Gamification Elements and Mechanics 1. Points / Points System The points system is one of the most commonly used and recognized game mechanics in gamification. It serves to measure a user's progression or activity within a game or gamified system. Here's a more detailed look at the types and subtypes you mentioned: Absolute Status Points or Experience Points: These points indicate the total progression or accomplishment of a player within a game. For example, as you complete levels in a video game, you earn experience points. The more points you have, the higher your level or status in the game. Marginal Status Points: These points measure progression for a specific time period, such as during a particular challenge or event in the game. After the challenge or event ends, these points may reset. One-Way Status Points: These points can only increase and never decrease. This could be used in a scenario where every action a player takes earns them points, and losing or failing does not subtract from their total points. Two-Way Status Points: These points can both increase and decrease. They might decrease if a user fails a task, performs a negative action, or lacks interaction for a certain period of time. Points can function in various ways, and their roles can greatly vary depending on the context: 1. Experience Points (XP): These points are generally gained through the completion of tasks or missions. They indicate the experience level of a player and often contribute to leveling up in the game. 2. Status Points: These points signify a player's rank or status within the game or community. They can often be used to unlock special abilities or items. 3. Redeemable Points: These points can be exchanged for rewards or perks. They are typically earned by completing tasks or reaching certain milestones. 4. Karma Points: These points are earned by helping others or contributing to the community. In some systems, they might improve a player's reputation. 5. Gift Points: These points are given as gifts from the game or other players. They might be used to purchase in-game items or advantages. 6. Reputation Points: These points reflect a player's reputation within the game or community. They are typically earned by contributing positively to the community or by achieving high ranks in the game. 7. Expiring Points: These points have a limited lifespan and expire after a certain period. This creates a sense of urgency and encourages users to stay active. These different types of points provide a variety of ways to motivate, engage, and reward players in a gamified system. The most effective type of points will depend on the specific goals and context of the system. All these concepts were discussed by prominent gamification experts like Andrzej Marczewski, Yu-kai Chou, Gabe Zichermann, Christopher Cunningham, Kevin Werbach, Dan Hunter, Janaki Mythily Kumar, and Mario Herger. 2. Progress / Feedback Progress and feedback are two fundamental elements in gamification that greatly impact the player's engagement and motivation. Progress: Progress in gamification refers to the advancement of a player towards a defined goal or set of goals. This can include leveling up in a game, reaching a certain score, obtaining specific achievements, or completing tasks or missions. Progress mechanics give players a sense of achievement and satisfaction. They show players that their actions have consequences, that they are moving forward, and that they are improving. They can also provide players with a roadmap, helping them understand where they are in the game and what they need to do next. Progress in gamification can be tracked and displayed in various ways, including: Points and Scoring Systems: As discussed earlier, points are a direct way of tracking and showing progress. Accumulating points can lead to leveling up or achieving other status markers. Leaderboards: These compare player progress against others, adding a competitive element. Achievements/Badges: These are awards given when players reach specific milestones or complete certain tasks. They serve as a record of a player's accomplishments. Progress Bars: Visual indicators that display how far a player has advanced towards a particular goal. Feedback: Feedback in gamification refers to the responses or reactions provided to players based on their actions or decisions in the game. This could be immediate or delayed, and can take a variety of forms, from simple notifications to complex narrative responses. Feedback is crucial in gamification because it informs players about the outcomes of their actions, helps them learn and improve, and enhances their sense of agency and engagement. Different types of feedback used in gamification include: Immediate Feedback: This is provided right after a player's action or decision. It's crucial for helping players understand the direct consequences of their actions. Immediate feedback could be auditory or visual (like a sound or an explosion), textual (an on-screen message), or even haptic (a vibration in a handheld controller). Delayed Feedback: This is feedback that comes sometime after a player's action. It can create anticipation and can be used to reflect the results of actions that have complex or long-term consequences. Positive Feedback: This affirms and rewards a player for a successful action or decision, such as earning points, unlocking achievements, or progressing to a new level. Negative Feedback: This shows a player that an action or decision was unsuccessful or suboptimal. It can discourage certain behaviors and guide players towards more effective strategies. In summary, progress and feedback are essential in gamification because they help shape player behavior, enhance learning, and increase engagement and motivation. They provide players with a sense of achievement, show them their actions have meaningful consequences, and guide them towards effective strategies and success in the game. 3. Leaderboards / Ladders / Ranking Leaderboards visualize users' achievements and competition standing. It can be designed as a black hat (can induce frustration) or white hat (can induce satisfaction) technique, necessitating an understanding of your audience. Leaderboards, ladders, and ranking systems are common elements of gamification used to instill a sense of competition and achievement among users. Here's some detailed information on each: Leaderboards: A leaderboard is a rank list that showcases the top performers, usually in descending order. It's a direct, clear way of indicating who is leading in a competition or game, and by how much. Leaderboards can incentivize players to strive for improvement, foster a sense of competition, and create a social element to the game or task. They can be