Yu-kai Chou's Workshop for Accenture on Gamification (Octalysis)
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Transcript of Yu-kai Chou's Workshop for Accenture on Gamification (Octalysis)
![Page 1: Yu-kai Chou's Workshop for Accenture on Gamification (Octalysis)](https://reader031.fdocuments.in/reader031/viewer/2022020123/55a52dda1a28ab431e8b4644/html5/thumbnails/1.jpg)
A Framework for Actionable Gamification
For: Accenture By: Yu-kai Chou
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Guild Leader: Yu-kai Chou
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Early Pioneer of Gamification for 10 years
Parter at the Enterprise Gamification Consultancy
Original creator of the Octalysis Framework
Regular Keynote Speaker/Lecturer at Stanford University, Google, Conferences, VC Gatherings
Rated a #1 Gamification Guru in the world by UK-Based Leaderboarded
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Games?
![Page 5: Yu-kai Chou's Workshop for Accenture on Gamification (Octalysis)](https://reader031.fdocuments.in/reader031/viewer/2022020123/55a52dda1a28ab431e8b4644/html5/thumbnails/5.jpg)
Games?
Entertainment Software Association (2012)
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Games?
Entertainment Software Association (2012)
Average Gamer: 35 Years Old68% Gamers Over 18 Year Old
47% Gamers are Women More Adult Women than Under 18 Male
Source: Entertainment Software Association (2012)
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ExerciseThink about ONE game you enjoyed playing:
Farmville? Candy Crush? Angry Birds? Starcraft? WoW? DOTA? Halo? LoL?
Poker? Golf? Majong? Crossword Puzzle? Sudoku?
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Write it down, and think about what made that game fun/enjoyable
Exercise
We’ll come back to this later.
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What is Gamification?
Game Elements Non-Game (Boring) Context
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The MagicKids nowadays have bad work ethics?
No Discipline?
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The MagicWaking up behind parents’ back 3AM in the
morning to level up = AMAZING work ethics
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The MagicIn Role-Playing Games (RPG), Leveling up often
involves killing the same monsters in the same stage over and over again for hours or weeks
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The MagicGamers call this “grinding.”
It’s Fun & Addicting.
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The MagicIn the real world, this is called Grunt
Work. It’s Boring & Torturous.
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The MagicIf games can get kids to voluntarily do hours of secret grunt work, it can get anyone engaged to
anything
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The Magic
If it is well designed
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Game Work
Tasks repetitive, but fun repetitive and dull
Feedback constantly once a year
Goals clear contradictory, vague
Path to Mastery clear unclear
Rules clear, transparent unclear, in-transparent
Information right amount at the right time too much and not enough
Failure expected, spectacular, brag about it forbidden, punished, don’t talk about it
Status of Users transparent, timely hidden
Promotion meritocracy kiss-up-o-cracy
Collaboration yes yes
Speed/Risk high low
Autonomy high mid to low
Narrative yes only if you are lucky
Obstacles on purpose accidental
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“Human-Focused Design”• As opposed to “Function Focused Design”
• System that is designed to optimize for the motivations and feelings of the human inside
• ...instead of assuming the people within are robots that will complete the task
vs
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“Human-Focused Design”• Gaming industry = first to master Human-Focused Design
• Games have spent decades/centuries mastering how to engage people without a mandated purpose
• Now we are learning from games, hence “Gamification”
vs
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Example: FoldIt
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Example: FoldIt
15 Year AIDS Problem solved in 10 Days
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Example: SAP Community Network
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Example: SAP Community Network
Increase Active Users by 1300% and Activity by 2300%
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Example: Autodesk
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Example: Autodesk
Increase Trial Usage by 54% and Sales Revenue by 29%
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90+ Gamification Case Studies with ROI Stats
http://bit.ly/gameROI
Outside Reading
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Every truth passes through 3 stages before it is recognized:
The Schopenhauer Truth Hype Cycle
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Every truth passes through 3 stages before it is recognized:
I. First, it is ridiculed.II. Second, it is violently opposed.III. Third, it is regarded as self-evident.
The Schopenhauer Truth Hype Cycle
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The Schopenhauer Truth Hype Cycle
Also, I’m a smart guy!
