In one of my previous book reviews, I argue that Gamification is becoming every day more common, however, many implementations are not as successful as others. Ft. Gamification as an onboarding strategy exists to serve two main objectives: to make training fun, and to accelerate the pace of learning. I recommend the reading for anyone who is serious on becoming a good designer and is willing to put effort into learning and practicing. Hi, I’m Yu-kai Chou, Gamification pioneer, creator of the Octalysis Framework, and author of Actionable Gamification. Air Conditioner Shortage...and Time to Think. Actionable Gamification: Beyond Points, Badges, and Leaderboards by Yu-kai Chou. actionable and measurable tasks. For someone who is just beginning, perhaps the best way to make the most of this book is to first learn some basic Gamification concepts and try to design a few simple solutions (and if you need a suggestion, please read this other review), then go through the Octalysis Framework to learn how to improve as a designer and how to avoid common mistakes. , Chou’s own set of guidelines for Human-Focused Design–a name that he often uses instead of Gamification to emphasize the difference from Function-Focused Design. The Octalysis Framework presents eight Core Drives, which represent different types of motivations. His book Actionable Gamification: Beyond Points, Badges, and Leaderboards is a thorough compendium of practical advice on how to build great gamified products. For example, a user experience designer can borrow elements from games, such as quests, stories, and badges, to motivate users to interact with a product, system, or service. As Yu-kai mentioned in the book, Actionable Gamification: Beyond Points, Badges, and Leaderboards “I did some research on eBay, and shortly after that sold my two tickets through the platform. Actionable Gamification: Beyond Points, Badges, and Leaderboards : believing that one is doing something for a reason greater than themselves; : the intrinsic motivation of making progress, developing skills, achieving mastering, and overcoming challenges; : the intrinsic motivation to express one’s creativity and create new solutions or ideas; : the motivation that arises when one owns or controls something, and also when one receives rewards; : the intrinsic motivation towards social interactions of any kind; : the desire to obtain something just because it is rare, exclusive, or difficult to obtain; : the motivation to be engaged because of the uncertainty of what will happen next; : the motivation to avoid something negative from happening. ... Blog. Time Leadership is my philosophies on Leadership and Time Management. I recommend the reading for anyone who is serious on becoming a good designer and is … However, the book is not aimed to be a “beginner’s guide” to Gamification, nor does it intend to guide someone on their first steps onto the field. 4 of the 8 are positive but 4 can be bad if not used for the right purpose. Book Notes written by Ryan Pijai -- Quick Summary: Actionable Gamification is one of my favorite comprehensive frameworks for applying gamification to product design. With ORLIG AMAZE, you get to control what you want, allowing you to incentivize and tweak the gamification effect to achieve the right behavioral drive. Actionable Gamification: Beyond Points, Badges, and Leaderboards - Kindle edition by Chou, Yu-kai. In addition, the book presents two images that help to understand how the Core Drives work, relate to each other, and support motivation. email jimestill at gmail. Chou’s theories and explanations are clear and precise, but profound. In 2014, Yu-kai was rated #1 Gamification Guru by the World Gamification Congress. After explaining the Core Drives and how to apply them in practice, Chou goes on and provides an overview comparison of the Octalysis Framework with some of the other well-known Gamification frameworks. Subsequently, they must learn how to apply design elements (or game mechanics) that appeal to these Drives and thus motivate users towards the desired actions. Gamification vs Gameful Design: why does it matter? However, the focus on these points is not so strong as the focus on the Core Drives, and they are not discussed as thoroughly. But designing a gameful solution that is able to keep motivation and engagement in the long-term is not as easy as it seems. Gamification focuses on the human motivations for doing tasks. "Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. Therefore, the Octalysis Framework aims to help designers understand what motivates the human being and how to design systems that optimize this motivation towards the accomplishment of the system’s goals. He briefly mentions the ethical implications of Human-Focused Design and how he turned down possible clients because he believed the system would lead people to take actions