Actionable Gamification: Beyond Points, Badges and Leaderboards

Actionable Gamification: Beyond Points, Badges and Leaderboards

  • Downloads:6296
  • Type:Epub+TxT+PDF+Mobi
  • Create Date:2022-05-06 09:54:18
  • Update Date:2025-09-07
  • Status:finish
  • Author:Yu-kai Chou
  • ISBN:1511744049
  • Environment:PC/Android/iPhone/iPad/Kindle

Summary

The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design。 Within the industry, studies on game mechanics and behavioral psychology have become proliferate。 However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment。 Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives。

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Reviews

Morgan

I really appreciate the structure this author puts on gamification。 Be sure to check out their website as well!

Avish

Useful, and quite exhaustive guide for adding Gamification to whatever you're building。 Could have been achieved in slightly less words and a more structured format。Keeps promoting his blog, which also does not have clear direct answers。 I will be revisting this book in the future, but primarily because he did not make it easy to quickly reference the key aspects in the book。 Useful, and quite exhaustive guide for adding Gamification to whatever you're building。 Could have been achieved in slightly less words and a more structured format。Keeps promoting his blog, which also does not have clear direct answers。 I will be revisting this book in the future, but primarily because he did not make it easy to quickly reference the key aspects in the book。 。。。more

Niharika Sishtla

3。5 is the rating that I’d give。 The book has some really awesome content and frameworks related to creating gamified experiences。 Some of the content is repetitive, and the there is also a lot of promotional content within each chapter。

Adnan

Not so much about gamification as it's about marketing and compliance techniques。It also lifts most of its ideas from Robert Cialdini's Influence: Science and Practice, which you should read instead。 Not so much about gamification as it's about marketing and compliance techniques。It also lifts most of its ideas from Robert Cialdini's Influence: Science and Practice, which you should read instead。 。。。more

Siro

Good and useful introduction into gamification。

Ernestas Poskus

I was gamified, the book begins to compare hobbies being more preferable than work。 When hobbies have clearly defined goals, scorekeeping/scorecards, frequent feedback, personal choice of methods, and consistent coaching it becomes preferable over the work。 Yu-kai has built octalysis framework based on five aforementioned conclusions。 The author presents each octalysis core drive with various examples fished from the industries。 Such as "PetRock" drives scarcity drive, Korean eMart QR code from I was gamified, the book begins to compare hobbies being more preferable than work。 When hobbies have clearly defined goals, scorekeeping/scorecards, frequent feedback, personal choice of methods, and consistent coaching it becomes preferable over the work。 Yu-kai has built octalysis framework based on five aforementioned conclusions。 The author presents each octalysis core drive with various examples fished from the industries。 Such as "PetRock" drives scarcity drive, Korean eMart QR code from the shadow drives unpredictability drive, Proctor & Gamble production testimonials beginning with "I love this product because。。。。" drives social influence core drive。 Overall, good gamification has game mechanics, motivational psychology, behavioral economics, technology platforms, neurobiology, UX/UI and is built on top of business systems。 I expected more "actionable" tactics in applying gamification as in the book title。 。。。more

Pedro Barroca

Actionable Gamification is a great book to start studying gamification since the autor really dive deep into the evolution of gamification concepts and techniques before showcase his own model。 Because of this the book is also a great source of studies, models and researchers if you want to take your readings about gamification further。Octalisis, Yu Kai's framework, seems a great way to analyze user’s motivation through an experience because of its broad variety of motivation drivers proposed。Al Actionable Gamification is a great book to start studying gamification since the autor really dive deep into the evolution of gamification concepts and techniques before showcase his own model。 Because of this the book is also a great source of studies, models and researchers if you want to take your readings about gamification further。Octalisis, Yu Kai's framework, seems a great way to analyze user’s motivation through an experience because of its broad variety of motivation drivers proposed。Also, the book is well written and could be considered a gamified experience itself。 Yu kai uses progressive challenges, choices and celebrations within the reading experience and it feels great。 。。。more

Jimmy

This is a typical example of how an author who knows nothing can write a book of hundreds of pages from copying dated ideas, stories, conjectured "theories"。This guy doesn't even understand game design at all, except some superficial and laymen concepts, how can we expect him to know gamification? This is a typical example of how an author who knows nothing can write a book of hundreds of pages from copying dated ideas, stories, conjectured "theories"。This guy doesn't even understand game design at all, except some superficial and laymen concepts, how can we expect him to know gamification? 。。。more

