Abstract: Digital mobility platforms increasingly use gamification to encourage user participation and continued service use. However, different gamification approaches may not contribute equally to user retention, and the psychological processes underlying their effects remain unclear. Drawing on Self-Determination Theory, this study examines how achievement-based, immersion-based, and social-based gamification are associated with users’ continued use intention through the satisfaction of autonomy, competence, and relatedness needs. Survey data were collected from 389 users of a major bike-sharing platform in China and analyzed using partial least squares structural equation modeling. The results reveal distinct motivational pathways. Achievement-based gamification is positively associated with all three psychological needs, while social-based gamification is positively associated with competence and relatedness. In contrast, the relationships between immersion-based gamification and the three needs are not statistically significant. Autonomy, competence, and relatedness are all positively related to continued use intention, with autonomy showing the strongest relationship. The findings indicate that digital engagement creates retention-related value when gamification design supports users’ psychological experiences rather than merely adding interactive features. The study offers practical implications for the design and management of gamified digital mobility services.