How Diablo II Changed My Life: An Introduction to Actionable Gamification

This is an excerpt from the introduction of Actionable Gamification: Beyond Points, Badges, and LeaderboardsBuy a copy here or listen on Audible.

How a Game changed my Life

On a seemingly regular morning in 2003, I woke up feeling different. I felt utterly unenthusiastic about the new day. There was nothing to look forward to – no demons to slay, no gears to perfect, no drops to loot and no Excel spreadsheets to strategize on. That was the first morning after I decided to quit Diablo II, a computer based role- play-game (RPG) developed by Blizzard Entertainment.

And I felt extremely empty.

Little did I know that I was going through one of the most treacher- ous effects stemming from black hat game design. Something I now call the “Sunk Cost Prison.”

But it was that morning, that I also had the most impactful epiphany in my life, something that propelled me from a slightly-above- average student, to go on to start my first business during my first year of college at UCLA; to become a guest lecturer at Stanford University by twenty-three, raise over $1 million a year later, and finally become an international keynote speaker and recognized consultant in the field of gamification by my late twenties.

More importantly, this deep revelation ensured that I would become passionate and excited about my work every single day since.

I am sharing this with you not to sound conceited (after all, you are already reading my book), but because I truly believe if anyone was to take what I have learned during this epiphany to heart, they would likely do even better in a shorter amount of time, without all the fumbling and stumbling I went through.

 

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June week 3 Gamification Examples from an Octalysis Lens

Every week in the Octalysis Prime Slack group, members share gamification examples they find in the wild.

These are only a snapshot of what we’ve discovered this week. As always, from the lens of Octalysis and the 8 Core Drives.

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Ivan Milev’s Habitica Design Challenge: Using Octalysis and the Strategy Dashboard to Recommend Product Changes

In Spring 2017, The Octalysis Group opened a challenge to Octalysis fans and experts.

The challenge was to improve the design of popular productivity app, Habitica, using Octalysis and gamification design.

Several of these designs were so strong we wanted to share them. Over the next few weeks, we will share some of the best designs.

Today we take a sneak peek at Ivan Milev’s submission.

Continue reading Ivan Milev’s Habitica Design Challenge: Using Octalysis and the Strategy Dashboard to Recommend Product Changes

Creating Ecosystems Builds Anti-Core Drive 8: Loss & Avoidance

This article was written by Erik van Mechelen based on the Octalysis framework by Yu-kai Chou.

Ecosystem influence and convenience

Many are familiar with Amazon’s or Apple’s or Google’s exhaustive ecosystems and their network effects. Amazon’s product offering grows more robust by the day. Using Gmail/Chrome gains you refined experiences. Apple products sync across devices and services like iTunes.

These effects help to create Anti Core Drive 8: Loss & Avoidance in the eyes and hearts of their consumers. If I leave, I’ll lose the entire ecosystem experience.

Non-intuitive brands like Nike play with this too when they introduced their fitness products: loyal Nike brand followers used their products instead of Fitbit’s offerings because Nike’s products worked with their Nike running shoes and gear. Samsung is doing similar with its camera and recording products.

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Improving Habitica with Octalysis Gamification: Jacob Bender Design Challenge Submission

In Spring 2017, The Octalysis Group opened a challenge to Octalysis fans and experts.

The challenge was to improve the design of popular productivity app, Habitica, using Octalysis and gamification design.

Several of these designs were so strong we wanted to share them. Over the next few weeks, we will share some of the best designs.

Today we take a sneak peek at Jacob Bender’s submission.

Continue reading Improving Habitica with Octalysis Gamification: Jacob Bender Design Challenge Submission