Actionable Gamification

This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design.

Actionable Gamification

Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key Features Explore what makes a game fun and engaging Gain insight into the Octalysis Framework and its applications Discover the potential of the Core Drives of gamification through real-world scenarios Book Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learn Discover ways to use gamification techniques in real-world situations Design fun, engaging, and rewarding experiences with Octalysis Understand what gamification means and how to categorize it Leverage the power of different Core Drives in your applications Explore how Left Brain and Right Brain Core Drives differ in motivation and design methodologies Examine the fascinating intricacies of White Hat and Black Hat Core Drives Who this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Handbook of Research on Gamification Dynamics and User Experience Design

Gamification design process “How to design gamification” (Morschheuser et al., 2018) • Octalysis as an analysis tool • Actionable Gamification and Gamified UK as ideation basis • Hooked as a design guideline.

Handbook of Research on Gamification Dynamics and User Experience Design

In today’s digital society, organizations must utilize technology in order to engage their audiences. Innovative game-like experiences are an increasingly popular way for businesses to interact with their customers; however, correctly implementing this technology can be a difficult task. To ensure businesses have the appropriate information available to successfully utilize gamification in their daily activities, further study on the best practices and strategies for implementation is required. The Handbook of Research on Gamification Dynamics and User Experience Design considers the importance of gamification in the context of organizations’ improvements and seeks to investigate game design from the experience of the user by providing relevant academic work, empirical research findings, and an overview of the field of study. Covering topics such as digital ecosystems, distance learning, and security awareness, this major reference work is ideal for policymakers, technology developers, managers, government officials, researchers, scholars, academicians, practitioners, instructors, and students.

Gamification in Education Breakthroughs in Research and Practice

Actionable Gamification. Beyond Points, Badges, and Leaderboards. Lean Publishing. Retrieved May 5, 2015 from: https://leanpub.com/actionable-gamification-beyond-points-badgesleaderboards Coakley, D., Garvey, R. O., Suilleabhain, G., ...

Gamification in Education  Breakthroughs in Research and Practice

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Press Start

Available: https://yukaichou.com/gamification-examples/octalysiscomplete-gamification-framework. Last accessed 20th April 2019. 2 Chou, Y. K. (2015) Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media.

Press Start

Do you know someone obsessed with a mobile game like Candy Crush? Have you ever felt a rush when you completed a task... and perhaps another when you crossed it off your to-do list? Or maybe you have that one running-obsessed friend who has to log everything on their fitness app? The fact is, these obsessions and 'highs' affect all of us, and they can be powerful drivers in terms of how we behave. In an increasingly commoditized world, marketers are always looking for new ways to influence or motivate us to be better engaged with their products, services, and brands. This is marketing gamification: the practice of taking the motivational elements of games (like challenges, achievements and teams) and applying them intelligently in real-life situations to improve engagement and performance. With many success stories from the likes of LinkedIn, Delta Airlines, Starbucks, and Duolingo, marketing gamification is already a well-established practice, but many businesses are wary of jumping in without a guide - especially as there have been so many high-profile failures. Written specifically for marketing professionals, Press Start explores the benefits and uses of gamification, and ties together motivational psychology and case studies with popular game mechanics and design principles. More importantly, the book will provide readers with a step-by-step guide for successfully designing their own marketing gamification solutions.

Gamification Mindset

Harvard Business Press, p 177 Chou Y-k (2015) Actionable gamification: beyond points, badges, and leaderboards. Octalysis Media Dille F, Platten JZ (2016) The ultimate guide to video game writing and design. Lone Eagle, pp.

Gamification Mindset

This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.

The Business of Gamification

He has created a well-known gamification framework known as “Octalysis” and is the founder of “The Octalysis Group” and the self-published author of Actionable Gamification, Beyond Points, Badges, and Leaderboards (Chou, 2015) about the ...

The Business of Gamification

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Ambient Intelligence

[3] suggested differentiating between intrinsic and extrinsic rewards while Chou proposed the Octalysis actionable gamification framework [2] which incorporates previous approaches in an attempt to realistically determine elements which ...

Ambient Intelligence

This book constitutes the refereed proceedings of the 15th European Conference on Ambient Intelligence, AmI 2019, held in Rome, Italy, in November 2019. The 20 full papers presented together with 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover topics such as embedded devices that can merge unobtrusively and in natural ways using information and intelligence hidden in the network connecting these devices (e.g., the Internet of Things). The main topic of AmI 2019 was “Data-driven Ambient Intelligence,” which follows the vision of Calm Technology, where technology is useful but does not demand our full attention or interfere with our usual behavior and activities.

Research Anthology on Developments in Gamification and Game Based Learning

The effects of the gamified flipped classroom environment (GFCE) on students' motivation, learning achievements and ... Gamification of a recycle bin with emoticons. ... Actionable Gamification Beyond Points, Badges, and Leaderboards.