Every truth passes through 3 stages before it is recognized:
I. First, it is ridiculed.II. Second, it is violently opposed.III. Third, it is regarded as self-evident.
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History LessonMany Years Ago A Few Years Ago Now
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History LessonMany Years Ago A Few Years Ago Now
DUH! Every organization needs a Talent Strategy!
This Website thing is a fad...where’s the ROI?
Who needs a Website?It’s a distraction to
business!
Just fad-chasing enthusiasts and
conferences talk about Websites...
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History LessonMany Years Ago A Few Years Ago Now
DUH! Every organization needs a Website Strategy!
This Social thing is a fad...where’s the ROI?
Who needs Social Media?It’s a distraction to our
employees!
Just fad-chasing enthusiasts and
conferences talk about Social Media...
DUH! Every organization needs a Talent Strategy!
This Website thing is a fad...where’s the ROI?
Who needs a Website?It’s a distraction to
business!
Just fad-chasing enthusiasts and
conferences talk about Websites...
![Page 34: Yu-kai Chou's Workshop for Accenture on Gamification (Octalysis)](https://reader031.fdocuments.in/reader031/viewer/2022020123/55a52dda1a28ab431e8b4644/html5/thumbnails/34.jpg)
History LessonMany Years Ago A Few Years Ago Now
DUH! Every organization needs a Talent Strategy!
This Website thing is a fad...where’s the ROI?
Who needs a Website?It’s a distraction to
business!
Just fad-chasing enthusiasts and
conferences talk about Websites...
DUH! Every organization needs a Website Strategy!
This Social thing is a fad...where’s the ROI?
Who needs Social Media?It’s a distraction to our
employees!
Just fad-chasing enthusiasts and
conferences talk about Social Media...
DUH! Every organization needs a Social Strategy!
This Gamification thing is a fad...where’s the ROI?
Who needs Gamification?It’s a distraction to our
employees!
Just fad-chasing enthusiasts and
conferences talk about Gamification...
![Page 35: Yu-kai Chou's Workshop for Accenture on Gamification (Octalysis)](https://reader031.fdocuments.in/reader031/viewer/2022020123/55a52dda1a28ab431e8b4644/html5/thumbnails/35.jpg)
Global MovementGartner predicts 70% of Fortune 500 will use
Gamification by 2014
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Except...Gartner also predicts 80% of the gamified apps
will fail due to bad design
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Agencies and individuals claim to be experts at whatever is the new “Buzzword”
The Cause
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The CauseEveryone focuses on PBLs (Points, Badges &
Leaderboards)
Points
Badges
Leaderboards
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The CauseSimilar to “Social Media Marketing” 4 years ago
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The CauseSimilar to “Social Media Marketing” 4 years ago
Real SMM is not simply creating a Twitter Profile and Facebook Page
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The CauseBeginning with “game mechanics” instead of
the Core Drives
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Bad Game Designer
We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops!
+ + + = ????
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Bad Game Designer
We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops!
+ + + = ????
++
+ +
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Bad Game Designer
+ + + = ????
A game can have all the right “game elements” but still be stupid/boring.
We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops!
++
+ +
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Bad Game Designer
+ + + = ????
In fact, ALL games have “game elements” but most games suck and are boring.
We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops!
++
+ +
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Bad Game Designer
+ + + = ????
It’s naive to think that once you plug game mechanics into your company, it will be successful
We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops!
++
+ +
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Bad Game Designer
+ + + = ????
Only a few well-designed games achieve the status of Winning & Addicting
We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops!
++
+ +
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Good Game DesignerHow do I want my users to...
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Good Game DesignerHow do I want my users to FEEL?
Inspired? Proud? Scared?
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Good Game Designer
Hmm, Okay. What game elements do I need in order to accomplish that goal?
? ? ? ?
How do I want my users to FEEL? Inspired? Proud? Scared?