that would not be healthy. Examples of gamification in education. The Global e-Learning Market will grow by USD 93.64 bn during 2020-2024 Yu-kai Chou is arguably one of the most influential gamification experts of our time. Yu-kai was awarded "Gamification Guru of the Year Award" by clients and peers 3 times; and was rated as #1 Gamification Guru by RISE. It is chock full of specific examples, suggestions for implementations, and pitfalls to avoid. Gamification increases learner retention and motivation by making work fun. Kindle: $7.16. It is about how you can use gamification and scientifically proven methods to improve your company, your life, and the lives of those around you. Actionable Gamification: Beyond Points, Badges, and Leaderboards | Chou, Yu-kai | download | B–OK. All rights reserved. In this book, gamification pioneer Yu-kai Chou explains how to apply the Octalysis gamification framework to design appealing and winning experiences in product, marketing, workplace, and personal lives. My Commencement Speech - The Secret to Happiness, Danby DAR259BL 2.5-Cu. Microlearning and gamification work hand-in-hand to perfect the mobile learning experience for the modern learner. The book also mentions how the Desired Actions represent an important part of the design but does not elaborate on what are and how to design these desired actions. Use our Backend-As-A-Service to accelerate development and deployment of applications that integrate with systems, sensors and devices. Fitbit is a gamified experience. Actionable Gamification speaks of 8 types of gamification (bolded here). Actionable gamification distills the key principles behind game design and distinguishes what works from what doesn’t. Gamification doesn’t always have to be connected to a reward or award. This book provides a lot of value. The Octalysis Group creates high ROI gamification solutions for small and large businesses, governments and NGOs. That one transaction was surprisingly thrilling and fun for me. Is the ideal gamification resource for understanding the psychology behind what makes players tick. Chou’s theories and explanations are clear and precise, but profound. If you want an established education gamification model to follow or borrow ideas from, the most robust example is Quest To Learn (Q2L). I call it CEO Blog - Time Leadership because of my keen interest in time. Chou suggests that any human action only occurs when one is motivated by one or more of these Core Drives. At the end of the day, users really need to get what they want from the system. The definition of goals and actions is a crucial factor of success for any system, including Gamified systems. This introductory course will begin discussions on identifying and defining gamification and present its benefits and risks. Designer Compact All Refrigerator, Black. Home Topics. This process is what I call “Human-Focused Design,” as opposed to “Function-Focused Design.” It’s a design process that optimizes for human motivation in a system, as opposed to pure efficiency. Gamification on Inbound Upselling Client needed a more exciting push factor for the agent to promote their world cup packages but at the same time to learn about the package and how to sell it. Download books for free. But designing a gameful solution that is able to keep motivation and engagement in the long-term is not as easy as it seems. In the 1990s, people often played games or held parties, while now people prefer online entertainment. ... One of the first things you do while bringing a new employee onboard is to set actionable goals for them to achieve in order to get started on their real job. EdApp and gamification. http://www.amazon.com/Actionable-Gamification-Beyond-Points-Leaderboards/dp/B00WAOGY4U. A public school in New York, its curricula are rooted in gamification and game-based learning principles. 8. Badges are purely an intrinsic type of reward and differ as they really play into gamification. Use features like bookmarks, note taking and highlighting while reading Actionable Gamification: Beyond Points, Badges, and … I suspect the reason for leaving these topics out of the book is that the author ran out of space, as he mentions that he had planned more content originally, but decided to split it and plan for future books. Gamification changes the way customers experience and interact with your business. Yu-kai Chou is a pioneer and leader gamification expert who is gathering experience and teaching how to design better gamified solutions since 2003. Actionable also has a much higher-level use of the data generated and available. Along the book, Chou explains each one of these Core Drives in details, teaches how to identify them in practice, and presents some Game Mechanics that can be included on a design project to appeal to each Core Drive. 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