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A Framework for
Actionable Gamiļ¬cation
For: Accenture

By: Yu-kai Chou
Guild Leader:Yu-kai Chou
Early Pioneer of Gamiļ¬cation for 10 years
Parter at the Enterprise Gamiļ¬cation Consultancy
Original creator of the Octalysis Framework
Regular Keynote Speaker/Lecturer at Stanford
University, Google, Conferences,VC Gatherings
Rated a #1 Gamiļ¬cation Guru in the world by UKBased Leaderboarded
Games?
Games?

Entertainment Software Association (2012)
Games?
Average Gamer: 35 Years Old
68% Gamers Over 18 Year Old
47% Gamers are Women
More Adult Women than Under 18 Male

Entertainment Software Association (2012)

Source: Entertainment Software Association (2012)
Exercise
Think about ONE game you enjoyed playing:
Farmville? Candy Crush? Angry Birds?
Starcraft? WoW? DOTA? Halo? LoL?
Poker? Golf? Majong? Crossword Puzzle? Sudoku?
Exercise
Write it down, and think about what made
that game fun/enjoyable
Weā€™ll come back to this later.
What is Gamiļ¬cation?

Game Elements

Non-Game (Boring) Context
The Magic
Kids nowadays have bad work ethics?
No Discipline?
The Magic
Waking up behind parentsā€™ back 3AM in the
morning to level up = AMAZING work ethics
The Magic
In Role-Playing Games (RPG), Leveling up often
involves killing the same monsters in the same stage
over and over again for hours or weeks
The Magic
Gamers call this ā€œgrinding.ā€
Itā€™s Fun & Addicting.
The Magic
In the real world, this is called Grunt
Work. Itā€™s Boring & Torturous.
The Magic
If games can get kids to voluntarily do hours of
secret grunt work, it can get anyone engaged to
anything
The Magic
If it is well designed
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, donā€™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
ā€œHuman-Focused Designā€

ā€¢
ā€¢

As opposed to ā€œFunction Focused Designā€

ā€¢

...instead of assuming the people within are robots
that will complete the task

System that is designed to optimize for the
motivations and feelings of the human inside

vs
ā€œHuman-Focused Designā€
ā€¢
ā€¢

Gaming industry = ļ¬rst to master Human-Focused Design

ā€¢

Now we are learning from games, hence ā€œGamiļ¬cationā€

Games have spent decades/centuries mastering how to
engage people without a mandated purpose

vs
Example: FoldIt
Example: FoldIt

15 Year AIDS Problem solved in 10 Days
Example: SAP
Community Network
Example: SAP
Community Network

Increase Active Users by 1300% and Activity by
2300%
Example: Autodesk
Example: Autodesk

Increase Trial Usage by 54% and
Sales Revenue by 29%
Outside Reading
90+ Gamiļ¬cation Case
Studies with ROI Stats
http://bit.ly/gameROI
The Schopenhauer
Truth Hype Cycle
Every truth passes through 3 stages before it is
recognized:
The Schopenhauer
Truth Hype Cycle
Every truth passes through 3 stages before it is
recognized:
I.
II.
III.

First, it is ridiculed.
Second, it is violently opposed.
Third, it is regarded as self-evident.
The Schopenhauer
Truth Hype Cycle
Every truth passes through 3 stages before it is
recognized:
I.
II.
III.

First, it is ridiculed.
Second, it is violently opposed.
Third, it is regarded as self-evident.

Also, Iā€™m a smart guy!
History Lesson
Many Years Ago

A Few Years Ago

Now
History Lesson
Many Years Ago
DUH! Every organization
needs a Talent Strategy!
This Website thing is a
fad...whereā€™s the ROI?
Who needs a Website?
Itā€™s a distraction to
business!
Just fad-chasing
enthusiasts and
conferences talk about
Websites...

A Few Years Ago

Now
History Lesson
Many Years Ago

A Few Years Ago

DUH! Every organization
needs a Talent Strategy!

DUH! Every organization
needs a Website Strategy!

This Website thing is a
fad...whereā€™s the ROI?

This Social thing is a
fad...whereā€™s the ROI?

Who needs a Website?
Itā€™s a distraction to
business!

Who needs Social Media?
Itā€™s a distraction to our
employees!

Just fad-chasing
enthusiasts and
conferences talk about
Websites...

Just fad-chasing
enthusiasts and
conferences talk about
Social Media...

Now
History Lesson
Many Years Ago

A Few Years Ago

Now

DUH! Every organization
needs a Talent Strategy!

DUH! Every organization
needs a Website Strategy!

DUH! Every organization
needs a Social Strategy!

This Website thing is a
fad...whereā€™s the ROI?

This Social thing is a
fad...whereā€™s the ROI?

This Gamiļ¬cation thing
is a fad...whereā€™s the ROI?

Who needs a Website?
Itā€™s a distraction to
business!

Who needs Social Media?
Itā€™s a distraction to our
employees!