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Good Gamification
does not start withGame Elements
but starts with our Core Drives
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Octalysis
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
-Narrative-Elitism-Humanity Hero-Higher Meaning
-Beginners Luck-Free Lunch-Destiny Child-CoCreator
-Points-Badges (Achievement Symbols)-Fixed Action Rewards-Leaderboard-Progress Bar-Quest Lists-Win Prize-High-Five-Crowning-LevelUp Symphony-Aura Effect-Step-by-Step Tutorial-Boss Fights
-Milestone Unlock-Evergreen Mechanics-General’s Carrot-Real-Time Control-Chain Combos-Instant feedback-Boosters-Blank Fills-Voluntary Autonomy-Choice Perception
-Virtual Goods-Build from Scratch-Collection Set-Avatar-Earned Lunch-Learning Curve-Protection-Recruitment-Monitoring
-Bragging-Water Cooler-Thank-You Economy-Mentorship-Social Prod
-Friending-Social Treasure/Gifting-SeeSaw Bump-Group Quest-Touting
-Appointment Dynamics-Fixed Intervals-Dangling-Prize Pacing-Options Pacing-Patient Feedback-Count Down-Throttles-Moats
-Glowing Choice-MiniQuests-Visual Storytelling-Easter Eggs-Random Rewards-Obvious Wonder-Rolling Rewards-Mischief-Sudden Rewards-Oracle Effect
-Sunk-Cost Tragedy-Progress Loss-FOMO-Evanescence Opportunity
-Status Quo Sloth-Scarlet Letter-Visual Grave-Weep Tune
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Octalysis
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
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Octalysis
Meaning
Epic Meaning & Calling
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Octalysis
Accomplishment
Development & Accomplishment
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Octalysis
Empowerment
Empowerment of Creativity & Feedback
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Octalysis
Ow
nership
Ownership & Possession
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Octalysis
Soci
al In
fluen
ce
Social Influence & Relatedness
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OctalysisScarcity
Scarcity & Impatience
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OctalysisUnpredictability
Unpredictability & Curiosity
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OctalysisUnpredictability
Unpredictability & Curiosity
Skinner Box
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Octalysis
Avoidance
Loss & Avoidance
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Right Brain
Left Brain
Octalysis
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
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Right Brain
Left Brain
Octalysis
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
Extrinsic (tendency) Intrinsic (tendency)
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White Hat Gamification
Black Hat Gamification
Octalysis
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
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White Hat Gamification
Black Hat Gamification
Octalysis
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
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White Hat Gamification
Black Hat Gamification
Octalysis
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
Zynga figured out how to do a lot of Black Hat techniques, which led to great engagement and monetization metrics for each user. But in the long run, users leave when they CAN
because they don’t feel like they are in control over themselves.
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Self-Submission to Black Hat Gamification
Just because it’s called Black Hat doesn’t mean it’s necessarily bad
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Octalysis
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
-Narrative-Elitism-Humanity Hero-Higher Meaning
-Beginners Luck-Free Lunch-Destiny Child-CoCreator
-Points-Badges (Achievement Symbols)-Fixed Action Rewards-Leaderboard-Progress Bar-Quest Lists-Win Prize-High-Five-Crowning-LevelUp Symphony-Aura Effect-Step-by-Step Tutorial-Boss Fights
-Milestone Unlock-Evergreen Mechanics-General’s Carrot-Real-Time Control-Chain Combos-Instant feedback-Boosters-Blank Fills-Voluntary Autonomy-Choice Perception
-Virtual Goods-Build from Scratch-Collection Set-Avatar-Earned Lunch-Learning Curve-Protection-Recruitment-Monitoring
-Bragging-Water Cooler-Thank-You Economy-Mentorship-Social Prod
-Friending-Social Treasure/Gifting-SeeSaw Bump-Group Quest-Touting
-Appointment Dynamics-Fixed Intervals-Dangling-Prize Pacing-Options Pacing-Patient Feedback-Count Down-Throttles-Moats
-Glowing Choice-MiniQuests-Visual Storytelling-Easter Eggs-Random Rewards-Obvious Wonder-Rolling Rewards-Mischief-Sudden Rewards-Oracle Effect
-Sunk-Cost Tragedy-Progress Loss-FOMO-Evanescence Opportunity
-Status Quo Sloth-Scarlet Letter-Visual Grave-Weep Tune
