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Sail to Phú QuốcThe author points out that many people think gamification means adding points, badges and leaderboards (PBL), and the results are limited. Real gamification should be “Human-Focused Design”: first understand why people want to do something, then design the experience.
He observes that good games make people willingly spend huge amounts of time not because of rewards, but because the games satisfy people's intrinsic motivation.
The author organizes human motivation into eight core drives, arranged as an octagon:
The author compares the eight drives in two further groupings:
He cautions: rely too much on extrinsic rewards, and once the rewards stop, the behavior stops too.
The author believes design must consider users' motivation at each phase:
Each phase suits different core drives; one trick won't work everywhere.
The book is full of cases: how social games use collecting and social features to bring people online every day, how e-commerce creates scarcity with limited-time offers, how learning platforms use progress bars and levels to create a sense of accomplishment, and how companies use gamification to boost employee engagement and healthy habits.
The author also warns that gamification isn't manipulation: if you use only Black Hat techniques, short-term numbers may look good, but in the long run you'll lose users' trust.
The author offers a design process: first define the business metrics (which numbers to improve), the users (who they are and what they care about), the Desired Actions (what you want users to do), the feedback mechanics and the rewards. Then use the Octalysis framework to check which core drives the current experience is strong or weak in, and fill in the missing drives for each phase.
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