Who needs Gamiļ¬cation?
Itā€™s a distraction to our
employees!

Just fad-chasing
enthusiasts and
conferences talk about
Websites...

Just fad-chasing
enthusiasts and
conferences talk about
Social Media...

Just fad-chasing
enthusiasts and
conferences talk about
Gamiļ¬cation...
Global Movement
Gartner predicts 70% of Fortune 500 will use
Gamiļ¬cation by 2014
Except...
Gartner also predicts 80% of the gamiļ¬ed apps
will fail due to bad design
The Cause
Agencies and individuals claim to be experts at
whatever is the new ā€œBuzzwordā€
The Cause
Everyone focuses on PBLs (Points, Badges &
Leaderboards)
Points

Leaderboards
Badges
The Cause
Similar to ā€œSocial Media Marketingā€ 4 years ago
The Cause
Similar to ā€œSocial Media Marketingā€ 4 years ago

Real SMM is not simply creating a Twitter
Proļ¬le and Facebook Page
The Cause
Beginning with ā€œgame mechanicsā€ instead of
the Core Drives
Bad Game Designer
We need swords...where can they go? Oh yes, monsters. Of
course! We need cows! And friends that can fertilize crops!

+

+

+

= ????
Bad Game Designer
We need swords...where can they go? Oh yes, monsters. Of
course! We need cows! And friends that can fertilize crops!

+
+
+

+

+

= ????
+
+
Bad Game Designer
We need swords...where can they go? Oh yes, monsters. Of
course! We need cows! And friends that can fertilize crops!

+
+
+

+

+

= ????
+
+

A game can have all the right ā€œgame
elementsā€ but still be stupid/boring.
Bad Game Designer
We need swords...where can they go? Oh yes, monsters. Of
course! We need cows! And friends that can fertilize crops!

+
+
+

+

+

= ????
+
+

In fact, ALL games have ā€œgame elementsā€
but most games suck and are boring.
Bad Game Designer
We need swords...where can they go? Oh yes, monsters. Of
course! We need cows! And friends that can fertilize crops!

+
+
+

+

+

= ????
+
+

Itā€™s naive to think that once you plug game
mechanics into your company, it will be successful
Bad Game Designer
We need swords...where can they go? Oh yes, monsters. Of
course! We need cows! And friends that can fertilize crops!

+
+
+

+

+

= ????
+
+

Only a few well-designed games achieve
the status of Winning & Addicting
Good Game Designer
How do I want my users to...
Good Game Designer
How do I want my users to FEEL?
Inspired? Proud? Scared?
Good Game Designer
How do I want my users to FEEL?
Inspired? Proud? Scared?

Hmm, Okay. What game elements do I need in
order to accomplish that goal?

?

?

?

?
Good Gamiļ¬cation
does not start with

Game Elements
but starts with our

Core Drives
-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

-Virtual Goods
-Build from Scratch
-Collection Set
-Avatar
-Earned Lunch
-Learning Curve
-Protection
-Recruitment
-Monitoring

-Appointment Dynamics
-Fixed Intervals
-Dangling
-Prize Pacing
-Options Pacing
-Patient Feedback
-Count Down
-Throttles
-Moats

-Beginners Luck
-Free Lunch
-Destiny Child
-CoCreator

-Narrative
-Elitism
-Humanity Hero
-Higher Meaning

Meaning
Accomplishment

Empowerment

Octalysis

Social
Inļ¬‚uence

Ownership

Scarcity

Unpredictability

Avoidance

-Sunk-Cost Tragedy
-Progress Loss
-FOMO
-Evanescence Opportunity

-Milestone Unlock
-Evergreen Mechanics
-Generalā€™s Carrot
-Real-Time Control
-Chain Combos
-Instant feedback
-Boosters
-Blank Fills
-Voluntary Autonomy
-Choice Perception

-Status Quo Sloth
-Scarlet Letter
-Visual Grave
-Weep Tune

-Friending
-Social Treasure/Gifting
-SeeSaw Bump
-Group Quest
-Touting
-Bragging
-Water Cooler
-Thank-You Economy
-Mentorship
-Social Prod

-Glowing Choice
-MiniQuests
-Visual Storytelling
-Easter Eggs
-Random Rewards
-Obvious Wonder
-Rolling Rewards
-Mischief
-Sudden Rewards
-Oracle Effect
Meaning
Accomplishment

