Study 1: Octalysis: the complete Gamification framework by Yu-Kai Chou
Main Resource
https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
Goal
- Brief unstanding to gamification
- Find handy referencable metrics
- Find rule of thumb oppotunities for inspiration
Note
- Gamification is not only about games. We call it Gamification because the gaming industry was the first to focus on human-focused design.
- Games have spent decades, or even centuries, learning how to master motivation and engagement.
- Yu-Kai studies games and developed a complete Gamification framework to analyze and build strategies around various systems that make a game fun.
- some games are inspring and empowering, while some others are manipulative and obsessive.
- Octalysis is a Gamification framework with 8 Core Drives that makes a game fun. (The 9-th hidden core drive might be sensation)
8 Core Drives
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Epic Meaning/ Calling
- Provide the gamer a feeling of being chosen to do something greater than himself
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Developement/ Accomplishment
- Give internal drives of making a progress
- Note to tune to the right level of challenge since a badge or trophy without a challenge is not meaningful
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Empowerment of Creatively/ Feedback
- Provide users ways to express their creativity
- Provide feedback and result of their creativety
- Eg. Lego and painting are fun in-and-of themselves because the results are expresive and feedbacks emerge naturally
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Ownership/ Possession
- Design interaction related to collection, accumulation, customization
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Social Influence/ Relatedness
- Design the social elements such as: mentorship, acceptance, social responses, companionship, competition or even envy
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Scarcity/ Impatience
- What are the elements in your game that are really important, crucial and key? Make the element in your game really scarce, and make your users wait to get it.
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Unpredictability/ Curiosity
- Movies, novels are good examples that generate unpredictability and would giove users motivation to dive in an engage
- What are the elements in your game that the users might find curious to know?
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Loss/ Avoidance
- What is the element in your game that your users possess, and would like to avoid lossing?