Finalists and Winner of the Octalysis Prime Item Design Challenge, February 2020

Iñaki’s presentation of Octalysis Prime’s Game Loop

The Item Design Challenge, 2020

It was time to add new items to the Octalysis Prime store to make the gameplay better for new and endgame users alike. So, what did our members come up with in our latest Octalysis Prime Design Challenge?

This was another great group of Octalysis Prime Design Challenge submissions making this a difficult decision. Always a pleasure when your quality gives us the pain of picking.

Based on their thoughtful analysis utilizing Human-Focused Design and aligning that to the business goals of Octalysis Prime, here are the submissions that stood out:

Winner – Iñaki
Finalists: Sergio and Olivier

Winner: Iñaki

Iñaki created the most items which we could potentially see using on the Island, and we will continue to work with him to see which might be implemented from his Alchemy Set, Hunter’s Mark, Magic Scroll, and Spirits’ Stones. Great work showing how the new items fit into the game loops on the Island.

Here is Iñaki’s presentation.

The Alchemy Set
Game Loop WITH Iñaki’s new items included

Finalist: Sergio

Sergio offered Octalysians, a character-based layer for encounters, new information, and boosters to current gameplay, with possibility to add new kinds of gameplay in the future with new characters.

Here is Sergio’s presentation.

Sergio’s example of interaction with the Shaman

Finalist: Olivier

With Olivier’s Spill Filter, Wagering, and Geomon Stroll, there would be knew ways to play the game in a non-linear way. Great pre-work analysis of the Octalysis Prime member hypothesis.

Here is Olivier’s presentation.

Discussion of Wagering on Quizzes

Make sure to join in the fun and learning on Octalysis Prime!

China Social Credity System, Part 1 of 3

In this series, Yu-kai analyzes the social credit system coming soon in China from the perspective of Octalysis design.

Today, we’re gonna talk about a fairly well known controversial global issue, which is China’s social credit system. So, for those who don’t know, China wants to have what some people call the biggest gamification experiment or implementation in history. They want to turn ‘being a good citizen’ into a game. In actuality, it’s kind of like a financial credit score system.

The Chinese government is trying to measure how good of a Chinese citizen you are. Are you patriotic? Are you paying your loans? This has been hugely controversial because the whole world sees that it’s like ‘Wow, that’s Orwellian.” 

One of the examples people like to compare this to is a Black Mirror episode where everything in life is also measured by your social score where people rate you, your rating is too low, you can get locked out of renting a car or getting a mortgage. 

And in this Black Mirror episode, the dystopian scenario crashes down upon this lady who is so obsessed with getting a high score that she kept doing things to promote it, but ended up losing out. 

China system, right, it’s very interesting because it doesn’t just measure your financial credit score it breaks your credit score in five categories. Kind of like the attribute webchart we talked about in gameful education.

Background Characteristics

The first is your background characteristics. Who you are. The school you came out of. So that’s just your identity, right, that will give you a score. 

Preferences and Tendencies

Next, you have your preferences and tendencies. So, what kind of hobbies do you like? Do you like hobbies that support the Chinese government? If you buy a lot of products from overseas, your score actually lowers. So, that’s it. 

Financial Reliability

The ability to pay back your debt, and how trustworthy and reliable you are, so it’s basically or literally how well you can pay on time.

Interpersonal Connections

And then there are your personal connections. So this is actually probably the most controversial one, because, basically, is your friends and family have a low score, then you will have a lower score too. So you really have two options. If you notice, people are doing things that are not patriotic and they’re low, and low scores, then you have two options. Number one is to disassociate yourself. You know, don’t interact with them at all because if you interact with them you’re gonna decrease. Or, you got to convince them to be a good citizen again, don’t badmouth these events. Right. And so, that becomes a very stressful time where people would perhaps trust each other less because they don’t want other people to know that internally they’re feeling, disgruntled about something but they can’t let anyone else know. 

Credit History

And then finally, the last point is your credit history. Normal financial credit history, and then all these five characteristics combined into one total score. And this score, China, they deploy the social throughout China in 2020, but I think I saw reports delay they wanted to late 2021, but they have experimented and have ongoing experiments in many different places now so this is actually real implementation. 

Implementation and Results

So far, 23 million people have been discredited or barred from traveling. I think about around 17 million couldn’t buy plane tickets anymore and 5 or 6 million people are unable to take the train. And so the idea is that hey if you are not worthy, right, you don’t have the credit. You’re in the country, then you shouldn’t be traveling go to damage control, quarantine you almost. 