Howard

Great information, but his idea of licensing the Octalysis framework doesn't make sense - its doesn't seem to be software, what will they do, sue you if you write code that include his ideas? Don't know how that will stand up in court, hopefully it won't。A lot of his information is based on psychology books like "Drive," "Thinking Fast & Slow," "Hooked," and some game design books, so I don't know what he is licensing。 But otherwise great information that was fun to learn about designing user ex Great information, but his idea of licensing the Octalysis framework doesn't make sense - its doesn't seem to be software, what will they do, sue you if you write code that include his ideas? Don't know how that will stand up in court, hopefully it won't。A lot of his information is based on psychology books like "Drive," "Thinking Fast & Slow," "Hooked," and some game design books, so I don't know what he is licensing。 But otherwise great information that was fun to learn about designing user experiences。 。。。more

Niklas Heer

It is an exciting framework, but due to the book's length, it was hard for me to get completely through。 In my opinion, reducing it to half and only keeping the essentials would have made the experience better。 That said, the framework is very helpful, thoughtful and easy to understand。 It is an exciting framework, but due to the book's length, it was hard for me to get completely through。 In my opinion, reducing it to half and only keeping the essentials would have made the experience better。 That said, the framework is very helpful, thoughtful and easy to understand。 。。。more

anugrah

As an introduction to gamification, this is a pretty good book。

Marta Manso

The octalysis framework is very interesting, and I learnt a lot about gamification techniques, which was my goal。I only missed (but it is an important piece) a better guide on how to begin applying it。Good for people that want to dig into this topic。

Hậu Ngô

This is really an eye-opener。

Omid wait-for-it Hosseini

گیمیفیکیشن یا بازی‌انگاری ایده خیلی خیلی جالبیه که چند سال هست مطرح شده。مفهوم کلی این اصطلاح اینه که بیایم مولفه‌ها و محرک‌های موجود در بازی‌ها (چه کامپیوتری و چه غیرکامپیوتری) رو شناسایی کنیم و ببینیم این مولفه‌ها چطور باعث جذب مخاطب میشن。 بعد بیایم همون مولفه‌ها رو در صنعت یا کسب‌وکار به شکل‌های مختلفی اجرا کنیم。این محرک‌ها (اون‌طور که من ترجمه کردم) عبارتند از: معنای حماسی، تقویت خلاقیت، پیشرفت و موفقیت، حس مالکیت، اثر اجتماعی و حس تعلق، کمیابی، پیش‌بینی‌ناپذیری و در نهایت جلوگیری از زیان。کتا گیمیفیکیشن یا بازی‌انگاری ایده خیلی خیلی جالبیه که چند سال هست مطرح شده。مفهوم کلی این اصطلاح اینه که بیایم مولفه‌ها و محرک‌های موجود در بازی‌ها (چه کامپیوتری و چه غیرکامپیوتری) رو شناسایی کنیم و ببینیم این مولفه‌ها چطور باعث جذب مخاطب میشن。 بعد بیایم همون مولفه‌ها رو در صنعت یا کسب‌وکار به شکل‌های مختلفی اجرا کنیم。این محرک‌ها (اون‌طور که من ترجمه کردم) عبارتند از: معنای حماسی، تقویت خلاقیت، پیشرفت و موفقیت، حس مالکیت، اثر اجتماعی و حس تعلق، کمیابی، پیش‌بینی‌ناپذیری و در نهایت جلوگیری از زیان。کتاب 《بازی‌انگاری کاربردی》 هم ابتدا این ۸ مولفه رو جداگانه توضیح میده و بعد میگه چطور از اون‌ها در کسب‌وکار استفاده کنیم و با هم ترکیب‌شون کنیم。*به کسانی که صاحب کسب‌وکار هستن یا می‌خوان شرکت استارتاپی بزنن، حتما توصیه می‌کنم این کتاب رو بخونن (البته نمی‌دونم ترجمه‌ش چه موقع منتشر میشه)。مطالعه‌ی این کتاب حداقل باعث میشه دید بهتری درباره روش‌های جلب مخاطب پیدا کنید 。。。more

Robert Woodlock

Amazing book on gamification and people's behavior。 Amazing book on gamification and people's behavior。 。。。more

