
Actionable Gamification: Beyond Points, Badges, and Leaderboards

Richard Bartle’s Four Player Types (Achievers, Socializers, Explorers, and Killers)
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
When you fail in your core competency, instead of deleting the app in anger, users actually rush to solve the problem for you.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
where a game designer no longer needs to continuously add additional content to keep the activity fresh and engaging. The brain simply entertains itself.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
people do not take actions that are necessarily the most economical, but actions that make them feel the smartest.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
the reason you are using a product on Day 1 is often very different from that of Day 100.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Product Gamification Workplace Gamification Marketing Gamification Lifestyle Gamification
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
creating engagement and loyalty in their experiences.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
motivation, where you are engaged because of a goal or reward, and intrinsic motivation, where the activity itself is fun and exciting, with or without a reward.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
(Often times this could be seen if the gamified system has a no-brainer dominant strategy95, which falls under Choice Perception.)