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-Sharing whatever you want-TONS of Facebook games-Instant feedback of friends “liking”
-Friend Invites-Conformity-Social Prod-Social TreasureGroup Quests-Touting-Envy
-Completed Profile-More friends-Increased likes and comments-Aura Effect
-Build from Scratch-Photos/Profiles -Friends-Memories-Protection-Recruitment-Earned lunch-Monitoring
-Inner CirclesNote: (Early Facebook has HIGH scarcity score with certain universities only)
-Glowing Choice-MiniQuests-Refreshing Content-Suspense
-Scarlet Letter-Sunk Cost Tragedy
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Octalysis Score: 448
-Elitism-Staying in touch with friends-Stalking
Social Influence
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Octalysis
-No higher meaning besides being a farmer
-Allows the ability to “paint” with your farm
-Leaderboard-Group Farming-Free Social Gifts-Neighbors
-Farm getting Bigger & Better-Difficult badges for sorts of crops-Reward Loops
-Ownership of Farm-Virtual Goods
-Appointment Dynamics-Milestone Unlock-Real-money Only Crops-Free Social Gifts-Season-based Gifts
-Waiting for what’s next in the game
-Avoid plants withering-Avoid losing opportunities-Avoid Sunk-Cost Tragedy
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
Octalysis Score: 414
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Octalysis
-Saving the world of “Sanctuary”-Diablo II Legacy-Help others
-Massive Skill Combinations-Different challenges each stage
-Multiplayer Game-Friend gear and hours-Mentoring
-Leveling Up-Plot line-4 Difficulties-Skills-Gear
-Characters-Items-Auction House
-Item Drops-Skill Sets
-Storyline-Item Drops-Randomized Maps-Randomized Elites-Repetitive Plot
-Item Durability-Bottleneck -Avoid Sunk-Cost Tragedy
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
Octaylsis Score: 284
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-Microblogging Wave -Character Limit-Witty/valuable content
-Friends on Twitter-Followers-Responses-Companionship-Thank You Economy
-Follower Gain-Retweets-Responses-Unique Information
-Followers-Information
-Fail Whale-Character Limit-Follower Count
-Interesting Tweets-Surprising content-Will someone respond?-Quick news
-Friend Loss
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Influence
Octalysis Score: 267
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Octalysis Manipulation Tool
http://yukaichou.com/octalysis.html
Outside Activity
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Discovery Onboarding Scaffolding Endgame
Design for All 4 PhasesLevel 2 Octalysis
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Discovery Onboarding Scaffolding Endgame
Design for All 4 PhasesLevel 2 Octalysis
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Discovery Onboarding Scaffolding Endgame
Ach
ieve
rsEx
plor
ers
Soci
aliz
ers
Kill
ers
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Discovery Onboarding Scaffolding Endgame
AchieversExplorersSocializersKillers
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The Game You Like
Now that you have learned the basics of the 8 Core Drives, think about which Core Drives made the game you enjoy fun?
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Write Down a Problem
1. Something you want to improve
2.Needs to deal with human motivation
3.Could relate to your customers, clients, employees, teammates, or yourself
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1) Epic Meaning & CallingPart of something bigger than yourself
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Elitism
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Elitism
People see themselves as “Apple People” and will do whatever Apple People “should” do. They will do it until they feel that Apple is no longer a vision worth believing
in (think 1984 ad: not about specs but on ideals)
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2) Development & AccomplishmentFeeling Progress and Achievement
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Nike+
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Nike+ lets people see their progress and improvements in order to FEEL growth and accomplishments. It turns long-
term benefits into short-term gratification.
Nike+
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When you buy something on eBay, you didn’t just buy something - you WON!! Maybe you overpaid, but at least you beat those 10 other bastards that were bidding against you
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Most people forget that another one of Twitter’s innovations is the one-way follow. Because it is one-way, it feels like more of an accomplishment when people follow you (and you don’t follow
back).
