Actionable Gamification: Beyond Points, Badges and Leaderboards

Actionable Gamification: Beyond Points, Badges and Leaderboards

by Yu-Kai Chou
Actionable Gamification: Beyond Points, Badges and Leaderboards

Actionable Gamification: Beyond Points, Badges and Leaderboards

by Yu-Kai Chou

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Overview

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 readers on a journey to learn his sixteen 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.

Product Details

ISBN-13: 9781511744041
Publisher: CreateSpace Publishing
Publication date: 04/14/2015
Edition description: New Edition
Pages: 512
Sales rank: 226,179
Product dimensions: 6.00(w) x 9.00(h) x 1.14(d)

About the Author

Yu-kai Chou is an Author and International Keynote Speaker on Gamification and Behavioral Design. He is the Original Creator of the Octalysis Framework, and the author of Actionable Gamification: Beyond Points, Badges, and Leaderboards. He is currently President of The Octalysis Group and the Founder of Octalysis Prime. Yu-kai has been a regular speaker/lecturer on gamification and motivation worldwide, including at organizations like Google, Tesla, Stanford University, LEGO, TEDx, SxSW, Gamified India, Huawei, the Innovation Center in Denmark, Kingdom of Bahrain government, and many more. Yu-kai was one of the earliest pioneers in Gamification, starting his work in the industry in 2003. In 2015, Yu-kai was rated #1 among the "Gamification Gurus Power 100" by RISE, and was also awarded "Gamification Guru of the Year Award" for both 2014 and 2015 by the World Gamification Congress based in Europe. He has helped a variety of companies, from seed stage startups to Fortune 500 companies such as LEGO, Accenture, eBay, Huawei, Fidelity, AIG Japan, Verizon, HP, Ericsson, Cisco, Wells Fargo, and more. His work has been featured in Forbes, The Wall Street Journal, Business Insider, The World Journal, PBS, NBC, and many more. Yu-kai is a Board Advisor for many organizations and companies through out North America, Europe, and Asia, including HatchPad.co (crowdfunding site for young entrepreneurs), Capfields (IT Sourcing company based in Luxembourg), DreamsCloud (biggest company that gathers dreams), Ongo (gamified health platform), BALANCE Edutainment (creators of Pacha's Pajamas), Loki Studios (creators of Geomon and sold to a Yahoo), Clade (crowd funding platform for the super class), and many more.