And one very interesting story is that there is a Chinese actress barred from boarding an airplane. She walked to the airport computer screen with checkout and showed that she had a low score because she was guilty of defaming her boyfriend’s ex-lover. And she did not apologize. So, they didn’t let her on the plane because she had a bad citizen behavior and she couldn’t get on the plane. And then, once she apologized to her boyfriend’s ex-lover, that ban was lifted and then she could go take planes after that. 

So, again, some people think it’s crazy and ridiculous how our government would prevent you from using, transportation, based on what you say about someone else, you might think “that feels like a complete lack of freedom and China is obviously trying to monitor more people.”

So, I think as of now, there are over 200 million video cameras on the streets and alleys of China, and China’s goal for this year is actually have over 626 million cameras deployed throughout 2020. In comparison, there are only about 330 million people in the US, so they literally want twice the amount of Americans in cameras in China, and there are about 1.4 billion people in China, pretty generous and still only about one camera for every two citizens so it’s not so bad, right. They didn’t think that every Chinese citizen needs one camera, a very controversial thing that’s going on. 

What if you have a good score?

And, oh, and of course, if you do well if you have a high credit score, then you might get rewarded with discounts benefits special opportunities and whatnot. And so, that’s the part that is controversial I want to talk about that and then we’ll talk about how the Chinese people. And surprisingly actually the Chinese people really like it. And then we’ll move into the actual design itself. Is it a good or bad design?

Does Fear of Missing Out Work?

I saw this on LinkedIn and thought I’d respond…it turned into a short blog post.

Original question posted on LinkedIn

My Response: It’s Delicate

Delicate because you might not want to be the one whom the customer sees as wasting his or her time. 

Doing it poorly: I once clicked through a time-limited conversion (free) to find myself watching a prerecorded webinar that reran every 20 minutes. That felt lazy and I don’t even remember who offered it because they’ve been erased from my memory. 

Doing it well: Some moments are rare (organizing certain people to be at an event all at the same time to share knowledge), and letting people know this event is a once in a lifetime occurrence (even though many events are once in a lifetime) isn’t untruthful, and attending said event might be just what that attendee needs right now. I don’t take an ethical position on this necessarily, but I do personally feel it is weak to shall we say manufacture scarcity, and when I see it I personally ding the person/company reputationally in my personal scoring system.

Don’t Resort to FOMO Tactics

In other words, there are tradeoffs to using FOMO tactics. Maybe you are happy to get quick conversions because you believe SO much in your product that the reputational ding people like me will give you upfront can be recouped (or you’ve charged enough for your product/service/event that you don’t care).

If you are comfortable with this tradeoff, then FOMO tactics do work. How much you walk the line reputationally is your own call.

Is there another way?

Of course, there is! One way is to consider the full range of psychological drives, including the 8 Core Drives.

Taking a human-focused design approach will let you win in the long run, which, if you have something valuable to share with the world, is where you want to live.

The 10 Best Educational Apps that use Gamification for adults in 2021

This post was recently updated to reflect the 10 best educational apps for adults that use Gamification for 2019

Click here to view our full list of our Gamification examples. 

Get ready to learn, the fun way! We have scoured the internet and app stores to find the 10 best educational apps that use Gamification for adults. See how companies and organizations are making learning languages, music, coding, art, history, and more fun and exciting for everyone!

10. TEDEd – gamified educational app to create actionable video lessons

How it works: TEDEd creates amazing, fun, entertaining educational videos for all ages to enjoy. In addition to their videos, they’ve created a web app that allows users to create video lessons that are actionable. Choose a video, add a description, add a quiz (multiple choice or open-ended), and prompt some discussion.

Here is the quick Lesson I created for Yu-kai’s TED talk.

Why it works:

9. Khan Academy – gamified educational app to learn anything for free, forever

How it works: Khan Academy is an educational platform where students can learn math, science, computer programming, history, and more. What makes Khan Academy standout is their mission: they aim to provide this education to everyone around the world (currently in 36 languages) completely for free forever.

They’ve accomplished some amazing results:

  • Students who complete 60% of their grade-level math on Khan Academy experience 1.8 times their expected growth on the NWEA MAP Test, a popular assessment test.
  • Student use of Khan Academy correlates with score gains on standardized achievement tests.
  • 20 hours of practice is associated with a 115-point average score increase from the PSAT/NMSQT to the SAT, nearly double the average gain of students who do not practice on Official SAT Practice.

Why it works:

  • Core Drive 1: Epic Meaning & Calling: Khan Academy truly utilizes CD1 to motivate donors, teachers, and volunteers on its quest to accomplish its mission. Because of their mission to provide free education to everyone forever, they’ve gotten companies that have donated over $10,000,000 each.
  • Core Drive 5: Social Influence & Relatedness: Khan Academy utilizes the power of CD5 to recognize their interns from around the world:

8. Coursera – gamified educational app to get Ivy-League education from your own home

How it works: Coursera is an online learning platform that provides universal access to the world’s best education from top universities. Universities add their courses onto the platform and students can use Coursera to pay for and take a course.

Why it works:

7. Udemy – gamified educational app for user-generated learning

How it works: Udemy is an online platform that allows educators to upload courses and for students to purchase these courses and learn online. Anyone from anywhere in the world can upload a course: you can learn anything from coding, to languages, to fashion, and even parenting.

Why it works:

  • Core Drive 2: Development & Accomplishment: on the student-side of the platform, Udemy utilizes progress bars to indicate the student’s progress and to encourage completion of a course. They also dangle a trophy at the end of the course as their reward for completing it.
  • Core Drive 3: Empowerment of Creativity & Feedback: Udemy truly excels on the teach-side of the platform. Anyone from anywhere in the world can create their own online course. They have the complete creative freedom to choose any topic and use their video editing skills to make their course stand out.
  • Core Drive 4: Ownership & Possession: Udemy provides instructors with the chance to generate passive income.

6. Tinycards – gamified educational app for learning with flashcards

How it works: Tinycards (by Duolingo) makes learning with boring old flash cards actually fun and enjoyable through the use of Gamification. Pick a subject: language, science, movies, and start to learn with flash cards.

Why it works:

5. Blinkist – gamified educational app for reading non-fiction books in just 15 minutes!

How it works: Blinkist is for the professional on the go, the person that is super busy, but that desperately wants to carve out a little bit of time to learn something new. Blinkist summarizes over 2,000 non-fiction books to give you content that you can easily digest in 15 minutes.

Why it works:

  • Core Drive 2: Development & Accomplishment: Blinkist isn’t using a bunch of fancy avatars or leveling up systems; instead, it focuses on making the user feel incredibly smart and effective. Blinkist is a master at utilizing CD2 to help its users read more, learn more, and become a more educated person

4. Memrise – gamified educational app to learn a language through locals

How it works: Memrise is a gamified language learning app that utilizes a myriad of gamified techniques (including over 20,000 native speaking videos) to teach a new language. Players can learn English, French, Spanish, German, Japanese, Korean, and many more languages. In addition, Memrise has courses for art, math, and history.

The app is incredibly fun to use. You are an astronaut, going on your journey to learn a new language! As you learn and progress, you gain in levels and your pet alien evolves as well.

Why it works:

  • Core Drive 2: Development & Accomplishment: Memrise uses CD2 in a myriad of ways: from earning points for completing lessons to leveling up your little alien pet, the app continuously shows the user their status and progression.
  • Core Drive 3: Empowerment of Creativity & Feedback: Memrise has the “point and translate” mode that allows players to turn on their camera, point to an object, and get the object translated in real-time. It’s a phenomenal way to get creative and capture your own vocabulary library.

3. SoloLearn – gamified educational app to learn how to code

How it works: SoloLearn aims to gamify the way we learn how to code. As an educational app, SoloLearn naturally has lessons that teach players how to code, but that’s just the beginning. SoloLearn utilizes player challenges (players can compete head-to-head in a coding challenge and the winner earns XP), a Code Playground where players can show off the code they’ve created and get feedback from other members of the community, and a leaderboard that shows the top coders.

Why it works:

  • Core Drive 2: Development & Accomplishment: SoloLearn utilizes progression, EXP, and leaderboards to drive players to continue learning to code.
  • Core Drive 3: Empowerment of Creativity & Feedback: SoloLearn truly shines in the way it uses CD3 to drive player engagement. Players can create their own code and apps, upload it to the playground, and have players from around the world upvote their product and even play with it. This provides immediate feedback for the player and encourages them to continue engaging with the platform.
  • Core Drive 5: Social Influence & Relatedness: SoloLearn has an amazingly vibrant community (their Q&A discussion forum). The community is completely gamified, allowing players to upvote topics and get EXP for answering questions.

2. Yousician – gamified educational app for learning a instrument

How it works: Yousician is a Gamified educational app to learn a new language. When you’re ready for your lesson, you turn on the app, select your instrument, and choose a lesson or song to play. The app will play the background music, display the song tutorial, and listen to you play to give you immediate feedback about how you’re doing.