used to rank any performance metrics, such as scores, completion times, or earned points. However, it's essential to design leaderboards carefully, as poorly-designed ones can demotivate those who are far from the top. Solutions can include segmenting leaderboards (by region, friends, or other relevant groups), using percentile or tier-based rankings instead of absolute ones, or periodically resetting scores to give everyone a fresh start. Ladders: Ladder systems are a type of competitive ranking system where players are arranged like the rungs of a ladder. Players can challenge those above them, and if they win, they swap positions. This system is often used in competitive games, such as chess clubs or online video game matches. Like leaderboards, ladders provide a clear ranking and a sense of progression. But they also add a strategic element, as players must decide who to challenge to rise the ranks. The key to a successful ladder is ensuring matches are fair and meaningful, usually by limiting who you can challenge to those near your rank. Ranking: Ranking systems categorize players based on their performance, often into tiers or levels. They can be used alongside leaderboards and ladders or independently. Rankings can provide a sense of progression and achievement, as players can aim to rise to higher tiers. They can also be used to match players of similar skill levels together, ensuring fair and engaging competition. Ranking systems can take many forms, from simple numeric levels (Level 1, 2, 3, etc.) to thematic tiers (Bronze, Silver, Gold, Platinum) to more complex systems like the ELO rating system used in chess. Each of these elements - leaderboards, ladders, and rankings - can greatly enhance engagement in gamification by adding competitive and social elements, rewarding achievement, and giving players clear goals to strive for. But as with all gamification elements, they must be designed thoughtfully to ensure they enhance rather than hinder motivation and enjoyment. Leaderboards can be organized: Geographically Socially By experience level Contextually By the period of time Leaderboards can also compare content, popular posts, or other creative aspects to motivate users. Discussed by: Andrzej Marczewski, Yu-kai Chou, Janaki Mythily Kumar, Mario Herger, Gabe Zichermann, Christopher Cunningham, Kevin Werbach, Dan Hunter 4. Guilds / Teams Guilds and teams are common elements in many games and gamified systems, providing a social and cooperative element that can greatly increase engagement and enjoyment. Here's more detailed information: Guilds: A guild is a group of players who come together for a common purpose. This concept originates from MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft, where players form guilds to take on challenging content that requires teamwork and coordination. Guilds offer social interaction, cooperation, and shared identity. Members often help each other by sharing resources, advice, and support. Guilds may have their own ranks and roles, offering leadership opportunities and creating a micro-society within the game. In a gamified system, guilds can offer similar benefits. For example, in a fitness app, users might form guilds to motivate each other, share workout plans, and compete against other guilds. Teams: Teams are similar to guilds but are typically smaller and may be formed for a specific task or competition. In games, teams might compete against each other in matches or work together to complete a shared goal. In gamification, teams can foster collaboration, competition, and a sense of belonging. For example, in a workplace gamified system, employees might form teams for a sales competition, a collaborative project, or a learning challenge. In both guilds and teams, the social interaction and shared goals can increase motivation and engagement. By working together, individuals can accomplish more than they could alone, and the social connections can make the experience more enjoyable. Moreover, the concept of guilds and teams opens up opportunities for more game mechanics, such as inter-guild or inter-team competitions, cooperative challenges, and social recognition for team accomplishments. It's important to note, however, that not all players or users will enjoy the social aspect of guilds and teams. For some, it may feel like a source of pressure or conflict. Therefore, it's important to design these systems in a way that they add value to the experience and don't become a requirement for progress or success. Discussed by: Andrzej Marczewski, Kevin Werbach, Dan Hunter 5. Physical Rewards / Prizes Certainly! Here is some more information regarding the benefits that come from external sources and can be used for user motivation: Benefits coming from an external source refer to tangible rewards or incentives that are provided to users to motivate their behavior, engagement, or achievement. These benefits are often offered by organizations or platforms as a way to recognize and reward users for their contributions or accomplishments. Here are some key points related to external benefits: 1. Motivation and incentive: External benefits serve as powerful motivators for users. By offering desirable rewards, organizations can incentivize users to engage in desired behaviors, such as achieving goals, completing tasks, or contributing to a community. These benefits tap into users' desire for tangible rewards and provide an additional layer of motivation beyond intrinsic factors. 2. Financial rewards: Examples of external benefits include salary increases, bonuses, and paid vacations. In work or employment contexts, these financial rewards can motivate employees to perform at a higher level, achieve specific targets, or demonstrate exceptional performance. Financial benefits are often seen as valuable and can have a direct impact on a person's quality of life. 3. Material rewards: External benefits can also include material possessions or upgrades, such as club memberships, service upgrades, or mobile phones. These rewards provide users with tangible items or access to exclusive experiences, which can increase their sense of value and satisfaction. Material rewards often have a symbolic significance and can enhance a user's social status or perception of personal achievement. 4. Recognition and prestige: External benefits can contribute to users' sense of recognition and prestige. By receiving rewards, users gain acknowledgment for their efforts and accomplishments. This recognition can be highly motivating and can boost users' self-esteem and confidence. Additionally, prestigious rewards or memberships can enhance a user's reputation and social standing. 