
Actionable Gamification: Beyond Points, Badges, and Leaderboards

“Torture Break” (Game Technique #66), where a user must wait an interval of time regardless of their actions, a game technique to be explored under Core Drive 6: Scarcity & Impatience.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Unpredictability is the Core Drive of constantly being engaged because you don’t know what is going to happen next.
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
the game also gives you two options: ask your friends to give you a life (Social Treasure), or pay right now (Anchored Juxtaposition). See how all these game techniques work together to become a holistic motivational system towards Desired Actions?
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Appointment Dynamics (Game Technique #21)
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Milestone Unlock (Game Technique #19)
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
If you have played the popular hit game Candy Crush, have you ever wondered why when you don’t make a move for a few seconds, the game shows you a “Glowing Choice” (Game Technique #28) of a possible solution that is often not the optimal way to match the gems?
Yu-kai Chou • Actionable Gamification: Beyond Points, Badges, and Leaderboards
Level III and factor in the different player types. This will allow you to see how different types of people are motivated at different stages of the experience.
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
game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations.