Actionable Gamification Summary 2023 - Deepstash

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Actionable Gamification Summary

About Actionable Gamification Book

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

Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook 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, you'll 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 learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for

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

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Actionable Gamification by Yu-kai Chou

4.3/5 (0778 reviews)

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I am a product designer fascinated by game design. Although I am not a gamer, I believe game design can transform boring activities into fun experiences (Will add more ideas as I stumble upon them).

YU-KAI CHOU

If I were my own role-playing game character, I would never just stay in town, be idle and do nothing. Of course not!

I would go out into the wilderness, defeat monsters, gain experience, learn new skills, accumulate resources, ally myself with those who have complementary skills, learn from those who were of a higher level than I, and seek to conquer exciting quests.

YU-KAI CHOU

415

Gamification

Gamification

Gamification is the craft of deriving fun and engaging elements found typically in games and thoughtfully applying them to real-world or productive activities.

Gamification is the science/art of making a boring activity game-like: more intriguing, motivating ... and even “fun.”

357

The Game of Work

The Game of Work

In the book called "Game of Work", Charles Coonradt addressed the question “Why would people pay for the privilege of working harder at their chosen sport or recreational pursuit than they would work at a job where they were being paid?” He then boiled it down to 5 conclusions that led to hobbies being more preferable to work:

  1. Clearly defined goals
  2. Better scorekeeping and scorecards
  3. More frequent feedback
  4. A higher degree of personal choice of methods
  5. Consistent coaching

395

Decision Paralysis

  • Based on the concept of Decision Paralysis, if you give users twenty amazing features at the beginning, they feel flustered and don't use a single one.
  • But if you give them only two or three of those features, and have them slowly unlock more, then they begin to enjoy and love the complexity.

3

Evolved UI

Evolved UI concept is very difficult for a company to implement emotionally, because it feels weird to withhold great features and functionalities from the user.

  • For the designer though, it is important to acknowledge that withholding options can drive more behavior towards the Desired Action.
  • Just because it makes users feel uncomfortable doesn't mean it's necessarily bad for you, nor for the user.

2

Sony's Take

One company that did implement the Evolved UI concept was Sony, calling it Evolution U/175.

  • Though the Android smartphone system developed by Google was very powerful, Sony realized that it had a high learning curve that could fluster beginning users.
  • To address the situation, they launched the Evolution UI, which presented a very limited set of core options during the Onboarding process.

2

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