5. Personalization and choice: Offering a range of external benefits allows organizations to personalize the rewards and cater to individual preferences. By providing users with a choice of benefits, such as different vacation destinations or service upgrades, organizations empower users to select rewards that align with their personal interests and preferences. This personalization increases the perceived value of the rewards and enhances user satisfaction. 6. External validation: External benefits can serve as a form of external validation for users' achievements or contributions. By receiving tangible rewards, users gain concrete evidence of their success and efforts, which can reinforce their sense of accomplishment. This external validation can be particularly impactful for individuals who value recognition from others. The experts mentioned in your request, including Andrzej Marczewski, Yu-kai Chou, Kevin Werbach, Dan Hunter, Janaki Mythily Kumar, and Mario Herger, have likely discussed the role of external benefits in user motivation and engagement. Their insights and research can provide further depth and understanding on how external benefits can be effectively utilized to motivate and reward users. 6. Badges / Achievements Badges and achievements are virtual symbols or representations that are awarded to users to signify their accomplishments. These can be found in various contexts, such as in gaming, online learning platforms, or productivity apps. Here is a more detailed explanation of the benefits associated with badges and achievements: 1. Provides guidance and feedback: Badges and achievements can serve as a form of guidance for users, providing them with a clear roadmap of tasks or goals to accomplish. By earning badges along the way, users receive immediate feedback on their progress and can adjust their efforts accordingly. 2. Creates higher performance expectations: The presence of badges and achievements sets higher performance expectations for users. As users strive to earn these symbols of accomplishment, they are motivated to improve their skills, knowledge, or performance in order to meet the standards associated with each badge. 3. Increases user self-efficacy: When users earn badges and achievements, it boosts their self-efficacy, which is the belief in their own ability to succeed. By receiving recognition for their accomplishments, users gain confidence in their skills and are more likely to tackle new challenges or set higher goals. 4. Supports social proof: Badges and achievements act as a form of social proof, demonstrating to others that a user has achieved certain milestones or possesses specific skills. This social proof can be valuable for building credibility, attracting opportunities, or gaining recognition within a community or professional network. 5. Stimulates social comparison: Badges and achievements stimulate social comparison among users. When users see others earning badges, they may feel motivated to compete or outperform their peers. This competitive element can drive increased engagement and encourage users to go above and beyond in their efforts. 6. Engages users to continue tasks: Badges and achievements serve as incentives to engage users and encourage them to continue their tasks or activities. The desire to earn additional badges can create a sense of achievement and progress, fostering a habit of continued participation and dedication. Examples of badges and achievements can vary depending on the context. In gaming, they can represent skill mastery or completing specific challenges. In online learning platforms, badges may indicate task proficiency or successful completion of courses. In extracurricular e-learning activities, badges can be awarded for participating in specific projects or demonstrating knowledge in certain areas. The topic you provided has been discussed by several experts in the field, including Andrzej Marczewski, Yu-kai Chou, Janaki Mythily Kumar, Mario Herger, Gabe Zichermann, Christopher Cunningham, Kevin Werbach, and Dan Hunter. These individuals have contributed valuable insights and research on the topic of badges and achievements in various contexts. 7. Random Rewards Certainly! Here is some additional information regarding unknown rewards given for completing a required action, adding an element of surprise and anticipation: Unknown rewards, also known as surprise rewards, are incentives given to users for completing a required action or achieving specific goals. These rewards are characterized by their element of surprise and anticipation, as users are uncertain about what they will receive until they open or reveal the reward. Here are some key points related to unknown rewards: 1. Psychological impact: Unknown rewards leverage psychological principles to enhance user motivation and engagement. The element of surprise creates a sense of excitement and anticipation, triggering the brain's reward system and releasing dopamine, a neurotransmitter associated with pleasure and motivation. This psychological impact can make the rewards more memorable and enjoyable for users. 2. Gamification and game-like experiences: Unknown rewards are commonly used in gamification and game-like experiences. They add an element of excitement and unpredictability, simulating the thrill of opening a mystery box or loot box in games. By incorporating unknown rewards, organizations can make the experience more interactive and engaging, encouraging users to continue participating and completing required actions. 3. Increased engagement: The uncertainty and anticipation associated with unknown rewards can increase user engagement. Users are motivated to perform the required actions in the hopes of receiving valuable or desirable rewards. This anticipation can lead to repeated engagement as users strive to uncover the next surprise reward. 