Empowerment

Octalysis

Social
Inļ¬‚uence

Ownership

Scarcity

Unpredictability

Avoidance
Meaning

Octalysis

Epic Meaning & Calling
Accomplishment

Octalysis
Development &
Accomplishment
Empowerment

Octalysis

Empowerment of
Creativity & Feedback
Ownership

Ownership &
Possession

Octalysis
Octalysis

Social Inļ¬‚uence

Social Inļ¬‚uence
& Relatedness
Octalysis

Scarcity & Impatience
Scarcity
Octalysis

Unpredictability & Curiosity
Unpredictability
Skinner Box

Octalysis

Unpredictability & Curiosity
Unpredictability
Octalysis

Loss & Avoidance

Avoidance
Meaning

Left
Brain

Accomplishment

Empowerment

Octalysis

Social
Inļ¬‚uence

Ownership

Scarcity

Unpredictability

Avoidance

Right
Brain
Meaning

Left
Brain

Accomplishment

Empowerment

Right
Brain

Octalysis

Social
Inļ¬‚uence

Ownership

Intrinsic (tendency)

Extrinsic (tendency)

Scarcity

Unpredictability

Avoidance
White Hat Gamiļ¬cation
Meaning
Accomplishment

Empowerment

Octalysis

Social
Inļ¬‚uence

Ownership

Scarcity

Unpredictability

Avoidance

Black Hat Gamiļ¬cation
White Hat Gamiļ¬cation
Meaning
Accomplishment

Empowerment

Octalysis

Social
Inļ¬‚uence

Ownership

Scarcity

Unpredictability

Avoidance

Black Hat Gamiļ¬cation
White Hat Gamiļ¬cation
Meaning
Accomplishment

Empowerment

Zynga ļ¬gured out how to do a lot of Black Hat techniques,
which led to great engagement and monetization metrics for
Social
Ownership
each user. But in the long run, users leave when they CAN
Inļ¬‚uence
because they donā€™t feel like they are in control over
themselves.

Octalysis

Scarcity

Unpredictability

Avoidance

Black Hat Gamiļ¬cation
Self-Submission to Black Hat Gamiļ¬cation

Just because itā€™s called Black Hat
doesnā€™t mean itā€™s necessarily bad
-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

-Virtual Goods
-Build from Scratch
-Collection Set
-Avatar
-Earned Lunch
-Learning Curve
-Protection
-Recruitment
-Monitoring

-Appointment Dynamics
-Fixed Intervals
-Dangling
-Prize Pacing
-Options Pacing
-Patient Feedback
-Count Down
-Throttles
-Moats

-Beginners Luck
-Free Lunch
-Destiny Child
-CoCreator

-Narrative
-Elitism
-Humanity Hero
-Higher Meaning

Meaning
Accomplishment

Empowerment

Octalysis

Social
Inļ¬‚uence

Ownership

Scarcity

Unpredictability

Avoidance

-Sunk-Cost Tragedy
-Progress Loss
-FOMO
-Evanescence Opportunity

-Milestone Unlock
-Evergreen Mechanics
-Generalā€™s Carrot
-Real-Time Control
-Chain Combos
-Instant feedback
-Boosters
-Blank Fills
-Voluntary Autonomy
-Choice Perception

-Status Quo Sloth
-Scarlet Letter
-Visual Grave
-Weep Tune

-Friending
-Social Treasure/Gifting
-SeeSaw Bump
-Group Quest
-Touting
-Bragging
-Water Cooler
-Thank-You Economy
-Mentorship
-Social Prod

-Glowing Choice
-MiniQuests
-Visual Storytelling
-Easter Eggs
-Random Rewards
-Obvious Wonder
-Rolling Rewards
-Mischief
-Sudden Rewards
-Oracle Effect
-Elitism
-Staying in touch with friends
-Stalking

-Completed Proļ¬le
-More friends
-Increased likes and comments
-Aura Effect

Meaning
Accomplishment

Empowerment

Ownership
Octalysis Score: 448
-Build from Scratch
-Photos/Proļ¬les
-Friends
-Memories
-Protection
-Recruitment
-Earned lunch
-Monitoring

Scarcity

-Sharing whatever you want
-TONS of Facebook games
-Instant feedback of friends ā€œlikingā€

Social
Inļ¬‚uence

Unpredictability

-Friend Invites
-Conformity
-Social Prod
-Social Treasure
Group Quests
-Touting
-Envy

Avoidance

-Inner Circles
Note: (Early
Facebook has
HIGH scarcity
score with certain
universities only)

-Glowing Choice
-MiniQuests
-Refreshing Content
-Suspense

-Scarlet Letter
-Sunk Cost Tragedy
-Farm getting Bigger & Better
-Difļ¬cult badges for sorts of crops
-Reward Loops

-No higher meaning besides being a farmer
-Allows the ability to ā€œpaintā€ with
your farm

Meaning
Accomplishment
-Ownership of Farm
-Virtual Goods

Empowerment

-Leaderboard
-Group Farming
-Free Social Gifts
-Neighbors

Octalysis

Social
Inļ¬‚uence

Ownership

Octalysis Score: 414

Scarcity

Unpredictability

Avoidance
-Waiting for whatā€™s next in the game

-Appointment Dynamics
-Milestone Unlock
-Real-money Only Crops
-Free Social Gifts
-Season-based Gifts

-Avoid plants withering
-Avoid losing opportunities
-Avoid Sunk-Cost Tragedy
-Saving the world of ā€œSanctuaryā€
-Diablo II Legacy
-Help others