Why it works:

  • Core Drive 2: Development & Accomplishment: Yousician is structured like a game: you start off as a beginner with easy levels (easy songs). As you progress and get better, you unlock stages that get progressively difficult and you level up in level. You can also see your progress through the in-app analytics that shows how you’re improving.
  • Core Drive 3: Empowerment of Creativity & Feedback: This is where Yousician truly shines. The key to Yousician is that it listens to you play and gives you immediate feedback. If you struck a chord too soon, it will visibly let you know immediately and track your progress. In addition, you can upload your own music to the app so that you can learn to play your favorite songs.

1. Duolingo – gamified educational app for learning a new language (and it’s free!)

How it works: Duolingo is a free language learning app on your mobile phone. There are a ton of languages to learn: Spanish, French, German, Chinese, Japanese, Korean, Italian, Portuguese, Dutch, Irish, and the list goes on and on. In fact, more Americans are learning a language on Duolingo than the entire American school system! It’s quite an impressive feat.

Duolingo is proud that they infuse Gamification into every lesson. From in-lesson grading, to streak counts and hearts, Duolingo has done a terrific job at making language learning incredibly fun and easy.

Why it works:

  • Core Drive 1: Epic Meaning & Calling: As stated in the Duolingo Manifesto: “There are over 1.2 billion people learning a language and the majority are doing so to gain access to better opportunities. Unfortunately, learning a language is expensive and inaccessible to most. We created Duolingo so that everyone could have a chance. Free language education – no hidden fees, no premium content, just free. Duolingo is used by the richest man in the world and many Hollywood stars, and at the same time by public schools students in developing countries. We believe true equality is when spending more can’t buy you a better education.” When you use Duolingo or pay for the premium version, you are contributing to this grand mission.
  • Core Drive 2: Development & Accomplishment: Duolingo utilizes progress indicators such as daily goals and streaks to make a player feel accomplished and get them to come back for daily usage.
  • Core Drive 4: Ownership & Possession: There is a currency within Duolingo called Lingots which allows players to buy Power Ups (such as streak freeze) and buy attire for your avatar.
  • Core Drive 5: Social Influence & Relatedness: Duolingo has social language learning clubs within the app that encourage players to learn with each other. Although it sounds like a great idea, it’s actually implemented weakly–not much conversation is happening amongst club members, resulting in empty rooms.
  • Core Drive 6: Scarcity & Impatience: In order to play (to learn a language), you need lives. If you run out of lives, then you have to wait until you regain life to learn again.
  • Core Drive 8: Loss & Avoidance: In Duolingo, players get lives. Every time you fail a lesson, you lose a life. Run out of lives and you’ll have to wait until you can continue learning.

Conclusion: Education Gamification is here to change our future

Even with all the great examples above, this is just the tip of the iceberg of all the great education gamfiication examples. Education gamification is here to stay and here to change the world.

What about you? Do you know of any great education gamification examples that can really impact our society, not just for this generation, but also future generations to come? I look forward to learning about that in the comments!

A Comprehensive List of 90+ Gamification Cases with ROI Stats

Gamification-Stats-and-Figures

It’s all about the Gamification Case Study

Below are a list of gamification cases with ROI stats and figures, with links to the case studies, so you can see for yourself the huge impact it is causing on businesses.

I want this list to focus on cases that can confidently be measured as ROI.

The current gamification market size is estimated between $3 billion and $12 billion, depending on sources.

Enterprise Gamification Case Stats and Figures

1) SAP: The SAP Community Network regamified its already-mature reputation system, increasing usage by 400% and community feedback by 96%

2) SAP Streamwork: added gamification in brainstorming groups and grew generated ideas by 58%

3) Onmicare: introduces gamification to its IT service desk, getting a 100% participation rate from teams members

4) Astra Zeneca: gamified medicine training gets 97% of their large network of agents to participate, with a 99% Completion Rate

5) CaLLogix: reduces attrition by 50% and absenteeism by 80%. The company saves $380,000 per year

6) Slalom Consulting: participation of employee name recognition program increased from 5% to 90%, and recognition scores improved from 45% to 89%

7) Galderma: pharmaceutical company, uses gamification to train their sales division regarding new products. Despite the voluntary participation, nearly 92% of targeted employees ended up playing

8) Spotify and Living Social: replaced annual reviews with a mobile, gamified solution with over 90% of employees participating voluntarily

9) Objective Logistics: the company motivates the employees through behavioral rewards and increases their profit margin by 40%