Shoaib Essam

تاني كتاب أقرأه عن نفس الموضوع 。。。 الكتاب جميل جداً قد يصنف تطوير ذات وقد يصنف علم نفس لشرح دوافع البشر بشكل مفصل جداً وتطرقه لترابط هذة الدوافع 。。。 وقد يصنف أيضا برمجة وتطوير ألعاب لإستفادي الكبيرة بيه جداً كمبرمج

Piero Linares

Very useful for your business or lifeI really liked how the author attached every gamification design/technique with human psychology and explained them with real world examples。If you have a business, project or idea, this book is very actionable。

James Sanders

Solid content。 Would have rated it 4-5 stars, but the author spent too much time bragging about his accomplishments and his world travels。 If he feels a need to demonstrate expertise, it can be addressed up front or in a bio。 Hopefully the sequel isn’t as self congratulatory。

Christian Adleta

This book is dense! Lots of interesting studies and information about motivation and human-focused design that is mostly implemented in video games but can also be applied to other areas of life and products。

Jason Warrick

While this book is definitely very self-indulgent in how many times yukaichou。com is plugged, and the numerous references to his Ted talks and conference speeches, it still managed to get across it's point in a useful manner。 It's a very easy read (despite the incredible amount of typos) and the information actually feels useful, due in part to the extensive explanation, as well as repeated use of tangible examples。 For what it's trying to do, I'd say this is very good。 While this book is definitely very self-indulgent in how many times yukaichou。com is plugged, and the numerous references to his Ted talks and conference speeches, it still managed to get across it's point in a useful manner。 It's a very easy read (despite the incredible amount of typos) and the information actually feels useful, due in part to the extensive explanation, as well as repeated use of tangible examples。 For what it's trying to do, I'd say this is very good。 。。。more

YOGESWARAN S。P。MUNIANDI

It took almost two months to complete this book, not due to the book's page number but the content the book has。 Gamification plays a massive role in people engagement in various field and slowly get noticed by top companies especially during the pandemic。 This book by Yu-Kai Chou brilliantly presents 'Octalysis Framework' that compromises 8 Core Drives in gamification。 The author explains each drive in details, and the last three chapters describe the practical applications。 This book's good th It took almost two months to complete this book, not due to the book's page number but the content the book has。 Gamification plays a massive role in people engagement in various field and slowly get noticed by top companies especially during the pandemic。 This book by Yu-Kai Chou brilliantly presents 'Octalysis Framework' that compromises 8 Core Drives in gamification。 The author explains each drive in details, and the last three chapters describe the practical applications。 This book's good thing is Yu-Kai Chou provides various business case studies that use gamification as a competitive advantage。 Highly recommended book if you are looking to gamify your business fields。。 。。。more

DIEP THE ANH

A completely new way of looking at Gamification Great read about human motivational design for many aspects including life, business and workplace。 A comprehensive framework to look at it in big picture of the Core Drives as well as in great details of the Design Techniques。

Garion Bracken

Ok。 This one's a bit hard to really pin down。 I listened to it rather than read it, which for a book like this isn't the ideal way to absorb it。 You kind of need to have a pen and paper at hand and stop and do some of the exercises he gets you to do throughout the book。 I also imagine the printed book probably has some charts and tables of information in it, but I'm guessing here。That said I didn't enjoy this one too much。 Perhaps it's because I'm becoming sceptical about these self improvement Ok。 This one's a bit hard to really pin down。 I listened to it rather than read it, which for a book like this isn't the ideal way to absorb it。 You kind of need to have a pen and paper at hand and stop and do some of the exercises he gets you to do throughout the book。 I also imagine the printed book probably has some charts and tables of information in it, but I'm guessing here。That said I didn't enjoy this one too much。 Perhaps it's because I'm becoming sceptical about these self improvement / business books like the 4h workweek and the 100 dollar startup。 Ever since I started reading the Ideas Industry。 But the subject of Gamification is I think a good one。 But Actionable Gamification is exactly not what it says on the tin。 The core material of this book isn't clearly laid out strategies for how to implement Gamification techniques into presumably your business or perhaps your exercise or personal life。 It's very much more about what you should be thinking about before attempting to employ gamification techniques, how gamification might be perceived by a customer browsing your website who is falling prey to them, how you should consider the ethics of them before you dive in。 For example he will dive deep into an example of a Black Hat gamification technique used by Farmville say that's there to get the user hooked and draw them into using the app more and more and more。 But then explore how the user will perceive this and eventually brake free and come to regret the time they spent。Yukai repackages existing psychological concepts into something he calls Octalisis, which is his system for effectively using Gamification in your application / website / project / whatever。 He repackages a lot of obvious common sense too。If I got anything from this book it was an appreciation for thinking more carefully before implementing game techniques into my businesses。 Although I think I will anyway, it is obviously certainly something worth a little thought before ploughing ahead。 。。。more