4. Variety and personalization: Unknown rewards offer a wide range of possibilities, allowing for variety and personalization. Depending on the context, rewards can include virtual items, discounts, exclusive content, or even physical items. This variety keeps users engaged and interested, as they are eager to discover new rewards and potentially receive something of high value or significance to them. 5. Behavioral reinforcement: Unknown rewards can act as a form of positive reinforcement, reinforcing desired behaviors and actions. When users receive rewards unexpectedly, it reinforces the connection between their actions and the positive outcome, making them more likely to repeat those actions in the future. This can be particularly effective in shaping and sustaining user behavior over time. 6. Ethical considerations: The use of unknown rewards, particularly in the form of loot boxes, has raised ethical concerns in certain contexts, particularly in gaming. Loot boxes have been criticized for resembling gambling mechanics, as users spend money or in-game currency to acquire random rewards. This has led to discussions around transparency, fairness, and potential addictive behaviors. It's important for organizations to consider and address these ethical considerations when implementing unknown rewards. The experts you mentioned, Andrzej Marczewski and Yu-kai Chou, have likely discussed the use of unknown rewards and its impact on user motivation and engagement in gamification and game design. Their insights can provide further understanding of the psychological and behavioral dynamics associated with unknown rewards. Example: Mystery box or loot boxes Discussed by: Andrzej Marczewski, Yu-kai Chou 8. Social Discovery Certainly! Here is more information on the topic of social discovery: Social discovery refers to the process of encouraging the formation of new relationships through matching individuals based on factors such as location, interests, or engagement level. The goal is to connect like-minded individuals, fostering interactions, and facilitating the discovery of new connections. Here are some key points related to social discovery: 1. Matchmaking based on location, interests, or engagement: Social discovery platforms use algorithms or criteria to match individuals who share common locations, interests, or engagement levels. By connecting people with similar characteristics or preferences, these platforms create opportunities for users to interact and discover new connections. 2. Encouraging new relationships: Social discovery platforms aim to facilitate the formation of new relationships, whether they are friendships, professional connections, or romantic partnerships. By providing a pool of potential matches based on shared interests or engagement, users are encouraged to explore and engage with new people who align with their preferences. 3. Expanding social networks: Social discovery platforms enable users to expand their social networks beyond their existing circles. By introducing individuals with similar interests or locations, these platforms facilitate the discovery of new connections that users may not have encountered otherwise. This can lead to diverse and enriching social experiences. 4. Shared interest exploration: One way social discovery can be implemented is by showing users others who share their interests. For example, in gaming or hobby communities, users can be matched with others who have similar gaming preferences or hobbies. This allows users to connect and engage with like-minded individuals, fostering shared experiences and potential collaborations. 5. Location-based connections: Social discovery can leverage location information to connect individuals who are geographically close to each other. This can be useful for fostering local connections, organizing meetups or events, and facilitating in-person interactions. Location-based social discovery is often utilized in dating apps or social networking platforms. 6. Engagement level matching: Social discovery can also consider the level of engagement or activity of users to match them with others who have a similar level of involvement. This can create a sense of camaraderie and shared experiences among users who are equally invested in a particular topic or platform. 7. Enhanced user experience: Social discovery enhances the user experience by providing opportunities for meaningful connections. It helps users find others who share their passions, which can lead to engaging conversations, knowledge sharing, collaboration, and potential long-term relationships. Andrzej Marczewski, an expert in gamification, has likely discussed social discovery in relation to creating engaging experiences, building communities, and facilitating connections. His insights can provide valuable perspectives on leveraging social discovery to enhance user engagement and foster new relationships. Example: Show players others who share their interests Discussed by: Andrzej Marczewski 9. Time-Dependent Rewards Certainly! Here is more information on the topic of rewards given at specific moments in time: Rewards given at specific moments in time are incentives provided to users during particular occasions, such as birthdays, special dates, or specific time periods. These rewards are designed to create a sense of celebration, exclusivity, and appreciation for users. Here are some key points related to rewards given at specific moments in time: 1. Occasion-based rewards: Occasion-based rewards are specifically tied to significant events or milestones in users' lives. Examples include birthday coupons, anniversary gifts, or rewards on holidays. By acknowledging and celebrating these occasions, organizations show appreciation for their users and enhance their overall experience. 2. Personalization and customization: Rewards given at specific moments in time can be personalized to cater to individual users. By considering user data, such as birth dates or anniversaries, organizations can offer customized rewards that are more relevant and meaningful to the individual. This personalization adds an extra touch of care and thoughtfulness. 3. Enhancing emotional connection: Rewards given during special moments can evoke positive emotions and strengthen the emotional connection between users and the organization. By acknowledging important dates or events in users' lives, organizations demonstrate that they value their users beyond the transactional relationship, fostering loyalty and a sense of belonging. 4. Creating a sense of exclusivity: Time-specific rewards can create a sense of exclusivity and uniqueness. By offering rewards only during certain periods, organizations generate anticipation and excitement among users. This exclusivity can drive engagement and motivate users to take advantage of the limitedtime opportunity. 5. Encouraging repeat engagement: Rewards given at specific moments in time can incentivize repeat engagement. For example, daily gifts or rewards during a specific time period encourage users to return to a platform or engage with an application consistently. This helps build habits, boosts user activity, and increases overall retention. 