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  • Book Overview & Buying Actionable Gamification
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Actionable Gamification

Actionable Gamification

By : Yu-kai Chou
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Actionable Gamification

Actionable Gamification

By: Yu-kai Chou

Overview of this book

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.
Table of Contents (21 chapters)
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1
Introduction
19
Chapter 18: The Journey Goes On
21
Notes

Chapter 9: The Fifth Core Drive - Social Influence & Relatedness

Social Influence and Relatedness is the fifth core drive within Octalysis Gamification and 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.

Core Drive 5: Social Influence & Relatedness is a Right Brain Core Drive that bases its success off our desires to connect and compare with one another. With the proliferation of new social media tools and platforms, more and more companies are working on optimizing Core Drive 5 during the Discovery and Onboarding Process.

Almost every consumer app these days urges you to “Invite Your Friends” upon joining their service. However, just because the social platform is there to spread a message does not necessarily mean there is engaging, share-worthy content. There are many pitfalls as...

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Actionable Gamification
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