-Leveling Up
-Plot line
-4 Difļ¬culties
-Skills
-Gear

-Massive Skill Combinations
-Different challenges each stage

Meaning
Accomplishment
-Characters
-Items
-Auction House

Empowerment

Octalysis

-Multiplayer Game
-Friend gear and hours
-Mentoring

Social
Inļ¬‚uence

Ownership

Octaylsis Score: 284

Scarcity

Unpredictability

Avoidance

-Item Drops
-Skill Sets

-Storyline
-Item Drops
-Randomized Maps
-Randomized Elites
-Repetitive Plot
-Item Durability
-Bottleneck
-Avoid Sunk-Cost Tragedy
-Follower Gain
-Retweets
-Responses
-Unique Information

-Microblogging Wave

-Character Limit
-Witty/valuable content

Meaning
Accomplishment

-Followers
-Information

Empowerment

Ownership
Octalysis Score: 267

Scarcity

-Friends on Twitter
-Followers
-Responses
-Companionship
-Thank You Economy

Social
Inļ¬‚uence

Unpredictability

Avoidance

-Fail Whale
-Character Limit
-Follower Count

-Interesting Tweets
-Surprising content
-Will someone respond?
-Quick news
-Friend Loss
Outside Activity
Octalysis Manipulation Tool

http://yukaichou.com/
octalysis.html
Level 2 Octalysis
Design for All 4 Phases

Discovery

Onboarding

Scaffolding

Endgame
Level 2 Octalysis
Design for All 4 Phases

Discovery

Onboarding

Scaffolding

Endgame
Killers
Socializers
Explorers
Achievers
Discovery

Onboarding

Scaffolding

Endgame
Killers
Socializers
Explorers
Achievers
Discovery

Onboarding

Scaffolding

Endgame
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?
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
1) Epic Meaning & Calling
Part of something bigger than yourself
Elitism
Elitism

People see themselves as ā€œApple Peopleā€ and will do
whatever Apple People ā€œshouldā€ 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)
2) Development & Accomplishment
Feeling Progress and Achievement
Nike+
Nike+

Nike+ lets people see their progress and improvements in
order to FEEL growth and accomplishments. It turns longterm beneļ¬ts into short-term gratiļ¬cation.
When you buy something on eBay, you didnā€™t just buy
something - you WON!! Maybe you overpaid, but at least you
beat those 10 other bastards that were bidding against you
Most people forget that another one of Twitterā€™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 donā€™t follow
back).
3) Empowerment of Creativity
& Feedback
The creator inside of us
Chevrolet Volt: 53% reduction in speeding cars
Chevrolet Volt: 53% reduction in speeding cars

Users FEEL empowered to control the
situation and see feedback immediately
Piano Staircase: 66% more people used staircase
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
4) Ownership & Possession
The more you have, the more you want
Customizing Your Avatar
Makes you feel more ownership over it as your own identity
Mcdonaldā€™s Monopoly Game
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
5) Social Inļ¬‚uence & Relatedness
What others think can kill you
Game Technique #22:
Group Quests
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
Mentorship
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
Social Standing
Social Standing
Call Center:
15% call time reduced, 8-12% increased
sales
6) Scarcity & Impatience
The Grass On The Other Side
7) Unpredictability & Curiosity
What kills the cat
The Boy Is the Toy
8) Loss & Avoidance
The threat is stronger than the execution
Gamification ā€“ Zombies Run!

Ā©2011-2013 Mario Herger. All rights reserved.

www.enterprise-gamification.com | www.gamificationcommunity.com

121
Applying Knowledge
Gamiļ¬cation Dashboard
1. Deļ¬ne: Business Metrics - Game Objective
2.Deļ¬ne: Users - Players
3.Deļ¬ne: Desired Actions - Win-State
4.Deļ¬ne: User Metrics - Stats
5.Deļ¬ne: Incentives - Carrots
Speed Camera Lottery
Speed Camera Lottery
-Points
-Badges
-Fixed Action Rewards
-Leaderboard
-Progress Bar
-Quest Lists
-Win Prize
-High-Five
-Crowning
-LevelUp Symphony
-Aura Effect
-Juicy Feedback
-Boss Fights

-Virtual Goods
-Build from Scratch
-Collection Set
-Dangling
-Earned Lunch
-Learning Curve
-Protection
-Recruitment
-Monitoring
-Avatar

-Appointment Dynamics
-Fixed Intervals
-Prize Pacing
-Options Pacing
-Patient Feedback
-Count Down
-Throttles
-Moats

-Narrative
-Elitism
-Humanity Hero

-Beginners Luck
-Free Lunch
-Chosen One

-Milestone Unlock
-Generalā€™s Carrot
-Real-Time Control
-Chain Combos
-Instant feedback
-Boosters
-Blank Fills
-Step-by-Step Tutorial

