Speakers, Draft Program Up For Serious Games Conference

Image credit: Serious Play Conference

Check out the more than 80 sessions, line up of speakers for Serious Play 2020! Choose sessions from any track to learn about how serious games and VR simulations are changing education and training.
Speakers will dissect programs they’ve developed, explaining the challenges, to help you understand how to choose or make a training. The conference theme, “The Evaluation, Assessment and ROI of Serious Games,” will help you understand how to selector build in the tools to understand the value of your program and more about participants.

Participate in a Make a Game Workshop. Network. Read the rest

How to Design a Game Experience: 5 Tips to Get Started

My name is Sergio. I am one of the Octalysis Prime members who took part in Food Heroes Challenge 2. This challenge made the Octalysis Prime community want to contribute to making the Food Heroes user experience more and more engaging for many kids who, together with their parents and teachers, discover and develop better … Continue reading How to Design a Game Experience: 5 Tips to Get Started

The post How to Design a Game Experience: 5 Tips to Get Started appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: https://yukaichou.com/gamification-guest-posts/how-to-design-a-game-experience-5-tips-to-get-started/Read the rest

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 … Continue reading China Social Credity System, Part 1 of 3

The post China Social Credity System, Part 1 of 3 appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: https://yukaichou.com/gamification-examples/china-social-credity-system-part-1-of-3/Read the rest

Does Fear of Missing Out Work?

I saw this on LinkedIn and thought I’d respond…it turned into a short blog post. 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 … Continue reading Does Fear of Missing Out Work?

The post Does Fear of Missing Out Work? appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: https://yukaichou.com/gamification-examples/does-fear-of-missing-out-work/Read the rest

Game Loops in World of Warcraft, 2 of 2

Missed Part 1 of the series? Watch Part 1 now. Not sure what a Game Loop is? Try How to Make Game Loops, Part 1/4. In Part 2 of this series, Yu-kai continues to explore World of Warcraft’s remarkable Game Loop. When Battle of Azeroth came out, Yu-kai gave World of Warcraft a shot. After … Continue reading Game Loops in World of Warcraft, 2 of 2

The post Game Loops in World of Warcraft, 2 of 2 appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: https://yukaichou.com/chou-musings/game-loops-in-world-of-warcraft-2-of-2/Read the rest

Endgame Loot Design: World of Warcraft vs Diablo III

Hey Primers. Today, we’re going to talk about the endgame loot design systems, between World of Warcraft, and Diablo III. We will see how they apply different understandings of commitment and reward within their player experience. This video was originally published on OctalysisPrime.com And this relates to this topic that we talked about a little … Continue reading Endgame Loot Design: World of Warcraft vs Diablo III

The post Endgame Loot Design: World of Warcraft vs Diablo III appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: https://yukaichou.com/octalysis-prime/endgame-loot-design-world-of-warcraft-vs-diablo-iii/Read the rest

Game Loops in World of Warcraft, 1 of 2

How does World of Warcraft really work from an Octalysis Gamification design perspective? In this previous series, Yu-kai discussed how to create meaningful game experiences by adding Boosters which upgraded plain Activity Loops to the more powerful and engaging Game Loops. For years, Yu-kai didn’t want to touch World of Warcraft because of his obsessive … Continue reading Game Loops in World of Warcraft, 1 of 2

The post Game Loops in World of Warcraft, 1 of 2 appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: https://yukaichou.com/gamification-analysis/game-loops-in-world-of-warcraft-1-of-2/Read the rest

How to Build Game Loops, Part 4 of 4

Last one in the series! (At least until the World of Warcraft followup!) Did you miss Parts 1-3? Go watch them: Part 1 | Part 2 | Part 3 In this last part of the series, Yu-kai talks about how Geomons work within the Game Loop of Octalysis Prime. Yu-kai also discusses how to create … Continue reading How to Build Game Loops, Part 4 of 4

The post How to Build Game Loops, Part 4 of 4 appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: https://yukaichou.com/gamification-analysis/how-to-build-game-loops-part-4-of-4/Read the rest

How to Build Game Loops, Part 3 of 4

Did you miss Part 1 and Part 2? Go watch them: Part 1 | Part 2 Or Skip to Part 4. By teaching and mentoring his team at The Octalysis Group, Yu-kai has helped his consultants help the likes of Lego and Volkswagen to develop meaningful customer and loyalty experiences. Now you can learn how … Continue reading How to Build Game Loops, Part 3 of 4

The post How to Build Game Loops, Part 3 of 4 appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: https://yukaichou.com/gamification-analysis/how-to-build-game-loops-part-3-of-4/Read the rest

How to Build Game Loops, Part 2 of 4

In this post, we continue our study of powerful Game Loops, which are activity loops improved by the addition of one or more Boosters. These Boosters transform an experience into a Game Loop through the addition of Core Drive 3: Empowerment of Creativity & Feedback, arguably the most important Core Drive for a player’s meaningful … Continue reading How to Build Game Loops, Part 2 of 4

The post How to Build Game Loops, Part 2 of 4 appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: https://yukaichou.com/gamification-analysis/how-to-build-game-loops-part-2-of-4/Read the rest