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1. Introduction ............................................................................................................................................................. 3
2. Yu-Kai Chou............................................................................................................................................................. 3
4. Gamification ........................................................................................................................................................... 4
5. Octalysis ................................................................................................................................................................... 7
5.4.2. Play................................................................................................................................................................ 10
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5.9. Loss & Avoidance ................................................................................................................................................. 13
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1. Introduction
The latest years, gamification becomes a more and more popular term. Gamification literally means ‘using game-
like elements to make something more fun’. As soon as you adopt a score keeping mechanism for a certain task,
or you introduce competition, you are using gamification. Nowadays we see all kind of gamification techniques all
around us. Advertisements, casual games, the internet, super markets, TV. It’s more apparent than we would ever
realize. In our search for tools to help us creating (serious) games, we encountered a framework called Octalysis.
This framework, by Yu-Kai Chou, introduces us to a new way of thinking about how games try to tinker with the
emotions of the user. The unique approach Chou uses, is fresh and gives you get a better insight in what players
think and feel when playing games. Octalysis consists of 8 core drives each describing a certain emotion a player
can feel. Later in this document you can read more about them in detail.
We noticed Octalysis can be a unique tool to communicate about games. Later in this document, we will describe
how it can be used in brainstorm sessions. The unique way Chou presents his framework makes it easy and
comprehendible. His book titled ‘Actionable Gamification: beyond points, badges and leaderboards’ gives the
reader better insights in how to approach gamification. Together with his blog and website, it is a deep exploration
into what gamification really is. Throughout this document, we’ll give a summary of each Core Drive, combined
with some examples from the book or from our research.
2. Yu-Kai Chou
One of the very early pioneers in this domain is Yu-Kai Chou. As a gamer, he played Diablo II quite a lot. He and his
friends spent many hours in the game. He was actually quite the hardcore Diablo II player. With 5 characters above
level 90 and even a couple above level 96, you could tell he had a lot of hours on the counter. As his friends quit
playing Diablo II, he didn’t felt like playing alone, so he decided to also quit the game. It was then that he felt a
big emptiness taking control over him. He realised that all of this hours he had put in the game, were meaningless.
He hadn’t achieved anything in real life by putting that many hours into a computer game. He wanted to play a
game with an outcome that actually had some effect on the real world.
He realized that game was life itself and soon he treated life as some kind of adventure in which he had to level
up, accept and complete quests and where you could steadily advance to some kind of next level. The two main
questions he wanted to solve from then on where:
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3. What are games?
There is a lot of discussion about the exact definition of a game. Games can be very complex, but also very simple
if need be. Therefore, an exact definition that encloses all specifications of a game is far from easy. Several
researchers have tried to formulate one:
GAMES ARE…
This are only three of many possible definitions. There are many more, but here you can already see that the
opinions about the exact definitions differ. Defining a games is thus a very hard task. From the above definitions,
we can filter out that games are perhaps something we do voluntarily, that they are playful and that there are
goals to be achieved or (un)necessary problems that need to be solved. It could or could not be a pretended
reality. Games could be based on an existing ruleset, e.g. FIFA, but they can also have a ruleset that the game
designers themselves came up with, e.g. Skyrim.
4. Gamification
We now know that games are fun and, most of the time, voluntary activities which encourage problem solving
thinking by following certain rules. Games are as old as humans and have evolved a lot throughout the history.
Together with this evolution, the usage of gaming elements in non-game related activities has evolved too. From
this evolution, gamification was born. The last 4 years, gamification really hyped because of social networks like
Facebook on which we saw games like FarmVille and Candy Crush appearing. Each of this games mastered the
art of gamification in some kind of disturbing way. Zynga maybe earned a lot of money with their games, but they
are mostly based on Black Hat Gamification, which will be discussed later in this document. And in this case, this is
not really a positive thing.
1 http://www.gartner.com/technology/research/methodologies/hype-cycle.jsp
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F IGUUR 1. G ARTNER 2011 HYPE CYCLE
The graph states that gamification would need another 5 to 10 years before it would become mainstream. First it
has to pass the trough of disillusionment before it would reach the point of becoming mainstream. This through
symbolized the point where experiments fail to deliver and companies have to adapt their products to the
satisfaction of the early adopters using it. After that a technology reaches the slope of enlightenment on which
more instances of the technology start to crystalize. More and more companies start to use this technology and
they feel more comfortable in using it because the early adopters proved that it might be working. The last stage
of this hype cycle is the plateau of productivity. At this stage, a technology has proven itself enough to start paying
off. It is easily accessible and mainstream adoption starts to take off. If we look at the Hype Cycle of 2014, we see
that gamification just passed the peak of inflated expectations. So it is on its way to become mainstream.