Meaning
Accomplishment

Empowerment

Octalysis

Social
Pressure

Ownership

Scarcity

Unpredictability

Avoidance

-Sunk-Cost Tragedy
-Lost Progress
-Guilting

-Grounded
-Scarlet Letter
-Visual Grave
-Weep Tune

-Friend Invites
-Social Treasure/Gifting
-Envy
-Group Quest
-Touting
-Bragging
-Must Marketing
-Thank-You Economy
-Mentorship
-Social Prod

-Glowing Choice
-MiniQuest
-Visual Storytelling
-Easter Eggs
-Random Rewards
-Sudden Tips
-Rolling Rewards
-Mischief
-Sudden Rewards
-Suspense
Next Steps:
Advanced 1-Day Octalysis Workshop
Prerequisite: taken intro Octalysis workshop. Complete
actionable process through Level 1-3 Octalysis.
Mario Hergerā€™s 2-Day Enterprise Gamiļ¬cation
Workshop
Competition, ROI Process, Gamiļ¬cation Budgeting and
Implementation, Legal Risks & Compliance, Cheating etc.
Book:
ā€œActionable Gamiļ¬cation - Beyond Points, Badges,
and Leaderboardsā€
Coming Q1 2014
Mario	
 Ā Herger

Marigo	
 Ā Ra7opoulos

Yu-Ā­ā€kai	
 Ā Chou

Roman	
 Ā Rackwitz
Companies	
 Ā we	
 Ā have	
 Ā worked	
 Ā with
Thank You.
Truly.
Octalysis.com

Enterprise-Gamiļ¬cation.com

yukai@yukaichou.com

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Yu-kai Chou's Workshop for Accenture on Gamification (Octalysis)

