Core 3: Empowerment of Creativity & Feedback - Deepstash
Top 7 books for Product Managers

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Top 7 books for Product Managers

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Core 3: Empowerment of Creativity & Feedback

It emphasizes on what most people refer to as “Play.” A user can continuously tap into their creativity and derive an almost limitless number of possibilities, so the game designer no longer needs to constantly create new content to make things engaging. Chess is still played because there are million ways to play the game. 

Key Lesson: When you design a game, you want to make sure that there isn’t one standard way to win. Instead, provide users with enough meaningful choices that they can utilize drastically different ways to better express their creativity.


733 reads


Drive 1: Epic Meaning & Calling

This is the drive where people are motivated because they believe they are engaged in something bigger than themselves. Wikipedia editors don't feel like they are doing unpaid labour, but they are protecting humanity’s knowledge - something greater than themselves.


1.04K reads

Drive 4: Ownership & Possession

The motivation that is driven by our feelings of owning something & consequently the desire to improve, protect, and obtain more of it. It involves virtual goods & currencies. It's the drive that compels us to collect stamps or accumulate wealth. On a more abstract level, it is ...


562 reads

Techniques for Scarcity

  • Evolved UI: Locking advanced features to certain desired actions. 
  • Dangling: regularly showing you appealing items that you want but can’t have. Unless you pay or do a desirable Action. Ideally you must have two options: pay or do actions. And they o...


491 reads

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 t...


2.21K reads



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.”


2.81K reads

Techniques for Social Influence

  • Mentorship: get the veterans to guide new users in their journey. Works very well in corporate settings. 
  • Brag Buttons & Trophy Shelves: when a person vocally expresses their achievements. A Trophy Shelf allows a person to show off what they have ...


459 reads

Techniques for Ownership & Possession

  • Collection Sets: Giving people a few items, badges & you telling them that this is part of a collection. This creates a desire to complete the set. Pokemon cards. 
  • Exchangeable Points: users can utilize their accumulated points in a strate...


547 reads

The Levels of the Octalysis Framework

The Levels of the Octalysis Framework

Beyond the basic Level I analysis 👇

Level II: optimize experiences throughout all four phases of the player/user journey:

  1. Discovery (why people would even want to try out the experience),
  2. Onboarding (where users learn the rules and too...


1.15K reads


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, a...



3.53K reads

Competition in the Workspace

Competition in the workplace can be very useful in different scenarios but it can often backfire and demoralize team morale in the long run.

Many competitive workplaces create an unhealthy environment where employees put self-interest above corporate and even customer interests. Instead of...


505 reads

Octalysis: The 8 Core Drives of Gamification

Octalysis: The 8 Core Drives of Gamification

  1. Epic Meaning & Calling: believing we are doing something greater than ourselves
  2. Development & Accomplishment: make progress, develop skills, achieve mastery
  3. Empowerment of Creativity & Feedback: figuring new things out


1.88K reads

Techniques for Development & Accomplishment

  • The Rockstar Effect: when you make users feel like everyone is dying to interact with them. Twitter's one-way follow is an example. 
  • Achievement Symbols: points and badges that (and this is the key) symbolize “achievement” - that users themselves wan...


884 reads


The truth is, simply incorporating game mechanics and game elements does not make a game fun.



2.74K reads

If a user spends four seconds on an interface and can’t figure out what to do, they feel stupid and will start to disengage emotionally.



1.04K reads

Drive 6: Scarcity and Impatience

It motivates us because we are either unable to have something immediately, or because there is great difficulty in obtaining it.

  • We chase that which moves away from us
  • We want what we cannot have
  • We only place value on things that are difficult to obtain


530 reads

Drive 7: Unpredictability & Curiosity

This is our natural curiosity to explore the unknown and discover new things. Because “fun” is “pleasure with surprises". It's not fun to spin a wheel an hour for $5, but if every now and then you get a big reward... we have a slot-machine game. 

This is mainly about introd...


498 reads

Techniques for Empowering Creativity

  • Boosters: where a player obtains something to help them achieve the win-state effectively. Think about temporary powers in Mario. Boosters are usually limited to certain conditions and to be related to the core action.
  • Milestone Unlock: upgrading use...


630 reads

White Hat vs Black Hat Gamification

White Hat vs Black Hat Gamification

The top Core Drives in the octagon (of the Octalysis gamification framework) are considered very positive motivations (White Hat), while the bottom Core Drives are considered to be more negative (Black Hat).

If something is engaging because it lets you ...


1.2K reads

Drive 2: Development & Accomplishment

The key here is to make sure users are proud of overcoming the challenges that are set out for them. Jane McGonigal, renowned game designer, defines games as “unnecessary obstacles that we volunteer to tackle.”

Most designers working on this primarily focus on the “ease” o...


894 reads

Drive 5: Social Influence & Relatedness

It involves activities inspired by what other people think, do, or say. This Core Drive is the engine behind many themes such as mentorship, competition, envy, group quests, social treasure, and companionship.

Most people focus on competition between users but when you desi...


527 reads

Techniques for Unpredictability & Curiosity

  • Glowing Choice: makes users feel smart and competent during the Onboarding Phase. It leads players in the right direction by appealing to their Curiosity.
  • Mystery Boxes: is “loot” or “drops,” which are random rewards that appear once the player achie...


578 reads

Social Norms and Meaning

An interesting dynamic between Drive 1: Meaning and Drive 5: Social Influence happens in the workplace. Within a group, the leader is often motivated by Meaning.

The team members of the group, however, are often motivated by Social Influence. They don’t necessarily believe in the higher m...


498 reads

Left & Right Brain /  Core Drives

Left & Right Brain / Core Drives

The core drives can be divided in half: 

  • Right Brain Core Drives: They focus on creativity, self-expression & social dynamics. They rely on Intrinsic Motivations – you don’t need a goal or reward to use your creativity, hangout with friends, or feel the suspense of unp...


1.37K reads




Life-long learner. Passionate about leadership, entrepreneurship, philosophy, Buddhism & SF. Founder @deepstash.

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).


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