Gregp

10 out of 10

Brent Agamã

This book was an okay read, I guess。Firstly, I found it just too self-promoting to me。 I felt like I was going through annoying adds sometimes, like "oh my blog this, my blog that", "please feel free to twitter with the hashtag #MYBLOG #MYMETHOD #YUKAIISAWESOME", I am exagerating, of course but bah! It would get so tedious sometimes。 I would like to think that this book is just a raw, unpolished material, and in dire need of some editing, honestly。 If we'd just cut away the bullshit, there are s This book was an okay read, I guess。Firstly, I found it just too self-promoting to me。 I felt like I was going through annoying adds sometimes, like "oh my blog this, my blog that", "please feel free to twitter with the hashtag #MYBLOG #MYMETHOD #YUKAIISAWESOME", I am exagerating, of course but bah! It would get so tedious sometimes。 I would like to think that this book is just a raw, unpolished material, and in dire need of some editing, honestly。 If we'd just cut away the bullshit, there are some very nice and very neat ideas to learn from this book。 Unfortunetly, they get clouded as the author would just coil the great info he gathered into a bunch of "oh, speaking of which my awesome method, my awesome blog。。。" suggestions。Secondly why I disliked somethings in this book is that the author would add a spice of enigmatic "you-should-know" numbering, like "Oh, here we have a bit of Core Drive 6。。。 ops, sorry if you don't get by with my principle numbering, you SHOULD know them, y'know。。。 *laughs maliciously*"。 And I would come across these kinds of thing a lot, instead of just a "Oh, here we have a bit of the Scarcity principle" (DONE。)。 For (view spoiler)[Fuck (hide spoiler)] 's sake, why make things more complex than they already are, Yu-kai?This book could be edited, simplifed and turn into a great book, after all bulkness is not quality。 For what I enjoyed and learned in this book I would have gladly given it a 4/5, but I won't be doing that, for this book does not deserve it。 。。。more

Lucas

Yu-Kai offers a powerful, elegant, and easy to learn model for those who design for behavior change。 I see myself referring to and using his Octalysis regularly in my work。The book, unfortunately, has two main flaws: First, it is poorly edited, being much longer than needed, and with a weird chapter organization that doesn't match the model itself (why number a chapter 13 to explain Core Drive Number 7?)。 Secondly, Yu-Kai wrote a 500-page book that still purposefully only partially explains his Yu-Kai offers a powerful, elegant, and easy to learn model for those who design for behavior change。 I see myself referring to and using his Octalysis regularly in my work。The book, unfortunately, has two main flaws: First, it is poorly edited, being much longer than needed, and with a weird chapter organization that doesn't match the model itself (why number a chapter 13 to explain Core Drive Number 7?)。 Secondly, Yu-Kai wrote a 500-page book that still purposefully only partially explains his model。 He only hints at the "100 game techniques" and "levels 2 and 3" of analysis。 If this book was better edited, and more honestly written, he could definitely fit the whole model in a shorter, 300-page book。 Many other consultants have done so, without Yu-kai's worry of losing customers of his more advanced workshops and services。 Using "Black-hat" techniques in his own book leaves the reader with a bad after-taste, as it is clearly a vessel to sell more services on his website。 。。。more

