How to Inject Social Influence and Relatedness into Your Life: Part 5 of 8 in Lifestyle Gamification Examples

This series is written by Erik van Mechelen, based on the Octalysis framework designed by Yu-kai Chou.

How to Live with and through Others

How to live is a question that’s been debated through the ages.

Our world is changing. We’re changing with it.

So far, we’ve touched epic meaning & calling, accomplishment & development, empowerment of creativity & feedback, and ownership & possession, each in respect to lifestyle gamification and the Octalysis framework.

That is to say, we’ve investigated how our 8 Core Drives play into human-focused designs for our lives in totality. No small task!

Part 1: Epic Meaning & Calling
Part 2: Development & Accomplishment
Part 3: Empowerment of Creativity & Feedback
Part 4: Ownership & Possession

We’ll continue now with Part 5: Social Influence & Relatedness.

Continue reading How to Inject Social Influence and Relatedness into Your Life: Part 5 of 8 in Lifestyle Gamification Examples

How to Add Ownership and Possession into your Life: Lifestyle Gamification Examples 4/8

This series is written by Erik van Mechelen, based on the Octalysis framework by Yu-kai Chou

Ownership and Possession

If you missed them, here’s the first three articles in the series:

Part 1: Epic Meaning & Calling
Part 2: Development & Accomplishment
Part 3: Empowerment of Creativity & Feedback

Core Drive 4: Ownership & Possession is a useful Core Drive to understand and apply in your Lifestyle Gamification design.

Here’s a refresher from Actionable Gamification: Beyond Points, Badges, and Leaderboards: 

Ownership and Possession, the fourth Core Drive in Octalysis Gamification, is based on the principle that because you own something, you want to improve it, protect it, and get more of it.

This Core Drive is related to elements such as virtual goods and virtual currencies, but it is also the primary Core Drive that makes us want to accumulate wealth. Also, on a more abstract level, if you have invested a lot of your time to customize something to your own liking, or a system has constantly been learning about your preferences and molding into something that is uniquely yours, you generally will start to feel more ownership towards it.

Owning things help improve life. A collection of knives eases the preparation of food. A set of books encodes knowledge to be learned.

But we also like collecting things for the sake of collecting. Whether friends on Facebook or a freedom from work in number of hours.

I want to in this article investigate and explore the range of ownership and possession as it relates to improving our lifestyle design and Lifestyle Gamification.

Continue reading How to Add Ownership and Possession into your Life: Lifestyle Gamification Examples 4/8

How to Add Empowerment of Creativity and Feedback into your Life: Lifestyle Gamification Examples 3/8

This series is written by Erik van Mechelen, based on the Octalysis framework by Yu-kai Chou. Get excited…

Core Drive 3: Empowerment of Creativity & Feedback is the Golden Corner in the Octalysis behavior model.

From Actionable Gamification: Beyond Points, Badges, and Leaderboards, Yu-kai shared this about Core Drive 3: Empowerment of Creativity & Feedback

I believe that people are by nature creative beings, and we yearn to learn, imagine, invent, and partake in creative processes where the journey in of itself brings happiness.

Empowerment is an important word here. Someone can have innate creative traits or sensibilities or tendencies, but if those are not actively rewarded, or worse, blockaded, those talents cannot be further developed.

In this article, we’ll continue the series on Lifestyle Gamification. I’ll give a refresher on CD3 and why it’s important.

I’ll then explore how it can be used in lifestyle gamification scenarios.

Then I’ll share what I do to inject CD3 into my life.

If you need a refresher on CD3 itself outside the context of Lifestyle Gamification, Yu-kai also shared more here: http://yukaichou.com/gamification-study/8-core-drives-gamification-3-empowerment-creativity-feedback/ 

Continue reading How to Add Empowerment of Creativity and Feedback into your Life: Lifestyle Gamification Examples 3/8

How to Add Development and Accomplishment into your Lifestyle Design: Lifestyle Gamification Examples 2/8

This series is written by Erik van Mechelen, based on the Octalysis framework by Yu-kai Chou.

A reminder about Core Drive 2: Development & Accomplishment

I like how simply Yu-kai puts CD2 in his book:

Development & Accomplishment is the Second Core Drive of the Gamification Framework Octalysis.

This is the Core Drive where people are driven by a sense of growth towards a goal and accomplishing it.

