Occasionally I share some videos I make on Octalysis Prime just so folks can see what kind of content we cover there. Here’s one on the Battleplan Spreadsheet (Step 4 out of 5 in the 5-Step Octalysis Design process)
I was very lucky that the Founder/CEO of HTC Cher Wang has read my book on gamification before, and wanted to explore a variety of ways I could help the Taiwanese-based company. In 2020-2021, I took up roles such as Head of Digital Commerce, Head of Creative Labs, and also managed the North America marketing teams, pushing out some of the highest tier VR Headsets in the industry.
VR Social Ambassador Work for VIVE and our designed ARG
More recently, I shifted my focus on being a Social Ambassador, working with social media and social infuencers/innovators.
We recently launched a gamified ARG (Alternate Reality Game) that involves solving a lot of online puzzles and riddles (such as converting music notes into map coordinates, or deciphering a poem about celestial stars arguing about who is the brightest). All of this leads to an amazing giveaway prize where a few lucky/creative winners will travel to a 5-Star Hotel and experience the highest-end VR HTC VIVE has to offer.
At the same time, I was interviewed by an influencer in the VR world – Eric for President. I talk about HTC’s attitude towards the community and my view points of the VR world.
What is Gamification? This may be an unfamiliar word for many of you. As a leading author and pioneer of the industry (since 2003), I’m here to help you grasp the promise of gamification and clear up some misconceptions in the industry.
Gamification is the craft of deriving all the fun and addicting elements found in games and applying them to real-world or productive activities. This is what I call “Human-Focused Design” as opposed to the “Function-Focused Design.” It is a design process that optimizes for the human in the system, as opposed to pure efficiency of the system.
Most systems are “function-focused” designed to get the job done quickly. This is like a factory that assumes that the workers within WILL do their jobs. However, Human-Focused Design remembers that people in the system have feelings, insecurities, and reasons why they want or do not want to do things, and therefore optimizes for their feelings, motivations, and engagement.
The reason we call it gamification is because the gaming industry was the first to master human-focused design. Games have no other purpose than to please the human inside. There are “objectives” in the games, such as killing the dragon or saving the princess, but those are all excuses to simply keep the player happily entertained inside. Since games have spent decades learning how to master motivation and engagement, we are now learning from games, and that is why we call it Gamification.
Games have the amazing ability to keep people engaged for a long time, build relationships and trust between people, and develop their creative potentials.
Unfortunately, many games these days are simply focused on escapism – wasting your life away on something that doesn’t improve your own life nor the life of others.
Imagine if there is a truly addicting game, where the more time you spend on it, the more productive you would be. You would be playing all day, enjoying it, and your career would be growing, you would be making more income, having better relationships with your family, creating value for your community, and solving the hardest problems in the world.
That is the goal I strive for and the potential I see that Gamification could fulfill.
What is Gamification in relationship to the Gaming Industry?
Many people think Gamification is a branch of gaming. Upon hearing the term, some people respond with, “Oh I don’t play games.”
That’s a complete misconception on what is gamification all about.
So what is Gamification really? Gamification does not involve games. It is simply absorbing the fun elements in a game (what we call Game Mechanics or Game Design Techniques) into real-world applications. When you see the progress bar on LinkedIn, or when you Tumblr listing out a Leaderboard on the best content, do you think, “Oh I don’t play games. This is not for me.”? Of course not! Continue reading What is Gamification
This post is a high-level introduction to Octalysis, the Gamification Framework I created after more than 17 years of Gamification research and and Behavioral Design study. Within a year of publication, Octalysis was organically translated into 16 languages and became required literature in Gamification instruction worldwide.
What is Gamification?
Gamification is design that places the most emphasis on human motivation in the process. In essence, it is Human-Focused Design (as opposed to “function-focused design”).
Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities. 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.
These four main reasons why people play games are how best sellers create more emotions for more captivating play. Each key unlocks a different set of play experiences. Because players alternate between them during a single play session best selling games offer at least three of the 4 Keys 2 Fun. Only XEODesign’s methods take advantage of the 4 Keys 2 Fun to heighten player emotions.
Types of Fun
Hard Fun is about Mastery, “The Brass Ring”, and when one succeeds in this area, one feels fiero.
Easy Fun is a vehicle for imagination
Serious Fun provides meaning and value and we feel excitement upon success.
People Fun is experienced with others, where we experience amusement upon accomplishment.
As you read the 4Keys2Fun chart, notice that the visualization attempts to focus on the Player Experience (PX). Some experiences will move between the 4Keys, for example between Hard Fun and Easy Fun, or from Serious Fun to People Fun.