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4.2. Do you know why…
Yu-Kai Chou started to investigate why people got addicted to certain games or even certain products. He gives
the example of some children not having a great work attitude at school, easily being distracted and in general
don’t have a strong work ethic. Except when it comes to playing games. Suddenly they turn into very hard working
individuals wanting to beat that one, single mission the best they can. Why do kids get out of bed at 3 a.m. to help
in a raid in World of Warcraft with some people on the other side of the planet? Is it just because they have to? Or
is it because they like to miss some sleep?
According to Chou, children are excited about levelling up their character. They really want to get those extra
points or that particular new skill. Until they do, they won’t be able to defeat that nasty boss waiting at the end of
the level. The ‘why’ is clear for them here. Compared to school tasks in which for the child itself, the ‘why’ is not
always as clear. Adults know that you have to learn to write and read, to calculate and to know some basics about
geography. It is important for your life later on, but as a child, you don’t know that. In that game the child plays at
night, the ‘why’ is lying somewhere in the near future being the end of the level, or the next raid. In the real life,
these goals are much more subtle and less clear. This is where gamification can come in. By creating goals that are
much more graspable and reachable in a short period of time, the child can be motivated to overcome the
obstacles to get there. The same goes for adults, but then it’s just on a whole other level of communication.
There is a reason that there are popular brands such as Apple that manage to reach whole new levels of success.
People wait hours in line to get to the newest iPhone, just because they can. Why do people bid on eBay like crazy
addicts? These are questions that you can solve thanks to gamification. With Octalysis, it becomes clear which
game techniques trigger the necessary emotions.
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to take photos of people playing games. The result is remarkable and explains exactly why games are so
compelling to a lot of people. Eight portraits show people that are probably not realizing they are expressing
extreme emotions. Because of the events happening in the games they were playing, these people expressed the
emotions displayed. Octalysis is a tool that helps game designers think about how to trigger these emotions. Chou
analyses brings several techniques forward on how to approach different kinds of game design problems.
5. Octalysis
5.1. Overview
Octalysis exists out of 8 core topics, or Core Drives like Chou calls them. Each of them represents different types of
motivation that drives a player forward in playing games. The name Octalysis is derived from the shape of the
framework. By placing these eight cores strategically, you get an octagonal shape. The top half of the shape
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contains the White Hat elements, whereas the bottom half of the shape contains Black Hat elements. Further in this
document, this will be further explained. Chou also splits the framework in a left and right section. In the left part of
the framework, you’ll find Left Brain elements. Obviously, the right part contains the Right Brain elements. Let’s have
a quick overview of all the Core Drives.
Epic Meaning & Calling : The core drive that triggers when a player is on quest that makes him doing
something ‘greater’ than himself. He is the chosen one and he can actually make the difference.
Development & Accomplishment : People want to achieve things, they want to feel great by being
challenged and succeeding in that challenge.
Empowerment of Creativity & Feedback : When a player gets the freedom to combine things and be
creative with the game mechanics he is presented, this Core Drive comes into play.
Ownership & Possession : Controlling something, or having accumulated certain things, is very appealing
to some people.
Social Influence & Relatedness : A human being is a very social animal. Showing off and getting together
with others can be very rewarding.
Scarcity & Impatience : When you have the feeling you desperately need something because its unique,
you’ve probably been influenced by this Core Drive.
Unpredictability & Curiosity : Knowing that something big and rewarding can happen, but not knowing
when it will happen can be very addicting.
Loss & Avoidance : Avoiding to lose something can be a trigger to keep focused and stay active on a
game or task.
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The same goes for Waze, the GPS app people can contribute to, to help the community avoiding traffic. In the
beginning, traffic was symbolized as a big, evil snake that you had to defeat by avoiding it. Think of snake, but then
in real life. By pointing out the community where there are road works or traffic jams, you could help them avoiding
the snake. Other people do the same, and you could be helped in return. This is a very powerful mechanism.
People feel part of a greater and bigger story. What they do can really help other people. And that feeling is
priceless. Especially when, by using the app, they can get benefit themselves.
Foursquare is based on the same principles. If you check in somewhere regularly, you will become the major. You
will feel important and everyone will see that you are the major. You’ve not become major by going there once,
you are a regular and people tend to ‘defend’ that position by keep going there.
