How Wikimedia, Duolingo, and Headset Engage Users: Gamification Examples April Week 4

Based on the framework by Yu-kai Chou. Written by Erik van Mechelen. Feedback from Octalysis Prime community members. 

Every day in Octalysis Prime, I share a game or gamification example that has captured my attention or persuaded me to do something, whether to simply spend a few seconds longer of attention or to click something or to later mention what I saw or experienced to a friend.

This list is the just a few from last week, with a touch more in detail explanations from the Octalysis design perspective.

WikiTRIBUNE

WikiTRIBUNE is combatting the downsides of algorithmic news services with a combined human, algorithmic, and community-based approach to create “evidence-based journalism”.

Game Techniques used:

  • Status bar (CD2): 5/10 journalists hired
  • Group quest (CD5): “Become a Supporter” call-to-action
  • Rigor test (CD1/5): “Evidence-based journalism”
  • Live supporter Count (CD5): Currently more than 8,000 supporters
  • Jimmy Wales Effect (CD1/5): Jimmy Wales is an icon for his work with Wikipedia, which should draw support just for this affiliation alone
  • Octalysis Prime member Ove also had this to say:

The *26 days* will eventually get down to a few days, and then it will work?
It’s something they have 100% control over (not like the number of supporters), and I bet they will move the amount to 8 when there is about 5 days to go. :grinning:

It’s funny how the purpose of the site is to sign up supporters, but they only have a visible goal for the number of hired journalists.

Ove correctly calls out the scarcity element. As the deadline approaches, this mechanic should work even better as people hurry to avoid missing out as a founding supporter.

Headset

Headset gives the user access to curated music on YouTube and Reddit without directly logging into either service via a Mac app.

The links to Reddit Radio create curiosity (as music is added their daily). The Collection allows for personalization over time. A great way to find and collect music ad-free, and for free.

Duolingo adds clubs to wake up dormant users

From Octalysis Prime member Ulric aka “Xiaogou”, who, like me, uses Duolingo avidly.

He found a new addition to the Club feature, which has sprung dormant users back to life!

FYI: I have been using Duolingo for about 5 months now. Until 2 weeks ago it has been pretty much dead. I have been following around 30 people and once a month or so, a few would get on and use Duolingo a day or two then nothing. There were weeks no one would even use Duolingo.

Two weeks ago Duolingo changed the way they did clubs. Before clubs were by invite only. Now one can create a public club in which anyone can join. Suddenly, user activity has jumped from almost nothing to 10 to 20 people that I have been following are now active throughout the week. Things are pretty aggressive amongst the hard core players, but even the casual players are on almost daily. This is a strong CD 5 and with notifications when someone passes your score posted to your mobile device CD 8. This has become exciting for the users. Only negative point is that there might be people using bots to play, but one ignores these players it is pretty fun.

Xiaogou is right on the money with Duolingo’s new social influence and relatedness game mechanics.

Keep your eyes open for gamification

If you want to share…please do in the comments, or in the Octalysis Prime Slack community itself!

To join the community, you’ll have to be a member of Octalysis Prime.

These gamification examples are brought to you by the community of Octalysis Prime.

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2 thoughts on “How Wikimedia, Duolingo, and Headset Engage Users: Gamification Examples April Week 4”

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