Boni Aditya

Yu Kai Chou did not invent any of the gamification drives, various researchers have independently discovered them。 Here is a list of books that the author quotes and these techniques were taken directly or indirectly from their work。 But, the techniques by themselves aren't the greatest contributions of Yu kai Chou, the greatest contribution of Yukaichow is that he has carefully crafted the octalysis framework mapping the core drives with the gamification features。 His framework which encompasse Yu Kai Chou did not invent any of the gamification drives, various researchers have independently discovered them。 Here is a list of books that the author quotes and these techniques were taken directly or indirectly from their work。 But, the techniques by themselves aren't the greatest contributions of Yu kai Chou, the greatest contribution of Yukaichow is that he has carefully crafted the octalysis framework mapping the core drives with the gamification features。 His framework which encompasses all the disparate theories related to behavioral sciences into a single actionable framework。 His one framework brings together all the theories, more like a universal formula。ONE FRAMEWORK TO RULE THEM ALL。 Often when authors try to stitch together theories from various books and then try to claim it as their own they get a suit stitched with rags, which looks ugly。 But in this case, since author has done his independent research and then mapped these motivation theories back to his research with respect to games, he is able to produce a book that is unique and keeps the user on his feet till the last page。The author has definitely added value with this book。 - I know of all the core drives before i began this book, but I must also admit that I could not put them to use, for they are far too many and they are not organized to have a cheat sheet for a quick look up when i need them the most - This is the contribution of Yu Kai Chou。 Also one might ask, what is the application, for a product manager like me, this book is a like a gold mine reference book。This book has definitely added great value, The book is also designed according to the gamification theories that the author refers to, thus making the book very gamified, and very engaging。Most value add happens till chapter 12 once the core drives are done, the promotion begins, the last five chapters are merely spacefillers。The game of work - Charles kumradGamification by designElectric dreamsThe google storyPredictably irrationalDriveJessie shell - The art of game designa theory of fun for game designDavid and GoliathThinking fast and slowInfluencePitch anything - KraftYes 50 scientifically proven ways to be persuasiveInfluence- Robert cialdiniFlowMindless eatingHooked - nir eyalEnterprise gamificationReality is brokenDocumentaryThe hacks lifeGame later on the top of the world - ted。 XMarketing gamification- shoot the duckE-commerce gamification- eBay, wootWhite hat vs black hat gamificationHuman focused design vs function focusedHuman centred design by ideo vs human focused design - gamificationGamification not escapismUkaichow。com - 90 case studies - gamification yukaichow。com/roiCh 2。 The PBL fallacyGrinding - in games is grunt work in real worldPoints badges and leader boards - shell of a gaming experienceStrategy, challenge, friends - intrinsic motivationA Trojan horse without soldiers - shallow - a pblLearn from the design don’t copy the shellGame mechanics and game play dynamicsOktalosis frame work - octagon + core drives8 core drives1。 Epic meaning or calling2。 Development and accomplishment3。 Empowerment of creativity and feedback4。 Ownership and procession5。 Social influence and relatedness6。 Scarcity and impatience7。 Unpredictability and curiosity8。 Loss and avoidanceLeft brain - extrinsic | Right brain - intrinsic drivesShort term - extrinsic | long term - intrinsic focusedLeft brain core drives - logic, analytical thought and ownershipRight brain core drives - creativity, self expression and social dynamicsDesigning for extrinsic motivation which impairs intrinsic motivation - The over justification effectTop core drives - positive - white hat gamificationBottom core drives- negative - black hat gamificationPositive black hat gamification design9th core drive - sensationYukaichow。com/toolsFour Levels of octalysis - four phases of player user journey1。 Discovery2。 Onboarding3。 Scaffolding4。 End GameOctalysis Gamification DesignerRichard BartlesFour player types:1。 Achievers2。 Socializers3。 Explorers4。 KillersChapter 4 - putting gamification in its placeThe G summitZikkermann vs dietering debateSerious games and advergames vs pure games - semanticsLoyalty programsHandfulGameful designImplicit vs explicit gamificationTypes of implentations- four typesFour application fields of gamification1。 Product2。 Workplace3。 Marketing4。 LifestyleProduct gamification - reason to use the product- saves money, time and makes life easyStatus quo slothWorkplace gamification- environments and systems - inspire and motivate employeesPay check and not get fired - black hat motivation- left brain。Marketing gamificationFun and unique experienceAd blockers - tunes out tv ads- skip- fast forward。Seo - sem- target the right people at right timeSMM - social media marketing -Lifestyle gamification- applying gamification to life - habits - to do list - exerciseTracking - big data - game remembers and customizesWearable tech and quantified selfCareer - health - education gamification1。 