He also uses an example from the early days of social media to describe how bells and whistles weren’t working as people expected. Points, badges, and leaderboards were the vanity metrics of online publishing:

What most people didn’t recognize then was that social media is much deeper than simply possessing and posting on profile accounts. That’s just the outer shell of its influence and impact. We now know today that great social media campaigns focus on how to create value for the audience by sharing information that is insightful and engaging; has a personal voice; engages and sincerely interacts with each potential customer; and much, much more.

In essence, the beauty of social media was in how you designed and implemented a campaign, not in the bells and whistles you’ve used. It was the informal and formal dialogue you had with your community that ultimately taps into the platform’s unique possibilities.

There’s quite a bit more to consider, especially when considering how to use CD2 in a lifestyle design, but first let’s look at what not to do from a real-life example…my own.

Continue reading How to Add Development and Accomplishment into your Lifestyle Design: Lifestyle Gamification Examples 2/8

Top 10 eCommerce Gamification Examples that will Revolutionize Shopping

eCommerce Gamification

The power of eCommerce Gamification

Shopping has evolved so much from traditional market exchanges. It completely transformed from acquiring of needed goods into a rich experience that integrates deeply into every single culture of civilizations that can afford to power such an activity. People shop for fun, and for many (ahem, me not included), shopping could still be an epic win after spending 3 hours in a mall without buying a single item.  (In the rulebook for my game, if I am shopping for over an hour and I bought nothing, I felt that I have failed. No Win-State for me…)

As shopping went online, a lot of the fun, interactive, and social experiences of shopping disappeared. However, it opened up a whole new world of other fun and exciting activities that could make shopping even more addicting than ever – except this time within the comforts of my home, and I can achieve my win-states much more often.

There is where eCommerce Gamification comes in place. Awesomely, many eCommerce gamification examples out there have actively improved sales and conversions by double or even triple digits towards the right direction, and some helped eCommerce sites become $Billion businesses!

Below I present to you 10 stellar eCommerce Gamification examples that will revolutionize shopping.

eCommerce Gamification #1: eBay’s Bidding and Feedback System

When it comes to early good gamification, few can match eBay’s ability to bring out our Core Drives.

If you were to just think of creating an ecommerce store, it’s not necessarily intuitive to have a competitive bidding system, real-time feedback, and stars for leveling up that eBay introduced.

The power of eBay is that buying items on eBay isn’t just a “purchase” like most ecommerce sites (Core Drive: Ownership & Possession in Octalysis), but when you buy something on eBay, you felt that you WON! Even though you might have paid 10% more compared to what you initially wanted to pay, you felt that you beat the other bastards who were bidding against you, sealing your victory. This is enormously a good example of Core Drive 2: Development & Accomplishment.

Add that to trying to improve your seller’s %, getting more stars, improving feedback scores, and constantly checking back to see if you have gotten new bids or competition (Core Drive 6: Scarcity & Impatience as well as Core Drive 7: Unpredictability & Curiosity), finally leading to NOT wanting to lose the deal (Core Drive 8: Loss & Avoidance), no wonder everyone keeps saying, “eBay is so addicting!”

eCommerce Gamification #2: Woot.com Daily Deal System

The online retailer, Woot offers only one initial product per day in
limited quantities at a special sale price.  A new product will be
offered only after the supply of the first product has been exhausted,
or by 12:00 AM Central Time.  Each day people will wait for the next
product to be introduced, often at the midnight hour.

Since each product is limited and unknown beforehand, there are a
combination of factors which influence the site’s shoppers.  They know
that the next item up can be desirable and yet limited in quantities.

They also know that they could be disappointed in the particular
product, and have no desire to acquire it.  Thus, Woot’s users are
attracted by the motivation to find out what will be offered and how
“rare” they might perceive it to be.

Often times, when people log onto Woot.com at 4PM, they would see that amazing deal, but unfortunately sold out. After a few days, they feel a stronger desire to finally be able to get the deal. As a result, a bunch of people starts to go on Woot at 11:59PM, constantly refreshing their page, so they can immediately see the new deal, and potentially scoop it up if it’s appealing.

When you get users to change their daily habits before going to bed like Woot.com, you are demonstrating an amazing utilization of Core Drive 7: Unpredictability & Curiosity, as well as Core Drive 6: Scarcity & Impatience.

eCommerce Gamification #3: Nike’s Winter’s Angry Campaign

Continue reading Top 10 eCommerce Gamification Examples that will Revolutionize Shopping