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Yu-kai Chou - Actionable gamification: beyond points, badges, and leaderboards

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Actionable gamification: beyond points, badges, and leaderboards: summary, description and annotation

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Learn all about implementing a good gamification design into your products, workplace, and lifestyle

Key Features
  • Explore what makes a game fun and engaging
  • Gain insight into the Octalysis Framework and its applications
  • Discover the potential of the Core Drives of gamification through real-world scenarios
Book Description

Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design.

The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch.

After reading this book, youll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries.

What you will learn
  • Discover ways to use gamification techniques in real-world situations
  • Design fun, engaging, and rewarding experiences with Octalysis
  • Understand what gamification means and how to categorize it
  • Leverage the power of different Core Drives in your applications
  • Explore how Left Brain and Right Brain Core Drives differ in motivation and design methodologies
  • Examine the fascinating intricacies of White Hat and Black Hat Core Drives
Who this book is for

Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Yu-kai Chou: author's other books


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

This book is for sale at http://leanpub.com/actionable-gamification-beyond-points-badges-leaderboards

This version was published on 2019-02-19

This is a Leanpub book Leanpub empowers authors and publishers with - photo 1

* * * * *

This is a Leanpub book. Leanpub empowers authors and publishers with the Lean Publishing process. Lean Publishing is the act of publishing an in-progress ebook using lightweight tools and many iterations to get reader feedback, pivot until you have the right book and build traction once you do.

* * * * *

2014 - 2019 Yu-kai Chou

This book is dedicated to those who passionately believe in something and have the courage to pursue it in the face of circumstantial obstacles. We are surrounded by social and economical systems that are designed by others long ago to fulfill their own dreams, but some individuals manage to take a leap of faith, risk social rejection and even persecution in order to create more meaning in their own lives and the lives of those around them.

You inspire the world and move humanity forward. I salute you for doing what I continuously strive for but may never fully reach. I hope this book will help you on your journey towards making a difference.

Introduction

This book is not about why gamification is amazing. It is not about how gamification is the future and how inspiring life could be with it. It is not necessarily for the late adopters who are simply curious about what gamification is. It also does not focus on what the gamification industry is doing as a whole, especially when that is continuously changing every month. Rather, this book is about implementing good gamification design into your products, workplace, and lifestyle.

It is a deep exploration into what makes a game engaging and how to apply those engaging elements into real-life productive activities. It is about how you can use gamification and scientifically proven methods to improve your company, your life, and the lives of those around you.

Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these disciplines to capture the core principles that contribute to good gamification design. I will be sharing my observations in multiple industries and sectors based on my 14-year journey of passionately and relentlessly pursuing the craft of Gamification.

Chapters in this book tend to build on previous chapters, so skipping around is not suggested. That said, if you have been an avid reader of my online work and viewer of my videos, you might already have a firm grasp of the 8 Core Drives within the Octalysis Framework. In that case, feel free to skip to a section that you want to focus your attention on.

If you are extremely busy and arent sure if you want to commit to this book, I recommend starting off with Chapters 3, 5, 10, 14, and 15 to decide whether you would like to read the entire book.

Within the book, there will be many everyday scenarios to illustrate the potential of these Core Drives and the flexibility of their applications beyond traditional gamification examples. I myself still constantly gain new insights and revelations on a daily basis when I reflect and speculate upon the various possibilities contained in the 8 Core Drives. I hope you do too.

As this book is titled Actionable Gamification, my goal for it is to become a strategy guide in helping my readers master the games that truly make a difference in their lives. If you absorb the contents of this book, you will have literally obtained what many companies have paid and still pay tens of thousands of dollars to acquire.

My ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries. I care deeply about creating a world that is sustainably more enjoyable and productive. In that world, there no longer will be a great divide between what people have to do and what they want to do - our lives will become better as we spend time enjoying everything we do.

Im excited for you to dive into the contents of this book so that we can start to build a world that harnesses the power of play together. Lets begin.

Yu-kai Chou

Chapter 1: When the Surreal Blends into our World
How a Game changed my Life

On a seemingly regular morning in 2003, I woke up feeling different. I felt utterly unenthusiastic about the new day. There was nothing to look forward to no demons to slay, no gears to perfect, no drops to loot and no Excel spreadsheets to strategize on. That was the first morning after I decided to quit Diablo II, a computer based role-play-game (RPG) developed by Blizzard Entertainment.

And I felt extremely empty.

Little did I know that I was going through one of the most treacherous effects stemming from black hat game design. Something I now call the Sunk Cost Prison.

But it was that morning, that I also had the most impactful epiphany in my life, something that propelled me from a slightly-above-average student, to go on to start my first business during my first year of college at UCLA; to become a guest lecturer at Stanford University by twenty-three, raise over $1 million a year later, and finally become an international keynote speaker and recognized consultant in the field of gamification by my late twenties. By thirty two, I also made my first million dollars through consulting, and my designs have influenced over a billion users experiences.

More importantly, this deep revelation from Diablo II ensured that I would become passionate and excited about my work every single day since.

I am sharing this with you not to sound conceited (after all, you are already reading my book), but because I truly believe if anyone was to take what I have learned during this epiphany to heart, they would likely do even better in a shorter amount of time, without all the fumbling and stumbling I went through. I often think about how my life would be at a radically different level if I had just learned the contents of this book just a year earlier.

Diablo II: my Epiphany

In 2003, like many students of my generation, I was a heavy gamer. In each game I played, I was very competitive and always strived to obtain the highest score. I was almost incapable of playing a game casually. It was either all or nothing.

As part of my obsession, I would generate complex spreadsheets to help me determine the exact combos I would need for playing optimally. (In Chapter 7 we will explore how many gamers do this.) I would read strategy guides while in the restroom and post regularly on forums, becoming a known leader within various gaming communities.Once I even broke into my college buddy, Jun Loayzas apartment while he was still in class, entering through the window after removing the screen, just to practice a game he owned called Super Smash Bros Melee. (Eventually, Jun and I became Co-Founders of many exciting projects in the years to come). As you can see, I was fairly obsessed with gaming.

Back then however, most of my time was heavily invested in playing Diablo II. My friends and I would spend hours every day leveling up. I had more than 5 characters above Level 90 and a couple above level 96. In the game world this means Ive likely logged over a thousand hours on this one game. If I played for two hours every single day for two straight years, it would still just barely exceed fourteen hundred hours. Quite intense, I know.

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