The document proposes a framework for gamifying education using game design principles. It discusses how current education systems break students' innate desire to learn, but that games motivate learning through mechanisms like leveling up, problem-solving, and social feedback. It introduces the Octalysis framework for understanding human motivation and outlines game elements and strategies that can inspire different intrinsic and extrinsic drives when designing gamified systems. The goal is to apply lessons from game design to create more engaging and effective learning experiences.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit...Rod King, Ph.D.
Gamification is a two-edged sword. Gamification represents both danger and opportunity. But first, what is “gamification”?
According to IT Research and Advisory firm, Gartner, “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” For me, gamification involves the seamless use of game strategies, tactics, and tools to entertainingly transform the behavior of customers and non-customers. Consequently, gamification offers us a huge opportunity to make this world a happier place while achieving serious goals. The Happiness Economy is here!
The business opportunity for gamification is huge: M2 Research, a market research consultancy in San Diego, projects that by 2015, companies would spend over $2 billion in gamification services. Gartner estimates that “By 2015, 40% of all Global 1000 organizations will be using gamification as the primary mechanism to increase customer engagement, improve employee engagement, and manage innovation projects better.” Surely, gamification is positioned as one of the Next Big Things.
And now for the danger. According to Gartner, “By 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design.” In short, 80% of businesses would waste money, time, and other resources in trying to gamify their business models. So, how can we more systematically and successfully gamify business models?
Although there exist successful cases of gamified business models such as for Facebook, LinkedIn, and Nike, I have yet to come across a simple, fast, and fun process for gamifying business models especially for lean startups and small businesses. Many frameworks are emerging for organizing and presenting ideas on gamer archetypes, gamification tools, and mechanics. However, these frameworks are fragmented and little effort is being made to integrate them. I therefore set out to develop a one-page framework that visually integrates different approaches to gamification as well as facilitates the design of gamified business models. The Business Gamification Pyramid is the result. The targeted customer is a Red Ocean Disruptor (ROD); see http://goo.gl/ZyAJBP
For the design of a gamified business model, 5 Gamification Design Questions should be asked and iteratively answered (in the shortest possible time).
5 Gamification Design Questions
#1: WHY gamify?
#2: WHO to gamify for?
#3: WHAT to gamify?
#4: TO WHAT to gamify?
#5: HOW to gamify?
http://goo.gl/ZyAJBP
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Beyond Gamification: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Gamification is the process of applying game design elements to non-game contexts in order to drive user engagement, influence behavior and improve the user experience associated with digital products and services. Over the past year, the practice of gamification has exploded, fueled by marketing hype, media curiosity and spirited debate. While much of the discussion has revolved around extrinsic reward mechanisms as a panacea for customer loyalty and engagement, the most important and effective motivational dynamics of games have been left on the table.
In this presentation I’ll cut through the hype and draw from the fundamentals of game psychology, double-tapping into the techniques game designers use to motivate, engage and guide players through a game’s lifecycle. In doing so, I’ll lay out a model for architecting user engagement, directing behavior and satisfying the needs of both users and business alike.
Idle Games: The Mechanics and Monetization of Self-Playing GamesKongregate
Idle (or incremental) games is one of the newest genres of video games. At first glance this may be perplexing to "core" gamers, but there are a lot of interesting systems at play that keep the games fun and entertaining, and can even make them into a viable free-to-play business.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
ROD's 5 Gamification Design Questions: A Simpler, Faster, and Funner Toolkit...Rod King, Ph.D.
Gamification is a two-edged sword. Gamification represents both danger and opportunity. But first, what is “gamification”?
According to IT Research and Advisory firm, Gartner, “Gamification is the use of game design and game mechanics to engage a target audience to change behaviors, learn new skills or engage in innovation.” For me, gamification involves the seamless use of game strategies, tactics, and tools to entertainingly transform the behavior of customers and non-customers. Consequently, gamification offers us a huge opportunity to make this world a happier place while achieving serious goals. The Happiness Economy is here!
The business opportunity for gamification is huge: M2 Research, a market research consultancy in San Diego, projects that by 2015, companies would spend over $2 billion in gamification services. Gartner estimates that “By 2015, 40% of all Global 1000 organizations will be using gamification as the primary mechanism to increase customer engagement, improve employee engagement, and manage innovation projects better.” Surely, gamification is positioned as one of the Next Big Things.
And now for the danger. According to Gartner, “By 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design.” In short, 80% of businesses would waste money, time, and other resources in trying to gamify their business models. So, how can we more systematically and successfully gamify business models?