  • 1. A Framework for Actionable Gamiļ¬cation For: Accenture By: Yu-kai Chou
  • 3. Early Pioneer of Gamiļ¬cation for 10 years Parter at the Enterprise Gamiļ¬cation Consultancy Original creator of the Octalysis Framework Regular Keynote Speaker/Lecturer at Stanford University, Google, Conferences,VC Gatherings Rated a #1 Gamiļ¬cation Guru in the world by UKBased Leaderboarded
  • 6. Games? Average Gamer: 35 Years Old 68% Gamers Over 18 Year Old 47% Gamers are Women More Adult Women than Under 18 Male Entertainment Software Association (2012) Source: Entertainment Software Association (2012)
  • 7. Exercise Think about ONE game you enjoyed playing: Farmville? Candy Crush? Angry Birds? Starcraft? WoW? DOTA? Halo? LoL? Poker? Golf? Majong? Crossword Puzzle? Sudoku?
  • 8. Exercise Write it down, and think about what made that game fun/enjoyable Weā€™ll come back to this later.
  • 9. What is Gamiļ¬cation? Game Elements Non-Game (Boring) Context
  • 10. The Magic Kids nowadays have bad work ethics? No Discipline?
  • 11. The Magic Waking up behind parentsā€™ back 3AM in the morning to level up = AMAZING work ethics
  • 12. The Magic In Role-Playing Games (RPG), Leveling up often involves killing the same monsters in the same stage over and over again for hours or weeks
  • 13. The Magic Gamers call this ā€œgrinding.ā€ Itā€™s Fun & Addicting.
  • 14. The Magic In the real world, this is called Grunt Work. Itā€™s Boring & Torturous.
  • 15. The Magic If games can get kids to voluntarily do hours of secret grunt work, it can get anyone engaged to anything
  • 16. The Magic If it is well designed
  • 17.
  • 18. 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, donā€™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
  • 19. ā€œHuman-Focused Designā€ ā€¢ ā€¢ As opposed to ā€œFunction Focused Designā€ ā€¢ ...instead of assuming the people within are robots that will complete the task System that is designed to optimize for the motivations and feelings of the human inside vs
  • 20. ā€œHuman-Focused Designā€ ā€¢ ā€¢ Gaming industry = ļ¬rst to master Human-Focused Design ā€¢ Now we are learning from games, hence ā€œGamiļ¬cationā€ Games have spent decades/centuries mastering how to engage people without a mandated purpose vs
  • 22. Example: FoldIt 15 Year AIDS Problem solved in 10 Days
  • 24. Example: SAP Community Network Increase Active Users by 1300% and Activity by 2300%
  • 26. Example: Autodesk Increase Trial Usage by 54% and Sales Revenue by 29%
  • 27. Outside Reading 90+ Gamiļ¬cation Case Studies with ROI Stats http://bit.ly/gameROI
  • 28. The Schopenhauer Truth Hype Cycle Every truth passes through 3 stages before it is recognized:
  • 29. The Schopenhauer Truth Hype Cycle Every truth passes through 3 stages before it is recognized: I. II. III. First, it is ridiculed. Second, it is violently opposed. Third, it is regarded as self-evident.
  • 30. The Schopenhauer Truth Hype Cycle Every truth passes through 3 stages before it is recognized: I. II. III. First, it is ridiculed. Second, it is violently opposed. Third, it is regarded as self-evident. Also, Iā€™m a smart guy!
  • 31. History Lesson Many Years Ago A Few Years Ago Now
  • 32. History Lesson Many Years Ago DUH! Every organization needs a Talent Strategy! This Website thing is a fad...whereā€™s the ROI? Who needs a Website? Itā€™s a distraction to business! Just fad-chasing enthusiasts and conferences talk about Websites... A Few Years Ago Now
  • 33. History Lesson Many Years Ago A Few Years Ago DUH! Every organization needs a Talent Strategy! DUH! Every organization needs a Website Strategy! This Website thing is a fad...whereā€™s the ROI? This Social thing is a fad...whereā€™s the ROI? Who needs a Website? Itā€™s a distraction to business! Who needs Social Media? Itā€™s a distraction to our employees! Just fad-chasing enthusiasts and conferences talk about Websites... Just fad-chasing enthusiasts and conferences talk about Social Media... Now
  • 34. History Lesson Many Years Ago A Few Years Ago Now DUH! Every organization needs a Talent Strategy! DUH! Every organization needs a Website Strategy! DUH! Every organization needs a Social Strategy! This Website thing is a fad...whereā€™s the ROI? This Social thing is a fad...whereā€™s the ROI? This Gamiļ¬cation thing is a fad...whereā€™s the ROI? Who needs a Website? Itā€™s a distraction to business! Who needs Social Media? Itā€™s a distraction to our employees! Who needs Gamiļ¬cation? Itā€™s a distraction to our employees! Just fad-chasing enthusiasts and conferences talk about Websites... Just fad-chasing enthusiasts and conferences talk about Social Media... Just fad-chasing enthusiasts and conferences talk about Gamiļ¬cation...
  • 35. Global Movement Gartner predicts 70% of Fortune 500 will use Gamiļ¬cation by 2014
  • 36. Except... Gartner also predicts 80% of the gamiļ¬ed apps will fail due to bad design
  • 37. The Cause Agencies and individuals claim to be experts at whatever is the new ā€œBuzzwordā€
  • 38. The Cause Everyone focuses on PBLs (Points, Badges & Leaderboards) Points Leaderboards Badges
  • 39. The Cause Similar to ā€œSocial Media Marketingā€ 4 years ago
  • 40. The Cause Similar to ā€œSocial Media Marketingā€ 4 years ago Real SMM is not simply creating a Twitter Proļ¬le and Facebook Page
  • 41. The Cause Beginning with ā€œgame mechanicsā€ instead of the Core Drives
  • 42. Bad Game Designer We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops! + + + = ????