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F IGUUR 5. P RESTIGE BADGES IN C ALL OF D UTY : M ODERN WARFARE 2
Chess is one of the oldest games that we know. The basic rules are very simple and straightforward, yet the game
can gave a complexity that can be very daunting to begin with. People have been obsessed by being good at it
and becoming the world champion is the result of years of hard work and study. Since the invention of the computer,
people have been intrigued by creating a computer that could beat a human in playing chess. They’ve already
succeeded, but the question you could ask is: Why is it so hard to beat a human in a game of chess? Computers
can think much faster than us and can generate much more possible moves. Why do they have such a hard time
in beating the world champion? This has everything to do with this core drive.
5.4.2. Play
This Core Drive can also be referred to as ‘Play’. If you look at a child, you know what this means. A child can be
endlessly creative when it comes to playing with simple toys. It combines, it imagines, it envisions, in short, a child
‘plays’. A human being can be very creative. If we are being put in a certain situation with some tools and/or
methodologies, we are able to combine these to find unique strategies and create our own compelling experience.
Granted we are assigned a certain goal of course. As mentioned before, Starcraft II is immensely popular. The
game fits the description perfectly. It puts the gamer into some kind of war situation with a defined goal: defeating
the enemy. The game also gives the player a range of tools and possible methodologies he can use. Each race in
the game has its own perks and benefits, but also has some negative sides. It’s up to the player and his creativity
to combine the given tools and methodologies to use all these to his advantage and beat the other player. The
combinations are endless and that is probably why this game is so popular.
Another very good example of this Core Drive is lego. It is a child’s favourite toy to play with. Lego has a couple of
different blocks to play with, but the possibilities are endless! This toy unleashes creativity in children or even adults.
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You can do a little test by giving the same amount and the same type of blocks to two children. Ask them to build
something with it and you’ll get two totally different outcomes. The children let their imagination come to life with
this toy and they just ‘play’. Nathan Sawaya was a lawyer before becoming a LEGO artist. He creates beautiful
‘sculptures’ only using LEGO bricks. Being part of a creative process can lead to happiness!
A more real world example would be IKEA. At IKEA, everybody buys Build-It-Yourself furniture. The fact that you build
the furniture yourself is very important. It makes you very proud of having built it yourself. IKEA uses the Core Drive
of ownership and possession to their advantage. You’ll be more eager to take care of something you have created
or built yourself than something you just buy in one piece. The same goes for collections. You’ll want to continuously
expand the collection while taking care of it as something very precious.
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somebody else. An example of a company using this effect is eBay. If users are the highest bidder in an auction
they are more willing to bid aggressively to stay the highest bidder. A remarkable thing about this effect is that it
disappears as soon as you own something as a token ‘for exchange’. For instance, a shoe seller won’t feel any
attachment with the shoes he has to sell.
In Parallel Kingdom, as a new player you get a mentor. This mentor is a more experienced player who is willing to
teach you the tricks of the trade. By giving you some basic gear to start with and taking you along in the new world
you are exploring, gives you a kickstart in the game. You look up to your mentor as the one who helped you and
learnt you about the game. You get inspired by him. It’s even that bad that you can’t quit the game because you
would have the feeling that you are letting down your mentor. After all, he put all his time in you so you could
become a valuable asset for his own guild. Mentorship is a powerful tool to keep players in the game. They don’t
want to upset their peers by quitting the game, so they keep playing.
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bit to refill them. This is a commonly used game technique and is called the Torture Break. You have to quit the
game, unless you pay, and wait for your lives to replenish.
In Geomon, a pokemon-like game, players could collect and catch monsters by being in a certain place at a
certain time. Some monsters had simple conditions to be found, but others really were hard to get by. The Mozzy,
for example, could only be catched when you were in a really hot place close to the office of Mozilla Organisation.
This makes this monster very rare, so players would do anything to get one.
One of the biggest games of the last decades is without doubt World of Warcraft. This game keeps millions of
players locked to their screens for days. How do they do that? The world of WoW is so diverse and big that it contains
a lot of unpredictable stories and quests. You never know what will happen next. Above all, the developers keep
creating new content for the game each year to keep the players hooked.
In poker, the worst hand you can get is not the smallest hand, but the second greatest hand. If you have a great
hand, you will be tempted to call or bet along with your fellow players. This could lead to a real betting war in which
you put a lot of money at stake. Let’s say you have called the flop and bet on the turn, and on the river the
opponent goes all in. It is very hard for you to not call that all-in, because you know at that point that all of your
bets and calls are lost. You don’t want to give up on the money you’ve already put in. Therefor you call the all-in,
only to see that you had the second greatest hand instead of the winning hand. Talking about a bummer, this is
quite the negative feeling. All because of the Loss & Avoidance Core Drive. Good players know when they need
to turn down, but before you get that good, you need to play a lot.
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