Although there exist successful cases of gamified business models such as for Facebook, LinkedIn, and Nike, I have yet to come across a simple, fast, and fun process for gamifying business models especially for lean startups and small businesses. Many frameworks are emerging for organizing and presenting ideas on gamer archetypes, gamification tools, and mechanics. However, these frameworks are fragmented and little effort is being made to integrate them. I therefore set out to develop a one-page framework that visually integrates different approaches to gamification as well as facilitates the design of gamified business models. The Business Gamification Pyramid is the result. The targeted customer is a Red Ocean Disruptor (ROD); see http://goo.gl/ZyAJBP
For the design of a gamified business model, 5 Gamification Design Questions should be asked and iteratively answered (in the shortest possible time).
5 Gamification Design Questions
#1: WHY gamify?
#2: WHO to gamify for?
#3: WHAT to gamify?
#4: TO WHAT to gamify?
#5: HOW to gamify?
http://goo.gl/ZyAJBP
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Investor Presentation on RewardMe.
RewardMe is a Mobile Tech that uses gaming mechanics to get customers addicted to physical stores. We take the success factor of Farmville offline.
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
“Informal Learning Using Augmented Reality Games”
How can augmented reality (AR) games played on smart phones extend informal educational opportunities? What challenges arise when you put digital learning experiences in typically low-tech environments? See what happened during recent pilot projects at zoos, nature centers and living history museums who used MIT STEP lab’s TaleBlazer AR platform.
The game jam workshop ppt Ryan MArtinez and I have used in our game jams for the EDUCAUSE Learning Initiative, and EDUCAUSE National conference workshop. Why and how to design games in a short, one-hour session (four 15-minute sections).
Gamification of Learning: Am I the Only Idiot here?Zsolt Olah
Storytelling used to illuminate the differences betweeen gamification, game-based learning and game thinking. For Instructional Designers venturing into the woods of gamification.
We have a lot of talent here in Octalysis Prime, and each Challenge we are impressed with your work. The level of submissions by our trusted veterans is now often so high that new Primers can feel intimidated to participate.
We also noticed that we’ve been focusing on one aspect of Gamification: Brainstorming.
There are many more important aspects of human-focused design: user research, analyzing, game looping, battle-planning, visual design... After all, a good idea only yield results if it’s implemented
in the right place, for the right people, in the right way. So, we decided to do something different.
For this Challenge you will produce a concise finished deliverable.
We have a lot of talent here in Octalysis Prime, and each Challenge we are impressed with your work. The level of submissions by our trusted veterans is now often so high that new Primers can feel intimidated to participate.
We also noticed that we’ve been focusing on one aspect of Gamification: Brainstorming.
There are many more important aspects of human-focused design: user research, analyzing, game looping, battle-planning, visual design... After all, a good idea only yield results if it’s implemented
in the right place, for the right people, in the right way. So, we decided to do something different.
For this Challenge you will produce a concise finished deliverable.
The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start, applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start, applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.
The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start, applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.
The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start,
applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.
The OP Design Challenges provide an opportunity to put your Octalysis skills into practice. Watching the videos and interacting with other Primers and the OP Team on Slack is a good start,
applying your knowledge will truly take your skills to the next level.
The focus for this challenge will be on implementing existing brainstorming in high fidelity wireframes.
This challenge is based on an Octalysis Group project done for BitDegree, the world’s first blockchain- powered online education platform. Watch their 2017 Launch Video to get an idea about what BitDegree aims to achieve.
Most ‘Massive Open Online Courses’ have a 10-16% completion rate. After the design of the Octalysis Group (by Joris and Sabrina) was implemented, BitDegree now has a 50% completion rate, a 400% increase in course completion in 3 months.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
3. 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, TEDx, Accenture, SxSW, Google, etc.
Rated a #1 Gamification Guru in the world by UKBased Leaderboarded
20. Unfortunately, the things we need to learn
became more complex and more abstract, but
technology and medium of technology could not
catch up to it for the past centuries.
23. 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)
25. The Magic
Waking up behind parents’ back 3AM in the
morning to level up = AMAZING work ethics
26. 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
32. “Human-Focused Design”
•
•
As opposed to “Function Focused Design”
•
...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
33. “Human-Focused Design”
•
•
Gaming industry = first to master Human-Focused Design
•
Now we are learning from games, hence “Gamification”
Games have spent decades/centuries mastering how to
engage people without a mandated purpose
vs
34. Kids who play Card Games like Magic the Gathering
need to remember a ton of information
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!