Finding their game2。 Analysing initial stats3。 Formulating skill trees4。 Connecting with allies5。 Finding the right quests6。 Beating the gameChapter 5 - first core drive - epic meaning and callingWhite hat core drive - self lessWikipedia policing - apple product loyaltyPown - domination - pownedDuring discovery and on boarding- this must be communicatedApple sells meaning - the crazy ones 1984Think different campaign- 1998Apple sold vision - no products in commercialsWaze app - gps with user - snake monster - traffic - community of wazers fight itXiao- Chinese parenting - you owe your parents from birthEngaging narrative to give context for higher meaningZamzee- exercise for kidsHumanity hero - toms shoes - Free rice - donate to third worldElitism - pride groups- act against rival groupsUSC vs UCLAIrrational activities - outside enemiesDonate to alma matterFan of an institute- athletic teamsKiva - micro lending- donate to third worldChristians vs atheistsBeginners Luck - few chosen onesMoats- obsessivenessFree lunch - freebies for selected peopleBelievability is the keyChapter 6 - development and accomplishmentMost common - kindergarten startsPBL- point badges and leaderboardsA win state - progressStages and boss fights - levelsA feeling of accomplishmentNecessary obstacles we volunteer to overcomeeBay - gamification of e-commerceAchievement symbols - yellow gift certificateAnonymous bid - bidding war - gets users to come back to checkScarcity and impatience- Torture break - user has to wait for a timeSelling on eBay - gamifiedBuyers - pay to play - not buying items on eBayGeneral Mills Betty Crocker cake mix - no accomplishment or competenceCount down timer and last mile drive - users feel they are so closeGamification of Amazon - ownership and pocessionMy Amazon - Alfred effect - recommendation engine -Social proof and relatedness - 30 percent Amazon sales increaseUser reviews and ratingsNever make users feel dumb: unified motivating experienceFeel smart - a product that makes user feel stupid fails - 4 seconds- google search engine vs yahoo Portal strategyOrg strategy- what they insist on not doingGoogle plus - users feel dumbBrute force distribution - forcing people into golds through YouTube or gmail or for seoStar of Bethlehem- guiding users forwardCandy crush - shows a glowing choice - possible solution - might not make you winSense of progress vs stuck and confusedAmazon makes users feel they are smart - 4 sec ruleDesert oasis - visually guiding users to desired actionBogus list price crossed out and savings - make users feel smartPeople think they are making a smart choiceJc penny fired Ron Johnson - for removing fake discount numbersUsers don’t make economical choices - they make choices that make them feel smartGamification- human focused design vs usability - uxMotivation vs ease - use & flow - intuitionGamification = tech platform + business systems (roi) + ui + ux + behavioural economics + game design + game dynamics + neuro biology + motivation psychology + reward schedules + dopamine fires and win statesLinked in - progress barProgress wars - meaning less level ups - without core drivesThe rock star effect - everyone is dying to interact with youTwitter - one way follow - influences and competition for followersFirst reach one million- Ashton kitchen vs news outlet - cnn breaking newsAchievement symbols -Badges stars belts - reflect achievements- Military badgesStatus points - and exchangeable pointsStatus point - to keep track of progressAbsolute status points vs marginal status pointsOne way vs two way status pointsCaptain up - gamification platformLeader boards - position exactly at the userSet up group leader boards - combined efforts of the group - social influence and relatednessMicro leader boards - for your network onlyThe bigger picture -Apm- actions per min - star craft players - esport games - RTS gamesGamification fatigue- short life time of gamification effortsReason to stay on - purposeContinuous motivation - end game motivationCore - empowerment of creativity and feedbackEffect of games on brain - memory, visual search and filteringTic-tac-toe vs chessIntuition and creativity gamesNot one chance to winCrowdsourcing - xprize - kaggle- folded - mason Pfizer monkey virus - interactive game play interface - protein game - biochemists- epic meaning and callingLong term user engagement and high productivityThe fun theory - The piano stair caseEmpowerment of creativity and feedback in corporationsCorporate ladder - risk averseDraw something- creativity to find loop holesBoosters - mario mushroomSuper book。tvFunneling strategyMilestone unlock - level up and gain new skills and power up - plays vs zombies - tower defenceNew plant to counter the zombie at the end of each stageChoice perception- free will with fluencyChoice itself is not meaningful but empoweringTwo lenses - constraints to player choicesIncentivise player to make choicesCreate interface to guide usersVisual designs to attract players sightProvide social guidanceMusic control that affects behaviourPlant picker - meaningful choicesIf all players have the same choices - this isn’t possibleFarmville art - black hat game mechanicsFarmVille artists - end game creativity - evergreen mechanicBasic components- infinite choicesTriangularity - Jessie shellSmall risk small reward, safe play vs big risk big rewardCh8 - ownership and processionImprove protect and obtain more of itNatural association with things that we ownIf a beer is placed beside you - you would be unhappy if somebody snatches itMath becomes engaging when you start counting your own moneyDesire to collect things- emotional comfortPainting - cars -Rye currency of yapp island yappiesRye stone ownership that was sunk in the oceanHappens every day in modern world -Perfect pet - pet rock - Gary doll - 19751。