Research Anthology on Developments in Gamification and Game Based Learning

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Next Generation Applications and Implementations of Gamification Systems

Actionable gamification - beyond points, badges, and leaderboards. Technical report. Octalysis Media. Crawford, C. (1984). The Art of Computer Game Design. McGraw-Hill, Inc. Hamari, J., Koivisto, J., & Sarsa, H. (2014).

Next Generation Applications and Implementations of Gamification Systems

Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.

Gamification and Consumer Engagement

User and player types in gamified systems. Retrieved from http://www. yukaichou.com/gamification-study/user-types-gamified-systems/#.VaZCaPn-XBo Chou, Y.-K. (2015). Actionable gamification: Beyond points, badges, and leaderboards.

Gamification and Consumer Engagement

In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies. Based on the constructs of shared value, consumer engagement and gamification, it creates a conceptual model and a research methodology to enable empirical testing and provide complex empirical research findings. The book demonstrates the use of game elements and the motivation to play games as a means of achieving a psychological effect, i.e., consumer engagement manifested through gamified activities and brand engagement. This joint empirical study, by an expert team, concludes that the analysis of consumer perceived value in the context of engagement in gamified activities should distinguish between not just the theoretically identified company/brand-related economic, emotional, functional and social values, but also between engagement-related social and functional values.

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Actionable gamification: Beyond points, badges, and leaderboards. Octalysis Group. ... Academic Course Gamification: The Art of Perceived Playfulness. ... An exploratory study of student engagement in gamified online discussions.

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

In Proceedings of the Second International Symposium of Chinese CHI (pp. 25-34). Toronto, Canada: ACM. 10.1145/2592235.2592240 Chou, Y.-K. (2016). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Leanpub.

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

As consumers increase their purchases from online retailers, businesses must find exceedingly innovative ways to increase customer engagement. While online gaming has become increasingly prevalent, motivating customers through the same means has gained greater importance for businesses. Utilizing Gamification in Servicescapes for Improved Consumer Engagement is a pivotal reference source that provides vital research on employing various gamification mechanics to alter and enhance certain behaviors in marketing contexts. While highlighting topics such as online gaming, user engagement, and target marketing, this book is ideally designed for retailers, advertisers, marketers, promotion coordinators, industry professionals, business executives, managers, researchers, academicians, and students seeking current research on bridging servicescapes and marketing literature with gamification.

HCI in Business Government and Organizations

Chou, Y.: Actionable Gamification: Beyond Points, Badges, and Leaderboards, Leanpub (2015) 3. McGonigal, J.: Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Books, New York (2011) 4.

HCI in Business  Government and Organizations

This book constitutes the refereed proceedings of the 9th International Conference on HCI in Business, Government and Organizations, HCIBGO 2022, held as part of the 23rd International Conference, HCI International 2022, which was held virtually in June/July 2022. The total of 1271 papers and 275 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 5487 submissions. The HCIBGO 2022 proceedings focuses in topics such as artificial intelligence and machine learning, blockchain, service design, live streaming in electronic commerce, visualization, and workplace design.

Visions and Concepts for Education 4 0

Chou observes in “Actionable Gamification” eight motivational gamification Core Drives of video games, structured in the so-called Octalysis framework: • Positive: Epic Meaning and Calling, Development and Accomplishment, Empowerment of ...

Visions and Concepts for Education 4 0

This book contains papers in the fields of Interactive, Collaborative, and Blended Learning; Technology-Supported Learning; Education 4.0; Pedagogical and Psychological Issues. With growing calls for affordable and quality education worldwide, we are currently witnessing a significant transformation in the development of post-secondary education and pedagogical practices. Higher education is undergoing innovative transformations to respond to our urgent needs. The change is hastened by the global pandemic that is currently underway. The 9th International Conference on Interactive, Collaborative, and Blended Learning: Visions and Concepts for Education 4.0 was conducted in an online format at McMaster University, Canada, from 14th to 15th October 2020, to deliberate and share the innovations and strategies. This conference’s main objectives were to discuss guidelines and new concepts for engineering education in higher education institutions, including emerging technologies in learning; to debate new conference format in worldwide pandemic and post-pandemic conditions; and to discuss new technology-based tools and resources that drive the education in non-traditional ways such as Education 4.0. Since its beginning in 2007, this conference is devoted to new learning approaches with a focus on applications and experiences in the fields of interactive, collaborative, and blended learning and related new technologies. Currently, the ICBL conferences are forums to exchange recent trends, research findings, and disseminate practical experiences in collaborative and blended learning, and engineering pedagogy. The conference bridges the gap between ‘pure’ scientific research and the everyday work of educators. Interested readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, industry-centric educators, continuing education practitioners, etc.

Business Management and Communication Perspectives in Industry 4 0

Actionable Gamification. Beyond Points, Badges, and Leaderboards. Lean Publishing. Retrieved May 5, 2015, from: https://leanpub.com/actionable-gamification-beyond-points-badgesleaderboards Coakley, D., Garvey, R. O., Suilleabhain, G., ...

