E-book, with its standard based on web language, provides different type of user experience from what paper books offer. Unlike paper material that has been a ‘closed’ medium, E-books allow readers to share their opinions on the content, and the text to be linked to related material outside. That is one of the most distinctive differences between E-books and printed books. This study suggests how to encourage reading activity on E-book interface and how to boost debate on the text to enrich reading experience among the readers. Its methodological approach is Gamification, particularly, based on scoring and competition to hold a title. It has actual data of how often the interface features were used by test users and survey conducted on them. With those data and survey, the study measured what influence the introduction of gamification factors had had on users’ reading experience. Interviews were also conducted for a deeper analysis.