Table of Contents

Introduction 1

Chapter 1 When the Surreal Blends into our World 3

How a Game changed my Life 3

The First Game I Designed 5

Why Gamification? 6

Human-Focused Design: The Better Term for Gamification 8

The Conquests of Gamification 10

Chapter 2 The PBL Fallacy 13

A Story about Social Media 13

An Obsession with Grunt Work 15

Secondhand Sushi Making 17

A Trojan Horse without Greek Soldiers 19

The Threat and Opportunities in Gamification 20

Tire Story of the Good Designer vs. Bad Designer 21

Chapter 3 The Octalysis Framework 23

A Gamification Design Framework for Everyone 23

The 3 Core Drives of Gamification 25

Left Brain (Extrinsic Tendency) vs. Right Brain (Intrinsic Tendency) Drives 28

White Hat vs Black Hat Gamification 31

How to Apply Level I Octalysis to Actual Systems 34

Quick Intro to Level II Octalysis and Beyond 39

Chapter 4 Putting Gamification in its Place 47

The War on Words 48

Semantics vs. Value 49

Tomato: Fruit or Vegetable 52

Explicit Gamification: Games that Fulfill Non-Game Purposes 53

Implicit Gamification: Human-Focused Design that Utilizes Game Elements 55

Implicit vs. Explicit Gamification 56

4 Application Fields of Gamification 56

Chapter 5 The First Core Drive - Epic Meaning & Calling 65

The Core Drive High Above 66

The Encyclopedia that Pwned Me 67

Newton's Legacy is Beyond a Fruit 70

Mjolnir is Not Just a Tool 75

Your Parents are Bigger Than You! 77

Game Techniques within Epic Meaning & Calling 81

Core Drive 1: The Bigger Picture 88

Chapter 6 The Second Core Drive - Development & Accomplishment 91

Development & Accomplishment in Games 92

The First Gamification Site that I was Addicted to 93

"I overpaid for my product. Take that, suckas!" 97

Never make Users Feel Dumb 102

Star of Bethlehem - Guiding Users Forward 105

Limitations of eBay's Design 108

Wait, that's not new! 110

Game Techniques within Development & Accomplishment 112

Core Drive 2: The Bigger Picture 122

Chapter 7 The Third Core Drive - Empowerment of Creativity & Feedback 125

The Computer Game that Became a National Sport 126

Gamification Fatigue? 130

Tic-Tac-Draw 131

The General's Carrot in Education 136

Folding into the Crowd 138

The Elysian Stairs to Health 139

Empowerment and Creativity in the Corporate Space 141

Draw a Gun for Bad Endgame Design 143

Game Techniques within Empowerment of Creativity & Feedback 146

Core Drive 3: The Bigger Picture 158

Chapter 8 The Fourth Corp Drive - Ownership & Possession 161

Wait, it's mine? Hold on, I do care then! 162

Stamps of Sanity 163

How Stoned Can you Be 165

The First Virtual Pet Game 170

The Endowment Effect 172

Identity, Consistency, and Commitments 175

Game Techniques within Ownership & Possession 182

Core Drive 4: The Bigger Picture 193

Chapter 9 The Fifth Core Drive - Social Influence & Relatedness 197

The Mentor that Stole My Life 198

We're all Pinocchios at Heart 202

The Average Person is Above Average 205

Social Influence vs. Epic Meaning within a Team 208

Corporate Competition as an Oxymoron 209

Game Techniques within Social Influence & Relatedness 214

Core Drive 5: The Bigger Picture 230

Chapter 10 The Sixth Core Drive: Scarcity & Impatience 233

The Lure of being Exclusively Pointless 234

The Value of Rare Pixels 237

The Leftovers aren't all that's Left Over 241

Persuasively Inconvenient 242

Curves are better than Cups in Economics 244

"This guy's not expensive enough." 248

"I Don't Feel Good When My Pocket Is Too Full After A Purchase" 249

Game Techniques within Scarcity & Impatience 252

Great! So now what? 269

Core Drive 6: The Bigger Picture 270

Chapter 11 The Seventh Core Drive - Unpredictability & Curiosity 273

And, Now it's Fun 274

The Core Drive in a Skinner Box 275

Sweepstakes and Raffles 277

A Lucky Day with Lucky Diem 282

Suspense and Mystery in a Blender 288

Faking your Way to Virality 290

Google's Curious Second Button 292

Woot! Creates Midnight Cinderella's 295

Game Techniques within Unpredictability & Curiosity 297

Core Drive 7: The Bigger Picture 308

Chapter 12 The Eighth Core Drive - Loss & Avoidance 311

Cropping your Losses 312

Affection Held Hostage 315

"Why don't you take all my money?" in Poker 319

The Good Chasing the Bad 322

Zombies Make you Skinnier 323

Flipping other Core Drives Off 324

Ultimate Loss vs Executable Loss 325

A Caveat: Avoiding the Avoidance 328

Game Techniques in Loss and Avoidance 329

Core Drive 8: The Big Picture 340

Chapter 13 Left Brain vs Right Brain Core Drives 345

Using Octalysis in the Real World 345

Left Brain vs. Right Brain Core Drives 347

Extrinsic vs Intrinsic Motivation 348

Slight Semantic Differences with the Self-Determination Theory 350

Motivation Traps in Gamification Campaigns 352

Tire Problem with Educational Systems 354

Pay to Not Play 357

How Market Settings Reverse Social Settings 361

The .Advantages of Extrinsic Motivation Design 364

How to Make an Experience More Intrinsic 366

Left Brain vs Right Brain Core Drives: the Bigger Picture 373

Chapter 14 The Mysteries of White Fiat and Black Hat Gamification 377

Origins of the Theory 378

The Nature of White Hat vs Black Hat Core Drives 380

Zynga and Black Hat Gamification 382

Black Hat with a Clear Conscious 384

Gamification, Manipulation, and Ethics 387

When to Use White Flat Gamification Design 389

Careful Transitioning between White Hat and Black Hat 397

No Buyer's Remorse from TOMS 399

What about Core Drives 4 and 5? 400

Understanding Other Gamification and Behavioral Frameworks with Octalysis 405

Scientific Research and Game Studies 406

Octalysis View of Self-Determination Theory 410

Richard Bartle's Four Player Types 413

Nicole Lazzaro's 4 Keys To Fun 420

Mihaly Csikszentmihalyi's Flow Theory 423

Fogg Behavior Model 428

Jane McGonigal's Theories 434

The World is Your Playground 436

Chapter 16 Level I Octalysis in Action 439

Octalysis Review of Facebook 439

The Score is a Smoke Screen 444

Octalysis of the Speed Camera Lottery 446

Octalysis of the Waze Navigation App 450

The Endgame Phase of Waze 457

The Next Step: Identify Potential Improvements for Waze 459

Chapter 17 Designing a project from scratch with Octalysis 467

Redesigning Yukaichou.com 467

The Octalysis Strategy Dashboard 470

Level I Octalysis Ideation Process 478

Core Drive 1: Epic Meaning & Calling 478

Repeating the Octalysis Process 485

Summary of Level 1 Octalysis in Action 487

Chapter 18 The Journey Goes On 491

Wall of Gratitude 497

Those who directly contributed to the book 497

Those who impacted who I am today 498

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