<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Open-Source on Felipe Vergara-Borge</title><link>https://felipevergara.com/tags/open-source/</link><description>Recent content in Open-Source on Felipe Vergara-Borge</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sun, 22 Mar 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://felipevergara.com/tags/open-source/index.xml" rel="self" type="application/rss+xml"/><item><title>Building GAME: An Open-Source Adaptive Gamification Engine, Solo, in One Year</title><link>https://felipevergara.com/blog/building-open-source-gamification-engine-solo/</link><pubDate>Sun, 22 Mar 2026 00:00:00 +0000</pubDate><guid>https://felipevergara.com/blog/building-open-source-gamification-engine-solo/</guid><description>&lt;p&gt;&lt;em&gt;The story of how I designed GAME, a plugin-based gamification platform that went from a rough idea to a real deployment.&lt;/em&gt;&lt;/p&gt;
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&lt;p&gt;&lt;img src="https://felipevergara.com/images/blog/how-i-built-an-adaptive-gamification-engine-from-scratch/infographic_post_GAME_Goals_And_Motivation_Engine.webp" alt="GAME: Goals And Motivation Engine"&gt;&lt;/p&gt;
&lt;p&gt;Most gamification systems are tightly tied to a single application. Their reward logic is usually embedded directly into business code, which makes it hard to reuse, hard to adapt, and even harder to compare across different contexts. That always bothered me.&lt;/p&gt;
&lt;p&gt;I wanted something different: a modular engine where incentive strategies could be treated as pluggable components instead of hardcoded features.&lt;/p&gt;</description></item></channel></rss>