10) Inside View: gamifies their employee social media usage and increased Twitter updates by 312%

11) Keas: employment wellness program that increased employee engagement with healthy activities by 10,000% (100x)

12) Danske Statsbaner: through their “Engaged” platform, employees share their actions that support the value and strategy of the company, resulting in 92% positive ratings in content

13) Google: designed a Travel Expense System resulting in close to 100% of employee compliance for travel expenses

14) Deloitte: training programs that are gamified took 50% less time to complete and massively improved longterm engagement

15) Engine Yard: increased the response rate for its customer service representatives by 40% after posting response-time leaders to all employees

16) Nextjump: uses gamification to get 67% of their employees to go to the gym

17) Bluewolf: gamified online conversations and posting increased employee community activity by 57%

18) Ford Canada: gamified it’s learning portal for employees and increased actions per user by 100% within 5 weeks

19) Blueshield’s Wellivolution: Team gamified system resulted in 80% of employees participating in at least one wellness program, and 50% of employees dropped smoking behavioral

20) Idea Street: the Department of work In UK used game mechanics to get 120,000 people to contribute 4000 ideas, with 63 of them implemented in the marketing department

21) EMC RAMP: with their gamification platform, the company rewarded positive behavior from employees, partners and customers which led to a 10% increase in documentation, 40% more videos watched and 15% more discussions

22) DirecTV: uses gamification to overcome the fear of failure

23) HCL: decrease new hire “Pre Join” drop out rate by 90%

24) T-Mobile: dials up employee engagement by 1,000 percent

25) Royal Caribbean Cruises: All-time high customer satisfaction with facial recognition.

 Sales Gamification Case Stats and Figures

1) Autodesk: gamified the free trial, incentivizing users to learn how to use the program and offering both in game and real word prizes, increasing trial usage by 54%, buy clicks by 15% and channel revenue by 29%

2) ePrize: increased the participation in their sales event by 10% by creating a participation-based point economy 

3) LiveOps: call center reduces call time by 15% and increases sales by over 8%

4) Step2: children’s retailer used PowerReview’s social loyalty scheme to boost up sales with a 300% increase in revenue from Facebook and 600% in contents uploaded

5) Domino’s Pizza: created the gaming app Pizza Hero and increased sales revenue by 30% by letting customers create their own pizza with an app

6) Moosejaw, clothing company, that used an innovative gamified system that saw 76% of sales revenue come from gamified activities, including 240k social media impressions, resulting in a 560% ROI from initial marketing expenditures

7) Silver Grill Cafe: received a 66% Return on Investment for having its waiters/waitresses play a cross-selling game

8) Cisco: used gaming strategies to enhance its virtual global sales meeting and call centers to reduce call time by 15% and improved sales by around 10%

9) Popchips: uses games to personalize mobile advertising and has seen its sales rise 40% leading to $100 million in sales.

10) Teleflora gamified its store with a social engagement scheme offering points for actions, increasing traffic from facebook by 105% and conversion rates by 92%

11) America’s Army: 30% of americans age to 16 to 24 had a more positive impression towards and has recruited more people than all the other methods combined while costing a fraction of the marketing cost

12) Extraco Bank: raised customer acquisition by 700% through gamified system

13) Lawley Insurance: with a 2-week contest, the company closed more sales than the previous 7 months combined

14) Playboy: in its Miss Social game, 85% of their users play more than once, with 50% returning a month later, resulting in a 60% increase in monthly revenue

15) Kill The Paper Invoice: increased website visits by 108.5%, and a conversion rate of 9.38% through a gamfiied system

16) Sneakpeeq.com: increased their conversion rate by 18% with a 3000% lift in total numer of click-per-buy

17) Ford Escape Route: with this game, Ford’s customers bought over $8 million in vehicles, with 600% increased likes on FB page, and over 100 million impressions on Twitter

18) Investorville: with a property-investing game, Australia’s Commonwealth Bank created 600 new loans

19) Hewlett Packard: launched Project Everest to give rewards like holidays and other goods to the best reseller teams and saw a 56.4%.

20) Grouper.mk: A 600% increase in monthly signups.