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3) Empowerment of Creativity & FeedbackThe creator inside of us
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Chevrolet Volt: 53% reduction in speeding cars
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Users FEEL empowered to control the situation and see feedback immediately
Chevrolet Volt: 53% reduction in speeding cars
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Piano Staircase: 66% more people used staircase
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Piano Staircase: 66% more people used staircase
Users will use the stairs more if they can use their creativity to create music and
hear immediate feedback
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4) Ownership & PossessionThe more you have, the more you want
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Customizing Your AvatarMakes you feel more ownership over it as your own identity
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Mcdonald’s Monopoly Game
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It feels very awkward when you only have 2 or 3 of the four-season deers, so players
would do a lot to complete their collection instead of waiting for another 36 months for
the right season
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5) Social Influence & RelatednessWhat others think can kill you
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Game Technique #22: Group Quests
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Game Technique #22: Group Quests
Group Quests have been in games for a long time (think guilds in WoW), but it was only adopted into companies like Groupon and
Kickstarter in recent years
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Mentorship
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Mentorship
Because I was assigned a mentor, who gave me a bunch of free stuff and invested his
time to help me level, I felt bad quitting the game so stayed on for much longer
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Social Standing
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Social Standing
Call Center: 15% call time reduced, 8-12% increased
sales
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6) Scarcity & ImpatienceThe Grass On The Other Side
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7) Unpredictability & CuriosityWhat kills the cat
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Monday, October 14, 13
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The Boy Is the Toy
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Monday, October 14, 13
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8) Loss & AvoidanceThe threat is stronger than the execution
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©2011-2013 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 121
Gamification – Zombies Run!
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Applying Knowledge
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Gamification Dashboard
1. Define: Business Metrics - Game Objective
2.Define: Users - Players
3.Define: Desired Actions - Win-State
4.Define: User Metrics - Stats
5.Define: Incentives - Carrots
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Speed Camera Lottery
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Speed Camera Lottery
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-Narrative-Elitism-Humanity Hero
-Beginners Luck-Free Lunch-Chosen One
-Points-Badges-Fixed Action Rewards-Leaderboard-Progress Bar-Quest Lists-Win Prize-High-Five-Crowning-LevelUp Symphony-Aura Effect-Juicy Feedback-Boss Fights
-Milestone Unlock-General’s Carrot-Real-Time Control-Chain Combos-Instant feedback-Boosters-Blank Fills-Step-by-Step Tutorial
-Virtual Goods-Build from Scratch-Collection Set-Dangling-Earned Lunch-Learning Curve-Protection-Recruitment-Monitoring-Avatar
-Bragging-Must Marketing-Thank-You Economy-Mentorship-Social Prod
-Friend Invites-Social Treasure/Gifting-Envy-Group Quest-Touting
-Appointment Dynamics-Fixed Intervals-Prize Pacing-Options Pacing-Patient Feedback-Count Down-Throttles-Moats
-Glowing Choice-MiniQuest-Visual Storytelling-Easter Eggs-Random Rewards-Sudden Tips-Rolling Rewards-Mischief-Sudden Rewards-Suspense
Octalysis
Avoidance
Ownership
Empowerment
Meaning
Unpredictability
Accomplishment
Scarcity
Social Pressure
-Sunk-Cost Tragedy-Lost Progress-Guilting
-Grounded-Scarlet Letter-Visual Grave-Weep Tune
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Next Steps:
Mario Herger’s 2-Day Enterprise Gamification Workshop
Competition, ROI Process, Gamification Budgeting and Implementation, Legal Risks & Compliance, Cheating etc.
Advanced 1-Day Octalysis WorkshopPrerequisite: taken intro Octalysis workshop. Complete
actionable process through Level 1-3 Octalysis.
Book:“Actionable Gamification - Beyond Points, Badges,
and Leaderboards”Coming Q1 2014
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Mario Herger Yu-‐kai Chou
Roman RackwitzMarigo Ra7opoulos
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Companies we have worked with
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Thank You.Truly.
Octalysis.com Enterprise-Gamification.com