Defining Game Mechanics in a Gamification Context

Ok. I’ve approached game mechanics a few times, but the conversation still persists and the misuse of terms gets worse and worse! I wanted to put together a little glossary with contextual examples, based on my research – so feel free to disagree.

Mechanic: A distinct set of rules that dictate the outcome of specific interactions within the game.

  • Game Example: Digging blocks is the core mechanic. Crafting is another mechanic.
  • Gamification Example: The drag and drop mechanism in timeline sort challenge. The timer is also a mechanic as is the act of turning over cards in
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Sacrifice For More Motivation (The Noble Sacrifice)

You can’t do everything. So you have to choose. Some say you have to prioritize. But does prioritizing actually involve choosing? Does it involving making the really hard choice? The essential choice? Sacrifice, instead, forces you to choose. We already know the power of meaningful choices from Core Drive 3: Empowerment of Creativity & Feedback. … Continue reading Sacrifice For More Motivation (The Noble Sacrifice)

The post Sacrifice For More Motivation (The Noble Sacrifice) appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/behavioral-analysis/how-does-sacrifice-fit-into-motivation/Read the rest

Marco Segatto Analyzes Fitbit, Nike+, and Zombies, Run! using the Octalysis Tool

Using the Octalysis Tool —https://yukaichou.com/octalysis-tool/— is a fantastic way to practice using Octalysis and putting your design mind to the test with gamification examples found in the wild! Thank you to Marco Segatto for applying his gamification knowledge to Fitbit, Nike+, and Zombies Run! as part of his larger research. Try using the tool yourself, … Continue reading Marco Segatto Analyzes Fitbit, Nike+, and Zombies, Run! using the Octalysis Tool

The post Marco Segatto Analyzes Fitbit, Nike+, and Zombies, Run! using the Octalysis Tool appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/gamification-examples/marco-segatto-analyzes-fitbit-nike-zombies-run-using-octalysis-tool/Read the rest

Honest Work: Outcome Based Goals and Feedback

We at Motivait, recently moved office, which has offered me the chance to bring to mind a concept my Mum would refer to as “Honest Work”. What is honest work? In this case manual labour involved in building flat pack chairs and setting up networks, but in Mum’s definition, it is anything that has a physical or visible outcome. For instance, stacking shelves in a warehouse, putting up some shelves, creating a routine in a bit of software. Anything where you can quickly see results and even better, results you can be proud of.

As I sit in … Read the rest

Using Epic Meaning to Fuel Consistent Progress on Goals

Is epic meaning necessary to progress on goals? How can you use it to drive consistent progress and results. Using Epic Meaning to Guide Your 2018 Goals Once you’ve made a list of goals, you need to go out and achieve them. Day after day. Usually, Core Drive 2: Development & Accomplishment is the motivating … Continue reading Using Epic Meaning to Fuel Consistent Progress on Goals

The post Using Epic Meaning to Fuel Consistent Progress on Goals appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/behavioral-design/using-epic-meaning-to-fuel-consistent-progress-on-goals/Read the rest

Why Anti Core Drives Often Derail Progress on Your Goals

In Octalysis Prime, we often get member questions during our weekly  Town Halls. While we can’t share all member-discovered insights, here is an important introductory concept to understanding the Core Drives…the Anti Core Drives. For more on Anti Core Drives, read this article or this one about Loss & Avoidance specifically related to building ecosystems. … Continue reading Why Anti Core Drives Often Derail Progress on Your Goals

The post Why Anti Core Drives Often Derail Progress on Your Goals appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/gamification-analysis/draft-about-anti-core-drives/Read the rest

Moving from iPhone (iOS) to Android (Samsung S8)

Like many, I have been a happy iPhone user for many years now. My first was an iPhone 4. I have had several since then, up until the 6S, I have even had 3 iPads. I will be honest and say that I really have always liked iOS and the iPhones. To an extent, I still do.

However, the release of the iPhone X and iPhone 8 made me see a few cracks I had been ignoring with the iPhone. It showed me some issues with Apple’s business model as well. I was reminded that, just like all … Read the rest

6 Octalysis Prime Members in Guru Top 100

Every  month, Rise Global calculates and publishes the Top Gamification Gurus. See full list here. https://www.rise.global/gurus/r/2555721 Exciting news! 9 members of Octalysis Prime made the Top 100,  with Yu-kai taking #1. Members include Ercan Altug Yilmaz, An Coppens, Rob Alvarez Bucholska, Joris Beerda, Sabrina Bruehwiler, Albert Van Der Meer, Tiago Marinho Sizenando, and Mike Finney! … Continue reading 6 Octalysis Prime Members in Guru Top 100

The post 6 Octalysis Prime Members in Guru Top 100 appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/gamificationnews/6-octalysis-prime-members-guru-top-100/Read the rest