  • 43. Bad Game Designer We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops! + + + + + = ???? + +
  • 44. Bad Game Designer We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops! + + + + + = ???? + + A game can have all the right ā€œgame elementsā€ but still be stupid/boring.
  • 45. Bad Game Designer We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops! + + + + + = ???? + + In fact, ALL games have ā€œgame elementsā€ but most games suck and are boring.
  • 46. Bad Game Designer We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops! + + + + + = ???? + + Itā€™s naive to think that once you plug game mechanics into your company, it will be successful
  • 47. Bad Game Designer We need swords...where can they go? Oh yes, monsters. Of course! We need cows! And friends that can fertilize crops! + + + + + = ???? + + Only a few well-designed games achieve the status of Winning & Addicting
  • 48. Good Game Designer How do I want my users to...
  • 49. Good Game Designer How do I want my users to FEEL? Inspired? Proud? Scared?
  • 50. Good Game Designer How do I want my users to FEEL? Inspired? Proud? Scared? Hmm, Okay. What game elements do I need in order to accomplish that goal? ? ? ? ?
  • 51. Good Gamiļ¬cation does not start with Game Elements but starts with our Core Drives
  • 52. -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 -Virtual Goods -Build from Scratch -Collection Set -Avatar -Earned Lunch -Learning Curve -Protection -Recruitment -Monitoring -Appointment Dynamics -Fixed Intervals -Dangling -Prize Pacing -Options Pacing -Patient Feedback -Count Down -Throttles -Moats -Beginners Luck -Free Lunch -Destiny Child -CoCreator -Narrative -Elitism -Humanity Hero -Higher Meaning Meaning Accomplishment Empowerment Octalysis Social Inļ¬‚uence Ownership Scarcity Unpredictability Avoidance -Sunk-Cost Tragedy -Progress Loss -FOMO -Evanescence Opportunity -Milestone Unlock -Evergreen Mechanics -Generalā€™s Carrot -Real-Time Control -Chain Combos -Instant feedback -Boosters -Blank Fills -Voluntary Autonomy -Choice Perception -Status Quo Sloth -Scarlet Letter -Visual Grave -Weep Tune -Friending -Social Treasure/Gifting -SeeSaw Bump -Group Quest -Touting -Bragging -Water Cooler -Thank-You Economy -Mentorship -Social Prod -Glowing Choice -MiniQuests -Visual Storytelling -Easter Eggs -Random Rewards -Obvious Wonder -Rolling Rewards -Mischief -Sudden Rewards -Oracle Effect
  • 61. Skinner Box Octalysis Unpredictability & Curiosity Unpredictability
  • 67. White Hat Gamiļ¬cation Meaning Accomplishment Empowerment Zynga ļ¬gured out how to do a lot of Black Hat techniques, which led to great engagement and monetization metrics for Social Ownership each user. But in the long run, users leave when they CAN Inļ¬‚uence because they donā€™t feel like they are in control over themselves. Octalysis Scarcity Unpredictability Avoidance Black Hat Gamiļ¬cation
  • 68. Self-Submission to Black Hat Gamiļ¬cation Just because itā€™s called Black Hat doesnā€™t mean itā€™s necessarily bad
  • 69. -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 -Virtual Goods -Build from Scratch -Collection Set -Avatar -Earned Lunch -Learning Curve -Protection -Recruitment -Monitoring -Appointment Dynamics -Fixed Intervals -Dangling -Prize Pacing -Options Pacing -Patient Feedback -Count Down -Throttles -Moats -Beginners Luck -Free Lunch -Destiny Child -CoCreator -Narrative -Elitism -Humanity Hero -Higher Meaning Meaning Accomplishment Empowerment Octalysis Social Inļ¬‚uence Ownership Scarcity Unpredictability Avoidance -Sunk-Cost Tragedy -Progress Loss -FOMO -Evanescence Opportunity -Milestone Unlock -Evergreen Mechanics -Generalā€™s Carrot -Real-Time Control -Chain Combos -Instant feedback -Boosters -Blank Fills -Voluntary Autonomy -Choice Perception -Status Quo Sloth -Scarlet Letter -Visual Grave -Weep Tune -Friending -Social Treasure/Gifting -SeeSaw Bump -Group Quest -Touting -Bragging -Water Cooler -Thank-You Economy -Mentorship -Social Prod -Glowing Choice -MiniQuests -Visual Storytelling -Easter Eggs -Random Rewards -Obvious Wonder -Rolling Rewards -Mischief -Sudden Rewards -Oracle Effect
  • 70. -Elitism -Staying in touch with friends -Stalking -Completed Proļ¬le -More friends -Increased likes and comments -Aura Effect Meaning Accomplishment Empowerment Ownership Octalysis Score: 448 -Build from Scratch -Photos/Proļ¬les -Friends -Memories -Protection -Recruitment -Earned lunch -Monitoring Scarcity -Sharing whatever you want -TONS of Facebook games -Instant feedback of friends ā€œlikingā€ Social Inļ¬‚uence Unpredictability -Friend Invites -Conformity -Social Prod -Social Treasure Group Quests -Touting -Envy Avoidance -Inner Circles Note: (Early Facebook has HIGH scarcity score with certain universities only) -Glowing Choice -MiniQuests -Refreshing Content -Suspense -Scarlet Letter -Sunk Cost Tragedy
  • 71. -Farm getting Bigger & Better -Difļ¬cult badges for sorts of crops -Reward Loops -No higher meaning besides being a farmer -Allows the ability to ā€œpaintā€ with your farm Meaning Accomplishment -Ownership of Farm -Virtual Goods Empowerment -Leaderboard -Group Farming -Free Social Gifts -Neighbors Octalysis Social Inļ¬‚uence Ownership Octalysis Score: 414 Scarcity Unpredictability Avoidance -Waiting for whatā€™s next in the game -Appointment Dynamics -Milestone Unlock -Real-money Only Crops -Free Social Gifts -Season-based Gifts -Avoid plants withering -Avoid losing opportunities -Avoid Sunk-Cost Tragedy