6. Surprise and delight: Time-specific rewards add an element of surprise and delight to the user experience. Unexpected rewards during special occasions or limited-time periods can evoke positive emotions and create memorable moments for users. This element of surprise can enhance user satisfaction, loyalty, and word-of-mouth recommendations. Andrzej Marczewski, an expert in gamification, has likely discussed the implementation and impact of rewards given at specific moments in time. His insights can provide valuable perspectives on how organizations can leverage these rewards to engage users, enhance the user experience, and strengthen the relationship between users and the organization. Discussed by: Andrzej Marczewski 10. Social Network / Friending / Relationship Certainly! Here is more information on the topic of social network, friending, and relationships in the context of promoting connections and improving game quality: 1. Social network features: Incorporating social network features in games allows players to connect with each other, forming friendships and building relationships within the gaming community. These features can include friend lists, chat functions, leaderboards, and the ability to join or create teams or guilds. 2. Promoting connections: By facilitating social interactions, games with social network features promote connections among players. This fosters a sense of community, camaraderie, and shared experiences. Players can form friendships, collaborate on gameplay, and engage in social activities within the game. 3. Improved game quality: Social connections within games can enhance the overall game quality. Collaborative gameplay and team-based challenges often require coordinated efforts and communication among players. This can lead to more engaging gameplay, strategic decision-making, and a deeper sense of satisfaction when successfully completing tasks as a team. 4. Motivation through social rewards: Games can motivate players to invite friends or make new connections through the offer of social rewards. This can include incentives such as bonus points, ingame currency, exclusive items, or unlocking special features for referring friends or playing together as a team. These rewards encourage players to expand their social network within the game and promote the growth of the gaming community. 5. Social influence and competition: Social network features can foster a sense of social influence and competition among players. Leaderboards and ranking systems encourage players to compete with friends or other players, driving motivation and engagement. Social comparison and friendly competition can enhance the gaming experience and push players to improve their skills and performance. 6. Community engagement and support: A robust social network within a game creates opportunities for community engagement and support. Players can exchange tips, strategies, and advice, helping each other overcome challenges and improve gameplay. This community support can foster a positive and inclusive gaming environment. Andrzej Marczewski, Yu-kai Chou, Janaki Mythily Kumar, and Mario Herger are experts who have likely discussed the role of social network, friending, and relationships in gaming. Their insights can provide valuable perspectives on leveraging social connections to improve game quality, motivate players, and create a sense of community within games. 11. Progress Bar A graphical element illustrating task completion percentage by gradually filling an empty space. Example: LinkedIn profile progress bar Discussed by: Andrzej Marczewski, Yu-kai Chou, Gabe Zichermann, Christopher Cunningham 12. On-boarding / Step-by-Step Tutorials Interactive messages usually in video format used for greetings, incentivizing, and learning. Example: How-to videos and step-by-step guides Discussed by: Andrzej Marczewski, Yu-kai Chou, Gabe Zichermann, Christopher Cunningham 13. Social Pressure & Relatedness Influences behavior based on others' behaviors or a connection to familiar products or services. Example: Group quests, friendliness, social treasure, gifting, mentorship Discussed by: Andrzej Marczewski, Yu-kai Chou 14. Social Status Derived from game performance, contribution, or sharing levels. Example: Associated with leaderboards, badges, certificates, and levels Discussed by: Andrzej Marczewski 15. Experience Points (XP) / Skill Points Feedback mechanics linked to task completion or achievements. Example: E-learning systems' points, prevalent in most major gaming franchises Discussed by: Andrzej Marczewski, Yu-kai Chou, Gabe Zichermann, Christopher Cunningham 16. Competition / Duel / Combat Encourages development of real-life skills. Can be set between individuals or teams. Example: Sports, both individual and team-based Discussed by: Andrzej Marczewski, Kevin Werbach, Dan Hunter 17. Fixed Action Reward or Earned Lunch Predictable rewards for performing specified actions. Example: Loyalty programs, frequent flyer miles, hotel reward programs Discussed by: Andrzej Marczewski, Yu-kai Chou 18. Variable-Ratio Schedule Reward Rewards given after varying instances of behavior, offering an unpredictable pattern. Example: Slot machines Discussed by: Andrzej Marczewski, Kevin Werbach, Dan Hunter, Janaki Mythily Kumar, Mario Herger 19. Challenges Motivates users to take expected actions, complete tasks, and apply acquired knowledge. Example: Completing a grammar module in Duolingo Discussed by: Andrzej Marczewski, Janaki Mythily Kumar, Mario Herger, Gabe Zichermann, Christopher Cunningham, Kevin Werbach, Dan Hunter 20. Unlockable / Rare Content Allow users to unlock special content, potentially associated with easter eggs. Example: The tubes in Super Mario 1, world travelling flutes in Super Mario 3 Discussed by: Andrzej Marczewski, Kevin Werbach, Dan Hunter 21. Scarcity & Impatience Triggers emotional responses related to loss, often considered black hat mechanics. Example: Prize or options pacing, torture breaks, last-mile drive Discussed by: Andrzej Marczewski, Yu-kai Chou 22. Investment The attachment a user develops due to time, emotions, efforts, or money invested. Example: Investing money in better armor for a character, creating a virtual community, building customised items Discussed by: Andrzej Marczewski 23. Status Points Points used to rank users in levels. Each level offers different benefits and statuses. Example: Hotel loyalty programs and air miles frequent flyer points Discussed by: Yu-kai Chou 24. Boss Battles / Boss Fights Series of tasks and challenges requiring the player to defeat powerful enemies. Generally, mark the end of a journey or the start of a new chapter. Example: Fighting with bosses in the Super Mario series Discussed by: Andrzej Marczewski, Yu-kai Chou, Kevin Werbach, Dan Hunter 25. Avatar Icon or figure representing a user. Avatars can be chosen and personalized, promoting a sense of ownership and fun. Discussed by: Yu-kai Chou, An Coppens, Kevin Werbach, Dan Hunter 26. Narrative / Journey Implementing a powerful narrative to promote purpose. It displays events that influence the user's behaviors. Discussed by: Andrzej Marczewski, Yu-kai Chou, Janaki Mythily Kumar, Mario Herger 27. Collect & Trade / Resource Acquisition / Transactions Allowing