Business Management and Communication Perspectives in Industry 4 0

Changes in the global economy bring new dynamics, concepts, and implications that require digitalization and adaptation. The new “normal” has changed, and companies must adopt such strategies if they want to survive in the ever-changing business environments. Business Management and Communication Perspectives in Industry 4.0 is a pivotal reference source that provides vital research on the planning, implementing, and evaluating of strategies for the new industry standards. While highlighting topics such as artificial intelligence, digital leadership, and management science, this publication theorizes about tomorrow’s business and communication environments based on the past and present of the concepts. This book is ideally designed for managers, researchers, educators, students, professionals, and policymakers seeking current research on blending managerial and communicational concepts with a multidisciplinary approach.

Digital Tools for Seamless Learning

Actionable Gamification. Beyond Points, Badges, and Leaderboards. Lean Publishing. Retrieved May 5, 2015 from: https://leanpub.com/actionable-gamification-beyond-points-badgesleaderboards Coakley, D., Garvey, R. O., Suilleabhain, G., ...

Digital Tools for Seamless Learning

In recent years, the use of technology has become increasingly integrated into classroom settings. By utilizing new innovations, students can be provided with a deeper learning experience. Digital Tools for Seamless Learning is a pivotal reference source for the latest scholarly material on the implementation of technology in modern classrooms and provides a thorough overview of how such applications assist in the learning process. Highlighting pedagogical approaches, theoretical foundations, and curriculum development strategies, this book is ideally designed for teachers, researchers, professionals, upper-level students, and practitioners actively involved in the education field.

Sustainable Construction in the Era of the Fourth Industrial Revolution

Gamify: How gamification motivates people to do extraordinary things. Retrieved from: books.google.com.ng Chou, Y. (2016). Actionable gamification. Beyond points, barges and leader boards. Fremont, CA: OctalysisMedia.

Sustainable Construction in the Era of the Fourth Industrial Revolution

This book provides readers with an understanding of various concepts, benefits, and practices that the adoption of Fourth Industrial Revolution (4IR) technolo>gies can bring when working towards sustainable construction goals. As digitalization continues to advance rapidly, the pressures on stakeholders in the architecture, engineering, construction, and operation (AECO) industry to revamp and restructure their activities and outputs become increasingly prev>alent. This research book explains the importance of various digital tools and principles to achieve sustainable construction projects. It adopts various stand>ards and concepts to highlight how 4IR technologies could assist and accelerate construction sustainability. It is the first book to link construction management with various digital tools to enhance construction projects’ sustainability. It also provides an in-depth insight into the concept of sustainable construction 4.0 across both developing and developed countries for construction professionals, sustainability experts, researchers, educators, and other stakeholders.The book can be adopted as a research guide, framework, and reference on sustainable construction, the concept of sustainable projects, digitalization in the construction industry, and the 4IR.

Design User Experience and Usability Theory and Practice

The principle of gamification is to optimize people's motivation - “actionable gamification” Chou [29]. In my opinion, the goal of a gamification system is consistent with user motivation, and its cornerstone is the core value and need ...

Design  User Experience  and Usability  Theory and Practice

The three-volume set LNCS 10918, 10919, and 10290 constitutes the proceedings of the 7th International Conference on Design, User Experience, and Usability, DUXU 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The total of 1171 papers presented at the HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The total of 165 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 55 papers included in this volume are organized in topical sections on design thinking, methods and practice, usability and user experience evaluation methods and tools, and DUXU in software development.

Advances in Web Based Learning ICWL 2017

In the gamification framework, the gamifier widget has a role to determine the place to trigger actions of a gamification in the learning service source ... Chou, Y.K.: Actionable Gamification: Beyond Points, Badges, and Leaderboards.

Advances in Web Based Learning     ICWL 2017

This book constitutes the proceedings of the 16th International Conference on Web-Based Learning, ICWL 2017, held in Cape Town, South Africa, in September 2017. The 13 revised full papers presented together with 9 short papers and 3 poster papers were carefully reviewed and selected from 56 submissions. The papers are organized in topical sections on Inquiry-Based Learning and Gamification; Learning Analytics; Social Media and Web 2.0-based Learning Environments; Assessment and Accessibility in Higher Education; Open Educational Resources and Recommender Systems; and Practice and Experience Sharing.

Interactive Collaborative Learning

Marczewski, A.: Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design. Blurb Inc. (2015) 7. Chou, Y.-K.: Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media, Fremont (2015) 8.

Interactive Collaborative Learning

This book presents the proceedings of the 19th International Conference on Interactive Collaborative Learning, held 21-23 September 2016 at Clayton Hotel in Belfast, UK. We are currently witnessing a significant transformation in the development of education. The impact of globalisation on all areas of human life, the exponential acceleration of developments in both technology and the global markets, and the growing need for flexibility and agility are essential and challenging elements of this process that have to be addressed in general, but especially in the context of engineering education. To face these topical and very real challenges, higher education is called upon to find innovative responses. Since being founded in 1998, this conference has consistently been devoted to finding new approaches to learning, with a focus on collaborative learning. Today the ICL conferences have established themselves as a vital forum for the exchange of information on key trends and findings, and of practical lessons learned while developing and testing elements of new technologies and pedagogies in learning.