Product Gamification Case Stats and Figures

1) Microsoft: improved its translations for Windows OS through the Language Quality game with over 900 employees completing 26,000 tasks with 170 additional errors reported

2) Leadership Academy: within three months, daily visitors increased by 46.6% with one user earning the Leadership Academy Graduate Badge, which was expected to take 12 months

3) Microsoft: obtained 16x more feedback by people through its Communicate Hope gamified system

4) EMC2: increased the amount of feedback it received by 41%

5) Dosomething.org:  got a 26% response rate from teen audience to a scavenger hunt game

6) OpenText: implementation of a leaderboard contributed to a 250% increase in business usage and adoption

7) Volkswagen: got 33 million webpage hits and 119,000 ideas through its People’s Car Project that lets people design their “perfect car”

8) Samsung Nation: 500% increase in customer product reviews, and 66% increase in site’s visits when using a gamified system

9) Beta One: Microsoft’s Testing Division get a 400% increase in participation for the pre-release testing

10) Uber: The rideshare app gets more drivers on the road using gamification.

11) Arcade City: Challenger to Uber and Lyft getting its start in Austin, TX, with smart contracts (Ethereum) and guilds to protect drivers: “Think Habitica meets Uber,” says its CEO. 

12) Audible: Audible uses badges to keep readers reading, even though they already have a strong product.

13) Facebook: 2.23 billion users log in every day through a variety of game loops and gamified interactions.

Lifestyle Gamification Case Stats and Figures

1) OPower: reduced measurable energy consumption by over $100M

2) Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site

3) ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53%

4) Bottle Bank Arcade: gamified bottle bank was used 50 times more than conventional bottle bank.

5) The World’s Deepest Bin: 132% more trash collected compared to conventional bin

6) Piano Stairs: 66% more of people use the stairs, if they can produce music with it

7) Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed

8) Toilette Seat: 44% of increase in lifting the toilet seat when urinating

9) Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year

10) Recycle Bank grew a community of 4 million members by providing a gamified recycling platform.

11) Chevrolet Volt: uses a green/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%

12) Diet DASH at Drexel University shown to reduce sugar intake, and over half the players lost 3% body weight over a period of 2 months

Consumer Behavior Gamification Case Stats and Figures

1) MTV My Chart: lets users create their video chart based on various game dynamics, and obtained 500,000 votes and 150,000 videos viewed within 3 months

2) Joiz: a Swiss television network increased sharing by 100% and social referral traffic by 54% with social infrastructure and gamification technologies

3) Muchmusic.com: increased their music userbase by 59%

4) Marketo: layered a game platform on their community and saw a 71% lift in daily activities, 36% increase in ideas submitted and 48% increase in question replies.

5) Interscope Records: the company obtained a 650% increase in engagement and interaction with the website

6) Verizon: users spend over 30% more time on-site with social login games versus a regular site login

7) Allkpop: during the week long promotion of game mechanics, the online news site experienced a 104% increase in shares, 36% in comments, and 24% in pageviews.

8) SessionM: offers mobile publishers a platform for adding game mechanics into apps, increasing 35% in retention and reduced bounce rate by 25%, all while seeing 40x increase in engagement rate in social activities

9) Buffalo Wild Wings: the campaign generated more than 100 million social impressions on SN, as well as a 500% increase in participation rate

10) Green Giant: generated 420,000 likes on Facebook through their gamified system

11) NickTV: introduces a game-based role-playing platform as heroes and within 2 months obtained 750,000 pages views (200% the amount of the usual traffic for the entire nicktv.it website), over 50,000 users and over 4,000,000 sessions on the website, with an increase in time spent on site by 25%

12) More than a Game: The interviewer changed the formulation of surveys, obtaining a 98% response rate and a 87.5% in descriptive words within answers

13) BlurbIQ: introduced Interactive Video Interruptions and within two weeks obtained 915% more interaction, 1400% increase in click through rate and 95% increase in recollection

14) Bell Media: increased customer retention by 33% by incorporating “social loyalty” rewards on its website

15) Club Psych USA: saw a 130% jump in page views and a 40% increase in return visits towards the game 

16) American Express: the company has gotten over 2 millions likes on Facebook through their Nextpedition gamified system

17) Boyd Game: the casino gets over 700,000 visits each month by introducing gamification on its website

18) Verizon Wireless: more than 50% of site’s user participate in this gamified environment and spend 30% more time on the site

19) Topliners: introducing the gamification in the community lifted active users by 55%

20) SAP ERP: introducing game mechanics improved user participation with telepresence increasing by 29.75%

21) GetGlue: Has build a community of 2 million users around a gamified t.v. feedback platform, 20% of all social media posts to dedicated t.v. show pages during primetime come through GetGlue. (Link in Italian)

22) Ask.com uses game mechanics to increase user engagement through real-time notifications and activity streams, increasing answered questions by 23% and votes by 58%