5 million pet rocks soldFirst virtual pet game - tamagachi- pet eggThe animal becomes the type of food you feed - was targeted to girls -76 million soldOwnership and processionFarmVille - pet societyThe endowment effect - longer you remain top bidder the more aggressive you would bidFor sale, not for use - novice tradersIdentity consistency and commitmentCareers similar to their own namesPeople also move to places that are similar to their namesBrands and spousesConsistency- self herdingRace horse confidenceThe power of writing something downCar salesmen and reservations get commitment firstAsk users to fill their own forms to decrease cancellation ratesTestimonial contestsI like the product because 。。。。。 contestsBuild from scratch - vested ownership- engage users in the development processIKEA effect - personal ownershipCollection sets - desire to complete the setGeomon - monster capture - four season deers - compelled to capture all four3-6 months to capture seasonal pets - forced to spend money to finish the setAttached to geomons they raised and trainedMonopoly McDonalds game -Gamification is not cookie cutter but context dependentExchangeable points - status pointsVery difficult to run an economyJust having an economy will not guarantee success in gamificationMonitor attachment - state of somethingFavourite local shop - liking something we are familiar with - cognitive easeGoogle analytics - keeps bloggers going - constant staring - unpredictability and curiosityAlfred effect - so personalised that they can’t imagine anything elseBig data personalisation of experienceLevel of personalisation is taken for grantedShallow static experience vs customised system that understands the user。Amazon waze app - Alfred effectDesigns where core drives sabotaging each other。Ch 9 - social influence and relatednessDesire to connect and compare with each otherDouble edged swordParallel kingdom - massively multiplayer online game - GPS basedKingdom over their home locationUser x is assigned as a mentor - gave gear and tips - quitting now would be a huge disappointmentMentor gives a demo of powers - effortlessly complete - develops a feeling of awe or envyRealistic path to follow and over come envyOr we get user denial and disengagementTo impress mentors - join the kingdomThis is the power of mentor shipDraw from volunteer group to live up to expectationsKeep America green - ad campaignBack by popular neglect - re did the ad - but failedTheft losses of petrified wood - increased after posting the ad - anti core drivePlease don’t be like them - core messageIt is actually popular to pollute - people do what others doSocial norm override - naziPinnocchio- wanted to be a normal boy just like everyone elseMajority think that they are above averageSocial proofing messages - towel reuse program - 75 percent reusedRelatedness principle - elitismEveryone else like you is doing itLeadership and groupLeaders goal - create passion and motivation towards epic meaning and callingNot social proof - insecure leadership- ineffectiveCorporate competition- oxymoron -Self interest above company and customerPeople hate constant state of competition- adrenaline burst must be shortAssists - immediate passes that led to scoresCollaborative play and team workRisks and benefits -People quit dysfunctional work places - rank and yank in GE - firing 10 percent lowest performing- led to hiring weak candidatesStack ranking - prevented peers from giving any good feedback - how they were ranked among peers decides the hikeCollaborative dynamics in startup’s - due to equityWhen competition works when players:Mastery of the taskIn gain oriented mindset’sOptimal functioningCare about welfare of teamOvercome obstacles and not goals 。。。more

Dinesh Sen

Take it with pinch of salt。 covers almost everything, but the role of gamification itself is inflated。

Blake

If you can get past the author's constant self-serving delivery with the need to periodically share his religious beliefs, there's actually some decent information in here。 The last few chapters were incredibly painful to get through - especially the last chapter where he loosely compares himself to Jesus。 Despite the downsides, some of the real-world examples were pretty good and made it easier to comprehend。 Overall, it would be great to see a more condensed version of this book。 If you can ma If you can get past the author's constant self-serving delivery with the need to periodically share his religious beliefs, there's actually some decent information in here。 The last few chapters were incredibly painful to get through - especially the last chapter where he loosely compares himself to Jesus。 Despite the downsides, some of the real-world examples were pretty good and made it easier to comprehend。 Overall, it would be great to see a more condensed version of this book。 If you can manage to sift through it, there's some potentially helpful information here。 。。。more

Dinesh V

great book for beginners。 If you're starting out adding game design to your app/service, this is a great start。 great book for beginners。 If you're starting out adding game design to your app/service, this is a great start。 。。。more