users to collect and trade items with friends or the system. Example: Exchanging a sword with a friend for an axe Discussed by: Andrzej Marczewski, Yu-kai Chou, Kevin Werbach, Dan Hunter 28. Gifting / Sharing / Social Treasure Users can share items, potentially driving lots of fun and motivation. Example: Exchanging or giving votes, information, extra-lives, rare virtual objects, discounts, badges Discussed by: Andrzej Marczewski, Yu-kai Chou, Kevin Werbach, Dan Hunter 29. Sharing Knowledge / Cooperation Allowing users to share what they know by answering questions or teaching others. Example: Reddit's karma points system for upvoted links and comments Discussed by: Kevin Werbach, Dan Hunter, Andrzej Marczewski 30. Quests / Quest List The set of rules and behaviors required from users to complete the game and win rewards. Example: Increasing business performance and engagement with a Quest List Discussed by: Andrzej Marczewski, Yu-kai Chou, Janaki Mythily Kumar, Mario Herger, Kevin Werbach, Dan Hunter 31. Loss Aversion Motivation that comes from the fear of losing something. A powerful black hat motivator that reinforces risk-taking behavior. Example: Rapid response requirement or daily bonus for playing in games like Candy Crush Discussed by: Andrzej Marczewski, Yu-kai Chou, Janaki Mythily Kumar, Mario Herger 32. Voting / Voice Users decide beneficial decisions for the majority through voting. Example: Inviting company members to vote on communal space improvements Discussed by: Andrzej Marczewski 33. Anonymity Encourages freedom and a lack of inhibitions, but can potentially bring out the worst in people. Example: 4Chan’s forums Discussed by: Andrzej Marczewski 34. Gift Points These allow users to transfer points amongst themselves. They can be associated with actions being completed, generosity, or any form of recognition amongst users. 35. Expiring Points These create urgency and accelerate customer acquisition or use of the points. Example: Frequent flyer programs and credit card rewards. Discussed by: Gabe Zichermann, Christopher Cunningham 36. Reputation / Karma Points Users earn more reputation points for more quality contributions or actions. If negative actions are performed, reputation will fall. Example: Reddit's karma points system Discussed by: Gabe Zichermann and Christopher Cunningham 37. Signposting Helping users find their way when they get lost and stuck. Giving clues is a big part of signposting to ensure everyone gets into the game flow. Example: Giving users clues about their next steps in the game or task. Discussed by: Andrzej Marczewski 38. Exchangeable Points / Virtual Currency / Virtual Economy In gamification, a whole virtual economy can be created based on redeemable or exchangeable points. Example: Earning points for each purchase made in an ecommerce store which can then be exchanged for discounts. Or standard air mile programs Discussed by: Andrzej Marczewski, Yu-kai Chou, Gabe Zichermann, Christopher Cunningham 39. Choice & Consequences Games about choice and games about consequences are equally interesting, but they require different approaches to game design. Example: Choosing a path for a character in a game or deciding to leave your base for a long quest knowing that you risk losing your lodging. Discussed by: Andrzej Marczewski 40. Countdown Timer Countdown timers are visual displays that show users time counting down towards a particular event. They create a sense of urgency. Example: A supermarket deal which gives you double points on your loyalty card if you shop online during the week before Christmas. Discussed by: Yu-kai Chou, An Coppens, Janaki Mythily Kumar, Mario Herger 41. Theme A theme connects the narrative and gives consistency to the story. Example: Humor, adventure, medieval, fashion, sports, science fiction, etc. Discussed by: Andrzej Marczewski 42. Customization Customization affects the user’s enjoyment of the game and increases their sense of control in the world. Example: Avatars, character design, and environments can be customized by the user. Discussed by: Andrzej Marczewski and Yu-kai Chou 43. MiniQuests MiniQuests are small tasks that can be part of a bigger quest or standalone. It’s satisfying to complete these small tasks and see progress taking place. Example: Adding a task to a task tracker and filling in its details. Discussed by: Yu-kai Chou 44. Humanity Hero When a user’s behaviour benefits the well-being of others. Example: Toms is an online shoe shop that associates every purchase on their website with supporting impact grants, shoe giving, sight restoration, and safe water systems. Discussed by: Yu-kai Chou 45. Beginners Luck This is when a new player performs well and wins against more experienced players. This can be controlled and explicitly given to players to make them feel more confident. Example: Earning a reward for completing your very first training course. Discussed by: Yu-kai Chou and An Coppens 46. Evergreen Combos These are essential for keeping users engaged with your system. Evergreen content is used in many creative ways to do things, leaving the decision of how that happens to the player’s creativity. Example: Lego blocks or chess pieces. In a corporate world, this could be the definition of an objective where the steps to reach it are loosely defined and the choice of how the objective is reached is left to the employee. Discussed by: Yu-kai Chou 47. Certificates These are physical symbols of achievement and mastery. Example: Award of excellence, certificate of competition or completion. Discussed by: Andrzej Marczewski 48. Free Lunch This is when a user earns a reward without having to do much to earn it. Example: Fundraising or corporate events such as a cocktail night where you can bring along a plus one. Discussed by: Yu-kai Chou, An Coppens, Janaki Mythily Kumar and Mario Herger 49. Unpredictability / Curiosity These are responsible for keeping users interested and eager to learn more. Example: Narrative or storytelling, randomness, rolling or sudden rewards, easter eggs, obvious wonder, evolved user interface, oracle effect, mini-quests, and glowing choice. Discussed by: Andrzej Marczewski 50. Branching Choices These are choices or scenarios that make users evaluate their options and actions. Example: Choose whether your character should reach their destination by crossing the mountains or going through the grass plains. Discussed by: Andrzej Marczewski 51. Elitism This is the defense of a small and selected high-status group of users and its values against others. Example: In Kiva.org, first world countries can lend as little as $25 to help people around the world create opportunities for themselves and their communities. Discussed by: Yu-kai Chou 52. Easter Eggs These