23) MuchMusic.com implemented a social loyalty program, rewarding users with tangible gifts such as concert tickets and led to weekly activity increase by 59%

24) Badgeville & Kendall-Jackson: increase customer engagement by 65%

25) Patient Partner: uses gamification to improve medication adherence

Education Gamification Case Stats and Figures

1) Beat the GMAT: students increase their time spent on site by 370% through a gamified system

2) OTT, an e-learning provider, increased by 65% user engagement, with some users peaking at over 300%, by adding a reward system

3) Deloitte Leadership Academy, an executive training program, increased by 46.6% the number of users that returned daily to their platform by embedding gamification mechanics into it

4) Stray Boots & A.L.Penenberg: the professor taught journalism through gamification and saw student grades increase by more than a letter grade

5) Devhub: a place for Web developers, added gaming feedback and watched in awe as the percentage of users who finished their sites shot up from 10% to 80%

6) Foldit: gamers have solved a 15-Year AIDS Virus Protein problem within 10 days

7) Duoling: Grew to 300 million users and 10 minutes per day per user.

Scientific research related to the effect of Gamification

1) Research findings support the impact of levels, badges and a (dummy) feedback system connected to a study course, results were significant, with 18.5% higher average grade for students enrolled in the gamified course. 

2) Research findings support the impact of levels, points, leaderboards, streaking and visual storytelling to improve participation in crowdsourced assessments. Results were significant with an increase of 347% of participants returning for recurrent participation. (compared to control group)

3) Research findings support the impact of point-based levels (Status titles) and leaderboards to IBM’s internal social network service. Short term impact showed a 92% increase in comments posted, within this research long term engagement was also measured and an increase of 299% more comments posted was found compared to the control group. 

4) Subsequent research in the same social network service above showed the effects of removing the point based levels, status titles, and leaderboards. The removal of the game mechanics showed a significant result as across the board activities on the social network service dropped by 52%. 

5) Research findings support the impact of narrative, leaderboards and countdown timers to online training. Results were significant with a 61% increase in participation for online training.

6) Research findings support the impact of narrative, levels, quests, countdown timers, immediate feedback, guidance systems, visual storytelling, surprise events and flow (matching ability and difficulty) to an online tutorial. Results were significant with users learning via the gamified tutorial showing increased ability by finishing tasks 135% faster compared to the control group. Additionally, the users expressed much higher satisfaction in regards to using the system.

How Twitch Motivates Streamers with Achievement Symbols | Game Technique #2

Yu-kai Chou and his team have developed over one hundred Game Techniques, some through observation and some through creation during client projects. 

If you haven’t read Yu-kai’s book yet, get it now to learn the framework behind the Game Techniques (so you know how to apply them). 

Primary Core Drive of Achievement Symbols: CD2: Development & Accomplishment
Primary Core Drive of Achievement Symbols: CD2: Development & Accomplishment

Definition & Primary Core Drive:

Definition of Achievement Symbol:

A visual icon that symbolizes an achievement from the user, such as a Badge, Trophy etc.

-Yu-kai Chou

Primary Core Drive:

Core Drive 2: Development & Accomplishment

How Twitch Usees Achievement Symbols to Motivate Streamers

For starters, we’re going to go through over 100 game techniques. This is just Game Technique #2!, called Achievement Symbols. And I’m taking a look at Twitch today, which by the way is a platform I think you should all look into and understand. It’s good to know because they are doing a lot of things from a design perspective that have really captured the imagination of a lot of streamers right and those streamers have captured the attention of a lot of advertising dollars. There’s really a big ecosystem right around this.

I remember my aunt asking me about twitch several years ago when one of her students wasn’t showing up for class, so it’s definitely something that is capturing attention from a number of different ways–that student by the way was streaming games on Twitch and on his way to becoming a pro gamer, or at least trying to.

How Twitch is Deploying the Achievement Symbol

Let’s look at this Achievement Symbol (icons for use) from the perspective of Twitch as a streamer.

Lately, I’ve been streaming a game that I like play which is actually a board game called Diplomacy. If you haven’t played before I strongly recommend you get in touch with me and I’ll help you get started.

An achievement symbol is simply a way to show that I’ve developed or accomplished something: developing a skill or accomplishing some kind of goal. And, yeah, it’s part of this larger reality of humans as goal-oriented beings. We like to see progress towards a goal. If we’re lost in the woods not sure how to get to the destination, not so much.

