Actionable Gamification: Beyond Points, Badges, and Leaderboards – Yu-kai Chou

Actionable Gamification: Beyond Points, Badges, and Leaderboards – Yu-kai Chou
Actionable Gamification: Beyond Points, Badges, and Leaderboards – Yu-kai Chou

Game design can transform boring activities into fun experiences.

The truth is, simply incorporating game mechanics and game elements does not make a game fun.

Octalysis Part 1

Octalysis is a framework for gamification developed by Yu-kai Chou. It identifies eight core drives that motivate people:

  • Epic Meaning & Calling: This drive is about believing that we are engaged in something greater than ourselves. It is about feeling a sense of purpose and meaning in what we do.
  • Development & Accomplishment: This drive is about making progress, developing new skills, and achieving mastery. It is about feeling a sense of accomplishment and success.
  • Empowerment of Creativity & Feedback: This drive is about feeling empowered to create and innovate, and about receiving feedback on our creations.
  • Ownership & Possession: This drive is about feeling like we own or control something. It is about feeling a sense of ownership and pride in what we have achieved.
  • Social Influence: This drive is about the influence we have on others, and about feeling accepted and valued by others. It is about feeling a sense of belonging and connection with others.

Octalysis Part 2

  • Scarcity & Impatience: This drive is about wanting something simply because it is rare or hard to obtain. It is about feeling a sense of urgency to act.
  • Unpredictability: This drive is about the thrill of not knowing what will happen next. It is about feeling a sense of suspense and excitement.
  • Loss & Avoidance: This drive is about avoiding something negative from happening. It is about feeling a sense of anxiety and fear.

Gamification

Gamification is the process of applying elements from games to non-game activities in order to make them more engaging and enjoyable. This can involve using game mechanics, such as points, badges, and leaderboards, to motivate and reward people for their actions.

The Game Of Work

In “The Game of Work,” Charles Coonradt addressed the question of why people prefer hobbies to work. He identified five key factors that make hobbies more appealing than work:

  • Clearly defined goals: Hobbies often have clear goals that provide a sense of direction and purpose.
  • Better scorekeeping and scorecards: Hobbies often have systems in place for tracking progress and performance.
  • More frequent feedback: Hobbies often provide regular feedback on progress, which can be motivating.
  • A higher degree of personal choice of methods: Hobbies often allow people to choose their own methods for achieving goals, which can be more satisfying than being told how to do something.
  • Consistent coaching: Hobbies often involve coaching or mentorship, which can help people develop new skills and improve their performance.

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