  • 72. -Saving the world of ā€œSanctuaryā€ -Diablo II Legacy -Help others -Leveling Up -Plot line -4 Difļ¬culties -Skills -Gear -Massive Skill Combinations -Different challenges each stage Meaning Accomplishment -Characters -Items -Auction House Empowerment Octalysis -Multiplayer Game -Friend gear and hours -Mentoring Social Inļ¬‚uence Ownership Octaylsis Score: 284 Scarcity Unpredictability Avoidance -Item Drops -Skill Sets -Storyline -Item Drops -Randomized Maps -Randomized Elites -Repetitive Plot -Item Durability -Bottleneck -Avoid Sunk-Cost Tragedy
  • 73. -Follower Gain -Retweets -Responses -Unique Information -Microblogging Wave -Character Limit -Witty/valuable content Meaning Accomplishment -Followers -Information Empowerment Ownership Octalysis Score: 267 Scarcity -Friends on Twitter -Followers -Responses -Companionship -Thank You Economy Social Inļ¬‚uence Unpredictability Avoidance -Fail Whale -Character Limit -Follower Count -Interesting Tweets -Surprising content -Will someone respond? -Quick news -Friend Loss
  • 74. Outside Activity Octalysis Manipulation Tool http://yukaichou.com/ octalysis.html
  • 75. Level 2 Octalysis Design for All 4 Phases Discovery Onboarding Scaffolding Endgame
  • 76. Level 2 Octalysis Design for All 4 Phases Discovery Onboarding Scaffolding Endgame
  • 79. 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?
  • 80. 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
  • 81. 1) Epic Meaning & Calling Part of something bigger than yourself
  • 83. Elitism People see themselves as ā€œApple Peopleā€ and will do whatever Apple People ā€œshouldā€ 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)
  • 84. 2) Development & Accomplishment Feeling Progress and Achievement
  • 85. Nike+
  • 86. Nike+ Nike+ lets people see their progress and improvements in order to FEEL growth and accomplishments. It turns longterm beneļ¬ts into short-term gratiļ¬cation.
  • 87.
  • 88. When you buy something on eBay, you didnā€™t just buy something - you WON!! Maybe you overpaid, but at least you beat those 10 other bastards that were bidding against you
  • 89.
  • 90. Most people forget that another one of Twitterā€™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 donā€™t follow back).
  • 91. 3) Empowerment of Creativity & Feedback The creator inside of us
  • 92.
  • 93.
  • 94. Chevrolet Volt: 53% reduction in speeding cars
  • 95. Chevrolet Volt: 53% reduction in speeding cars Users FEEL empowered to control the situation and see feedback immediately
  • 96. Piano Staircase: 66% more people used staircase
  • 97. 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
  • 98. 4) Ownership & Possession The more you have, the more you want
  • 99. Customizing Your Avatar Makes you feel more ownership over it as your own identity
  • 101.
  • 102. 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
  • 103. 5) Social Inļ¬‚uence & Relatedness What others think can kill you
  • 105. 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
  • 107. 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
  • 109. Social Standing Call Center: 15% call time reduced, 8-12% increased sales
  • 110. 6) Scarcity & Impatience The Grass On The Other Side
  • 111.
  • 112. 7) Unpredictability & Curiosity What kills the cat
  • 113.
  • 114.
  • 115.
  • 116.
  • 117. The Boy Is the Toy
  • 118.
  • 119. 8) Loss & Avoidance The threat is stronger than the execution
  • 120.
  • 121. Gamification ā€“ Zombies Run! Ā©2011-2013 Mario Herger. All rights reserved. www.enterprise-gamification.com | www.gamificationcommunity.com 121
  • 123. Gamiļ¬cation Dashboard 1. Deļ¬ne: Business Metrics - Game Objective 2.Deļ¬ne: Users - Players 3.Deļ¬ne: Desired Actions - Win-State 4.Deļ¬ne: User Metrics - Stats 5.Deļ¬ne: Incentives - Carrots
  • 126. -Points -Badges -Fixed Action Rewards -Leaderboard -Progress Bar -Quest Lists -Win Prize -High-Five -Crowning -LevelUp Symphony -Aura Effect -Juicy Feedback -Boss Fights -Virtual Goods -Build from Scratch -Collection Set -Dangling -Earned Lunch -Learning Curve -Protection -Recruitment -Monitoring -Avatar -Appointment Dynamics -Fixed Intervals -Prize Pacing -Options Pacing -Patient Feedback -Count Down -Throttles -Moats -Narrative -Elitism -Humanity Hero -Beginners Luck -Free Lunch -Chosen One -Milestone Unlock -Generalā€™s Carrot -Real-Time Control -Chain Combos -Instant feedback -Boosters -Blank Fills -Step-by-Step Tutorial Meaning Accomplishment Empowerment Octalysis Social Pressure Ownership Scarcity Unpredictability Avoidance -Sunk-Cost Tragedy -Lost Progress -Guilting -Grounded -Scarlet Letter -Visual Grave -Weep Tune -Friend Invites -Social Treasure/Gifting -Envy -Group Quest -Touting -Bragging -Must Marketing -Thank-You Economy -Mentorship -Social Prod -Glowing Choice -MiniQuest -Visual Storytelling -Easter Eggs -Random Rewards -Sudden Tips -Rolling Rewards -Mischief -Sudden Rewards -Suspense
  • 127. Next Steps: Advanced 1-Day Octalysis Workshop Prerequisite: taken intro Octalysis workshop. Complete actionable process through Level 1-3 Octalysis. Mario Hergerā€™s 2-Day Enterprise Gamiļ¬cation Workshop Competition, ROI Process, Gamiļ¬cation Budgeting and Implementation, Legal Risks & Compliance, Cheating etc. Book: ā€œActionable Gamiļ¬cation - Beyond Points, Badges, and Leaderboardsā€ Coming Q1 2014
  • 129. Companies Ā we Ā have Ā worked Ā with