Recapturing my Attention (and Investment of Creative Labor)

Achievement Symbols that Twitch is using here help move me through the Onboarding process. I’ve already experienced some friction in establishing my stream and getting my equipment right, and over 9 hours of streaming, but I’m not monetizable yet. Eventually, I’ll attract advertising dollars to the platform and draw an audience. That’s the value tradeoff between the platform and me, the creator.

Right away you can see they have several achievement symbols to indicate what I can do here. Community, affiliate, partner, and so forth. After viewing my Achievement Symbol from previous efforts, the reward acts as a trigger to view other possible goals.

New Day, New Stream

Twitch recaptures my attention to bring me back into that activity loop. So, that is an extrinsic, but white hat; it feels good. Core Drive 2: Development & Accomplishment is just one of the 8 Core Drives. And Achievement Symbols (GT#2) is just one of over a hundred Game Techniques.

How Reddit.com uses Karma (Game Technique #1 – Status Points)

This article on Status Points was originally published in February 2018, but was edited and updated in November 2019.

For the last three years I’ve worked with Yu-kai Chou, a leader in the gamification consulting space and developer of the Octalysis gamification framework. As I continue to learn from him, I’m testing my knowledge through a series of posts aiming to highlight everything from the basics to more advanced topics. 

If you’ve been curious about how games impact design in non-game experiences, and how companies like Uber and Apple and Amazon use them, this series of articles is for you.

(Keep this working definition in mind: Gamification is the integration of game elements into non-game experiences.)

Why Game Techniques?

Yu-kai wrote Actionable Gamification: Beyond Points, Badges, & Leaderboards several years ago at a high point in gamification’s hype curve. His argument was simple: there is something in gamification–what he calls Human-Focused Design–that is important and useful in designing experiences for humans. Gamification is not a fad, and it isn’t going away.

Yu-kai wanted to differentiate the knowledge he had acquired from lifelong games research and consulting work with hundreds of companies from other organizations who were jumping on the gamification trend without the same expertise.

No harm in that, except for Yu-kai there was more to the idea of gamification–adding game elements to non-game experiences–than slapping on points, badges, and leaderboards.

Thus, the subtitle of the book: ‘Beyond Points, Badges, & Leaderboards‘.

A few Game Techniques listed in their Dominant Core Drive
A few Game Techniques listed in their Dominant Core Drive

Throughout the text, Yu-kai sprinkles Game Techniques he has collected through his own gameplay and through the development of engaging experiences with clients.

How does Yu-kai create them? That would require me to read his mind. However, what I’ve observed is that he starts with the client problem and then applies the Octalysis Gamification framework–including the 8 Core Drives–to build engagement and interaction design. These designs, when tied together, create a game loop for the user. Ideally, a game loop that brings the user back again and again.

Now, there are over 100 of these so-called Game Techniques which Yu-kai is freely sharing and making videos about in Octalysis Prime (his community teaching the Octalysis design framework).

This post will serve to introduce you to one of the most basic techniques.

Status is important and practical

The desire to improve one’s status is a huge motivator. Recognition of status stems from our neurobiological settings.

And status is practical. When I have a problem learning to code, I go to Stack Overflow, a website with high status in the question/answer space for pro and amateur programmers. When I want high-quality food, I go to a high-status restaurant. When I want to suggest to strangers I have status, I might wear certain kinds of clothing.

One of the highest margin status items today might be Apple airpods.

Contrary to this post’s declaration on November 18, 2019–which suggests Apple has solved a deep customer problem–I see airpods as an example of a product linked to Apple’s larger ecosystem, which oozes status. Because Apple customers have an affinity to the brand and gain a sense of status by owning and wearing them, they are happy to pay for a high-margin product that has cheaper alternatives. (Admittedly I am cherrypicking this example: I don’t own airpods, but I am using a Macbook Pro from 2013, which may have been overpriced too.)

How status allows Apple to improve its margins

From the perspective of the Octalysis framework, Status is linked with two Core Drives, which I will get to shortly. But first, let’s define our terms.

Game Technique #1: Status Points (they still matter)

Now that we’ve commented on a few ways status works in our society, let’s drill down into Status Points.

Status Points are a numeric tracker that shows the growth of a player in the user journey, often symbolizing higher status in the ecosystem.

For now, we won’t go into visual design nor interaction design related to Status Points. Of course, how something looks and feels will also impact the user experience, often to a large extent.

Which Core Drives are Ignited?

Status Points make us feel accomplished and they also provide a signal to others. Therefore, Status Points are influenced by Core Drive 2: Development & Accomplishment and Core Drive 5: Social Influence & Relatedness.

Continue reading How Reddit.com uses Karma (Game Technique #1 – Status Points)