Book Image

Actionable Gamification

By : Yu-kai Chou
Book Image

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)
Free Chapter
1
Introduction
19
Chapter 18: The Journey Goes On
21
Notes

The Endowment Effect

There is quite a bit of scientific research on how our psychology changes when we believe we own something. Much of it is summed up in what Academics call the Endowment Effect.

In his book Thinking: Fast and Slow, Economics Nobel Prize Laureate Daniel Kahneman describes how a certain well-respected academic and wine lover becomes very reluctant to sell a bottle of wine from his collection for $100, but would also not pay more than $35 for a wine of similar quality.

This made little economic sense because the same or similar wine should hold the same value in a person’s mind. The purchasing price and selling price should be roughly the same, deducting transaction costs. This illustrates that when a person starts to own something, they immediately place more value on that item relative to others who don’t own it.

Researchers Dan Ariely and Ziv Carmon took this concept further by testing it on Duke University students who were avid basketball fans and...