
Actionable Gamification: Beyond Points, Badges, and Leaderboards

this is a badge that can only be earned in a few places, in a very narrow window of time.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Beginner’s Luck (Game Technique #23), where people who are extremely lucky the first time they do something feel that they are somehow destined to do it.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Chase Picks Up The Tab program
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
The odds of an entrant winning the competition could be based entirely, or at least partially affected, on the community voting. In that way, an added Desired Action of “promoting our brand to all your friends!” comes into effect.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
The key strategy here is that the experience designer should dangle the threat of a large setback (the Ultimate Loss), but should only implement (if at all) small marginal setbacks (the Executable Loss) to emotionally train the user in taking the Ultimate Loss more seriously. The Executable Loss reinforces the avoidance. As a general rule from my o
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The company launched an especially appealing sweepstakes contest for teenagers in Hong Kong. Users are offered a free app called “Chok.” During each evening, a television commercial will run, asking fans to open the app and shake their phones to catch virtual bottle caps and earn mobile games, discounts, and sweepstakes entries187.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Oren Klaff, author of Pitch Anything, states that during meetings, people pay attention to what you say until they can fit you into a pattern that they have previously recognized178. Once they fit you into a recognized pattern, they immediately zone out. Therefore, it is important to give a pitch that continuously serves unexpected and unpredictabl
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The intellectual consciousness only wants to be disturbed when it is absolutely necessary, such as when a threat is present or when the brain encounters new information it hasn’t processed before.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Most of the time, the “Desired Action” is for people to stay until the end of the event, and therefore the results of the raffle is announced towards the end of the schedule.