+
+
+
= ????
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!
+
+
+
+
+
= ????
+
+
48. 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 “game
elements” but still be stupid/boring.
49. 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 “game elements”
but most games suck and are boring.
50. Bad Game Designer
We need swords...where can they go? Oh yes, monsters. Of
course! We need cows! And friends that can fertilize crops!
+
+
+
+
+
= ????
+
+
It’s naive to think that once you plug game
mechanics into your company, it will be successful
51. 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
54. 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?
?
?
?
?
70. White Hat Gamification
Meaning
Accomplishment
Empowerment
Zynga figured 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
Influence
because they don’t feel like they are in control over
themselves.
Octalysis
Scarcity
Unpredictability
Avoidance
Black Hat Gamification
71. Self-Submission to Black Hat Gamification
Just because it’s called Black Hat
doesn’t mean it’s necessarily bad
73. -Elitism
-Staying in touch with friends
-Stalking
-Completed Profile
-More friends
-Increased likes and comments
-Aura Effect
Meaning
Accomplishment
Empowerment
Ownership
Octalysis Score: 448
-Build from Scratch
-Photos/Profiles
-Friends
-Memories
-Protection
-Recruitment
-Earned lunch
-Monitoring
Scarcity
-Sharing whatever you want
-TONS of Facebook games
-Instant feedback of friends “liking”
Social
Influence
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
74. -Farm getting Bigger & Better
-Difficult badges for sorts of crops
-Reward Loops
-No higher meaning besides being a farmer
-Allows the ability to “paint” with
your farm
Meaning
Accomplishment
-Ownership of Farm
-Virtual Goods
Empowerment
-Leaderboard
-Group Farming
-Free Social Gifts
-Neighbors
Octalysis
Social
Influence
Ownership
Octalysis Score: 414
Scarcity
Unpredictability
Avoidance
-Waiting for what’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
75. -Saving the world of “Sanctuary”
-Diablo II Legacy
-Help others
-Leveling Up
-Plot line
-4 Difficulties
-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
Influence
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
76. -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
Influence
Unpredictability
Avoidance
-Interesting Tweets
-Surprising content
-Will someone respond?
-Quick news
-Fail Whale
-Character Limit
-Follower Count
-Friend Loss
77. -Helping a weird monster solve problems
“Sweet” “Delicious!”
Level tracks and “Boss Stages”
1-3 Stars
Defeating Chocolate
Constantly looking for better comb
and planning boosters
Meaning
Accomplishment
Empowerment
Quest to accumulate more
points and boosters
Social
Influence
Ownership
Social Treasure - Lives
See friend progress
Octalysis Score: 432
Scarcity
Unpredictability
Avoidance
Always waiting for the right
gems
Seeing levels ahead
Countdown timer/moves
Balancing Owl Gems
Avoiding Loss
Fear of the chocolate
encroaching candy
Unpredictable Gems
Random Combos
78. “You need a LinkedIn Account”
Finding that dream job you are passionate about
Progress Bar
“X People saw your profile”
Recommendations
Endorsements
Better ways to “dress up” your profile
and build reputation in communities.
Meaning
Accomplishment
Empowerment
Ownership
Octalysis Score: 294
Your life.Your Job.
Accumulating more contacts.
Scarcity
Social Treasure Recommendations
Social Prodding Endorsements
X People saw my profile
Social
Influence
Unpredictability
Avoidance
Are recruiters Googling my
name and seeing my profile?
How many people view my
profile?
Want to see her profile?
Upgrade to Premium!
Want to connect? Upgrade to
Premium!
Avoiding Loss of Career
Avoiding Bad Reputation
85. 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)
88. 2) Development & Accomplishment
Feeling Progress and Achievement
89.
90. 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
91.
92. 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).
98. 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
104. 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
108. 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
110. 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
111. 6) Scarcity & Impatience
The Grass On The Other Side
112. 6) Scarcity & Impatience
The Grass On The Other Side
Mozzy
113.
114. 6) Scarcity & Impatience
The Grass On The Other Side
Laurelix
145. Skill Triangle-Final
Octalysis Gamification
Business Systems
Game Dynamics
Motivational Psychology
Behavioral Economics
Neurobiology
Technology Implementations
Trustful Persuasion
SEO
Entrepreneurship
Keynote
English/Chinese/
Spanish
Presentation
You
Social Media
Innovation
Analytics
Leadership