequisites**

We are assuming that the list of items below is already done during the integration phase:

* Smartico JavaScript and push notifications files are set up on the websites of the Client.
* Mail, SMS, and Push gateways are set up. They are needed in order to communicate Gamification activities to the players.
* Events integration and user profile properties are defined.
* There is alignment about ‘test users’ definition and a segment of ‘Test users’ is created. Only test users should see the Gamification widget and related communication during the integration period.

### **Technical details**

* Define a color scheme for the Gamification widget and a set of general icons. If multi-branding is required, define schemes per brand.
* Define an entry point on the website for users to access the Gamification Widget (such as a menu item named "Missions" or "Challenges"). The entry point triggers the widget via the JavaScript SDK deep link call or direct menu binding. During integration, this entry point should be visible only to test users.
* Translations of main interfaces. If required languages are not translated yet by Smartico, the Client will send a translated CSV file.

{% hint style="info" %}
For languages which are not yet translated, please contact your account manager to receive a CSV of all keys required to be translated.
{% endhint %}

### **Widget configuration and navigation**

Before going live, configure the widget layout and behavior in the Back Office under Label Settings:

* **Section Visibility & Menu Ordering:** Enable or disable individual tabs (Missions, Badges, Levels, Tournaments, Mini-Games, Store, Leaderboards, Activity/Inbox) and arrange their order in the navigation menu.
* **Default Landing Screen:** Select which screen displays by default when a player opens the widget (for example, Overview, Missions, or Levels).
* **Header Indicators:** Configure desktop and mobile header counters to display Points, Gems, Diamonds, Level Progress, Available Missions, or Mini-Game spins.
* **Theme & Skin Selection:** Apply the designated visual theme or custom skin.
* **Branded Overrides:** If operating multiple brands under one label, configure individual brand settings to present tailored themes and navigation for each brand.

### **Gamification environment**

* Setup Levels with all meta-information (name, description, unlock description etc) and translations if needed.
* Setup Missions, meta + translations.
* Setup Leaderboards, winners, rules for leaderboards.
* Setup Bonus templates, to be used in the Marketplace and Campaigns.
* Setup Marketplace items, Marketplace categories.
* Setup ‘Custom sections’ if needed (usually contains gamification rules, points accumulation, T\&C, etc)
* Setup Badges and Badge Categories to organize milestone achievements into structured tiers.
* Setup Tournaments, including scoring rules (bet/win formulas), eligible games, prize structures, and scheduling.
* Setup Mini-Games (Spin the Wheel, Scratch Card, etc.) with prize probabilities, templates, and skins.
* Setup Points & Currency rules defining how players accumulate Points, Gems, or Diamonds through gameplay, deposits, and missions.
* Setup Raffles and Jackpots to include periodic draws or progressive prize pools.
* Setup Avatars and avatar progression unlock rules.

### **Communication channels**

**Inbox messages** and real-time campaigns that will reflect main player activities in gamification. There are 5 main activities that could be communicated in realtime as soon as the player is completing relevant actions:

* “You got X Points”
* “You completed mission X”
* “You unlocked mission X”
* “You are upgraded to Level X”
* “You took X position in Daily/Weekly/Monthly leaderboard”

#### **Additional communication channels** using email and popups

Some campaigns can be delayed and not triggered every time when the player completes an action.

As an example:

* When a player completes 1st level, send him a Popup with a delay of 30 seconds that he just completed his first level and upgraded to the 2nd.
* There is a chance that such popup will be missed or ignored by the player (e.g. he is right now in a game iFrame), to support such a case a campaign may send an email with 1-hour delay, assuming the player will end his current online session but will be still notified.
* There will be players who are completing levels quite fast, in order not to spam them with every level update, such campaigns can be restricted to trigger not more than once an hour.

Visual presentation of such campaign:

![image7.png](https://77049817-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FfS5hl0PiysHtKAKMsQTe%2Fuploads%2Fgit-blob-2040d5c44879011e55df74603b37ae8d47861327%2F0?alt=media\&token=ecf4a65d-0b2b-40c3-bb5b-fb326a373dc2)

The campaign will listen to event Level change and will trigger only for players eligible for communication, and will trigger only once an hour, this way it will not spam players who are upgrading too fast. Please note that in such a case if the player reached a new level during that 1 hour, he will not be notified on that new level.

<figure><img src="https://77049817-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FfS5hl0PiysHtKAKMsQTe%2Fuploads%2Fgit-blob-9fa67e99aa785fbccb45ea7328c7e81b08fcbe1d%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

### **Pre-launch testing and go-live verification**

Follow these verification steps with a test user before launching gamification to all players:

* **Widget Access:** Confirm test users can open the widget and navigate across all configured sections.
* **Mission Tracking & Point Accrual:** Perform qualifying actions (such as test bets or deposits) and confirm mission progress updates and points are credited.
* **Reward Claims & Store Purchases:** Claim mission rewards and purchase test items in the Store to verify bonus templates credit correctly.
* **Communication Delivery:** Verify real-time Inbox notifications and throttled Level-Up popups or emails trigger as expected.
* **Multilingual Check:** Test each supported website language to verify that both system labels and custom mission/level descriptions translate accurately.
* **Go-Live Transition:** Make the widget entry point available to regular users on the frontend and confirm the production widget settings are enabled.

### **Frequently asked questions**

**Can we roll out gamification features gradually instead of launching everything at once?**

Yes. You can launch with core mechanics (such as Missions and Points) and enable additional sections (Store, Tournaments, Mini-Games, Badges, Levels) in the Back Office widget settings over time.

**How can we safely test gamification without exposing it to regular players?**

Create a Test Users segment and restrict the website entry point so only test accounts can see it. In the Back Office, use the Widget Test Users settings tab to test themes, navigation, and new sections before publishing them to real users.

**How do we open a specific gamification screen (like Store or Missions) directly?**

You can trigger specific screens directly using deep links in website buttons, promotional banners, or marketing messages (for example, opening Missions or the Store directly).

### **Related documentation**

* For detailed configuration of specific gamification mechanics, see the guides on Missions, Levels, Badges, Store, Tournaments, and Gamification UI skinning.


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