are sudden and unpredictable rewards. Example: A game that provides you with a shovel for a specific purpose but which you can then use in an unrelated area to dig up some unexpected treasure. Discussed by: Andrzej Marczewski and Yu-kai Chou 53. High Five This is a virtual message or notification of celebration given to users after finishing something meaningful. Example: When completing a tedious or difficult task, congratulate or notify the user that what they’ve just done is significant. Discussed by: Yu-kai Chou and An Coppens 54. Water Cooler This stimulates social bonding and boosts morale in remote teams. Example: Slack, which brings people together. Discussed by: Yu-kai Chou 55. Milestone Unlock This is a reward received for completing an important milestone in a game. Example: A commission-driven sales contact center where agents are divided into tiers. To move up, agents need to close a certain number of deals, follow-up continuously, avoid missing work, and perform better overall than their peers. Unlocking the next tier is a milestone unlock. Discussed by: Yu-kai Chou and An Coppens 56. Epic Meaning This calls on our need or urge to be a part of something bigger than us. Example: People contributing to Wikipedia are doing so free of charge and for the sole purpose of furthering humanities knowledge. Discussed by: Yu-kai Chou, Jane McGonical, Janaki Mythily Kumar and Mario Herger 57. Instant Feedback This is feedback that is provided immediately after an action has been performed. Example: Completing a portion of a training course and earning points as well as seeing the progress bar get closer to completion. Discussed by: Yu-kai Chou, Kevin Werbach & Dan Hunter 58. Lottery / Game of Chance This is a game whose outcome is based on luck and not on skills or efforts required from the player. Example: Roulette tables, dice games, and slot machines Discussed by: Andrzej Marczewski, Yu-kai Chou, Kevin Werbach & Dan Hunter 59. Booster Boosters are things that can be obtained to help reach a win-state with less effort. Example: To engage teams, managers can offer half-day Fridays or a team lunch to boost their motivation. Discussed by: Yu-kai Chou and An Coppens 60. Blank Fills This technique involves performing a specified action to earn a reward. Example: Fill in the blank tests used in education. Discussed by: Yu-kai Chou and An Coppens 61. Creativity Tools / Build From Scratch These allow users to create their own content and personalize their game experience. Example: Lego and SimCity, games with infinite possibilities. Discussed by: Andrzej Marczewski and Yu-kai Chou 62. Alfred Effect This occurs when a product or service is so personalized that users couldn't imagine using anything else. Example: Google Search, Facebook, Netflix, and Amazon making predictions and recommendations based on user data. Discussed by: Yu-kai Chou 63. Aura Effect This is when the actions of a player have effects on those in their vicinity. Example: Recognising an employee as employee of the month but also recognising their team members for their contribution. Discussed by: Yu-kai Chou and An Coppens 64. Anticipation Parade This game element is a message or notification sent to almost-winners to cause anticipation. Example: Messages like “you are almost there, only X to go!” Discussed by: Yu-kai Chou 65. Group Quests These are group goals that develop teamwork skills and increase collaboration and participation rates. Example: When all sales agents work together to achieve their team's weekly target. Discussed by: Yu-kai Chou 66. Flow Flow keeps users in a zone of engagement and allows them to complete the game. Example: No specific example provided Discussed by: Andrzej Marczewski 67. Tout Flags These are ways of showing people your accomplishments without directly telling them. Example: People leaving their titles, skills, or achievements exposed in their social media profiles. Discussed by: Yu-kai Chou 68. Brag Button This allows users to broadcast their accomplishments to their friends and peers. Example: Duolingo’s fluency badges which can be shared on LinkedIn. Discussed by: Yu-kai Chou 69. Time Pressure This element influences users’ decisions and the direction of the gameplay. Example: Inserting a limited time for something to be performed or rewards to be earned. Discussed by: Andrzej Marczewski and Yu-kai Chou 70. Progress Loss This mechanic motivates players to keep playing by threatening the loss of their progress. Example: In SimCity's Contest of Mayors, players can progress up through leagues, but if they perform poorly, they drop down a league. Discussed by: Yu-kai Chou and An Coppens 71. Prize Pacing This is when a reward is broken down into smaller pieces that can be won on a regular basis. Example: In Legend of Zelda game series, in order to get a new heart (i.e. more life), you need to first collect all the heart fragments. Discussed by: Yu-kai Chou and Ann Coppens 72. Mentorship Pairing new recruits with someone experienced in order to help them learn how things work. Example: Many companies have a mentorship or buddy program where a new recruit is paired with a more experienced veteran. Discussed by: Yu-kai Chou 73. Social Prod or Nudge This is a simple action that instigates social interaction. Example: Facebook's poke button or LinkedIn's endorsements. Discussed by: Yu-kai Chou 74. Desert Oasis A clean visual design that highlights only the expected goal or behavior, removing distractions. Example: The “Add to Basket” or “Proceed to checkout” buttons on Amazon. Discussed by: Yu-kai Chou 75. Magnetic Caps Limiting the number of times a user can perform a specific action, motivating them to perform more of those limited actions. Example: An elearning site that offers unlimited access to tutorials but caps it at 5 per person. Discussed by: Yu-kai Chou 76. Last Mile Drive Letting users know they're close to the end goal to boost their motivation to finish. Example: Progress bars, timers, notifications, emails. Discussed by: Yu-kai Chou 77. Torture Breaks A sudden, often planned pause during gameplay that triggers the user's impatience and creates an obsessive behavior. Example: Running out of lives in Candy Crush and having to wait 30 minutes to get a life back. Discussed by: Yu-kai Chou 78. Virality Using game mechanics and engagement loops to bring more players to the game. Example: Dropbox offering extra space for every friend you invite. Discussed by: Janaki Mythily Kumar and Mario Herger 79. Crowning Recognizing a person who's performing excellently at work. Example: Identifying your top performer of the month and crowning them as employee of the month. Discussed by: Yu-kai Chou and An Coppens 80. Recruiter Burden The feeling of needing to demonstrate the value of a new product or service to those you've recruited. Example: Being a content creator and feeling the need to deliver fresh content to followers. Discussed by: Yu-kai Chou 81. Conformity Anchors Following what the majority are doing even when you don't necessarily agree with them. Example: If you move into a neighborhood where all the lawns are trimmed, you will likely also keep your lawn trimmed. Discussed by: Yu-kai Chou 82. Glowing Choice Used to guide users in the right direction during complex scenarios. Example: Slack's onboarding process includes highlighted areas and contextual tooltips. Discussed by: Yu-kai Chou and An Coppens 83. Appointment Dynamics Using a declared or recurring schedule during which users need to act to gain a benefit. Example: The Fork app uses this during Oktoberfest by offering 50% discounts in certain restaurants. Discussed by: Yu-kai Chou and An Coppens 84. Visual Storytelling Storytelling helps connect users with your product on an emotional level, holds their attention, and gives them a sense of curiosity and excitement for what's coming next. Example: Minecraft's gameplay. Discussed by: Yu-kai Chou 85. Protector Quest Building user affection and emotional attachment with something they're in charge of protecting. Example: The emotional attachment users felt to their Tamagotchi pets in the 90s. Discussed by: Yu-kai Chou 86. Exploration Allowing users to freely explore uncharted territories and discover the unexpected. Example: Games with large virtual worlds, such as Assassins Creed or Far Cry. Discussed by: Andrzej Marczewski 87. Urgent Optimism The feeling of a final push to finish a task when nearing the end. Example: The final push to finish a work deliverable before going on holiday. Discussed by: Janaki Mythily Kumar and Mario Herger 88. Evolved UI Gradually exposing users to the complexity of an application. Example: Many complex games expose users to more features and options as they progress. Discussed by: Yu-kai Chou 89. Oracle Effect Keeping the user engaged until they can determine if a prediction is true or not. Example: Waze alerting you to a broken-down car or speed camera up ahead. Discussed by: Yu-kai Chou and An Coppens 90. Evanescent Opportunities Situations where users must act immediately or lose the opportunity. Example: In Plants vs. Zombies, yetis disappear if you don't kill them right away. Discussed by: Yu-kai Chou 91. Dangling Teasing the user with what they could achieve until they take the actions to achieve it. Example: Many pay-to-play games use dangling to entice users into purchasing virtual goods or benefits. Discussed by: Yu-kai Chou 92. Rightful Heritage Making the user feel they've earned something but will lose it if they don't perform the desired behavior. Example: An e-commerce store where users earn discounts by browsing goods or reading reviews. Discussed by: Yu-kai Chou 93. Status Quo Sloth Designing an experience with engagement loops that turn users' actions into a habit. Example: Facebook's habit-forming cycle of posting, liking, and getting notifications. Discussed by: Yu-kai Chou 94. FOMO Punch Using the fear of missing out to break habits and encourage action. Example: A game previewing what could happen if the user chose a specific path. Discussed by: Yu-kai Chou 95. Win States Victory moments in a game that indicate overcoming a challenge. Example: Completing the first level or world in Super Mario World. Discussed by: Yu-kai Chou 96. Monitor Attachment Encouraging users to constantly monitor progress and pay attention to how something is going. Example: Constantly checking Instagram for likes/comments on a post or constantly monitoring stock fluctuations. Discussed by: Yu-kai Chou 97. Big Burn Expensive or difficult-to-obtain items in a game. Example: Achievements in games that are extremely hard to unlock. Discussed by: Yu-kai Chou 98. Social Engagement Loops Creating situations where a call to action re-engages a user, motivating them to respond to the next call to action. Example: Amy Jo Kim's workshop slide 140 outlines such a loop with a social call to action, player reengagement, visible progress or reward, and motivating emotion. Discussed by: Amy Jo Kim 99. Plant Pickers Giving users the freedom to choose their own strategies, tools, or styles to reach a win-state. Example: Zappos allows their Customer Loyalty Team to choose how to best resolve customer issues, creating a sense of ownership and creativity. Discussed by: Yu-kai Chou 100. Turns A mechanic that allows players to participate sequentially by alternating between them. Example: Most board games, such as Monopoly or Risk, use this mechanic. Discussed by: Kevin Werbach and Dan Hunter 101. Blissful Productivity The rewarding feeling of being productive and crossing items off a to-do list. Example: World of Warcraft players spending hours after their day jobs playing in a state of blissful productivity, as discussed in a TED talk by Jane McGonical. Discussed by: Jane McGonical, Janaki Mythily Kumar and Mario Herger 102. Sunk Cost Prison/Tragedy The reluctance to walk away from something in which a user has invested significant time and effort. Example: Users have invested countless hours on Facebook, making it hard to deactivate their accounts. Discussed by: Yu-kai Chou 103. Community Collaboration Encouraging the sense that working together is better than working alone. Example: Requiring a multi-disciplinary team to complete a project. Discussed by: Janaki Mythily Kumar & Mario Herger 104. Poison Pickers/Choice Perception The concept that giving users a choice, even if the choices are equally unappealing or only mildly different, can make them feel better about the outcome. Example: Having multiple unappealing options to choose from, such as picking a customer complaint ticket to deal with. Discussed by: Yu-kai Chou 105. Scarlet Letter Leveraging the fear of social disapproval to encourage performance. Example: A task management software where task duration is tracked and publicly shown, creating pressure to complete tasks. Discussed by: Yu-kai Chou 106. Visual Grave Showing users inspiring graphics when they fail to motivate them to try again. Example: When a team leader encourages an employee who has failed to meet their targets to try again next month. Discussed by: Yu-kai Chou 107. Moats Representing a significant challenge that the user needs to overcome, akin to a skill-based assessment. Example: In a learning scenario, quizzes on previous courses need to be completed before moving onto the next ones. Discussed by: Yu-kai Chou and An Coppens 108. Collection Sets Allowing users to collect related items that belong to a theme throughout the game, thereby increasing engagement. Example: Sticker books where stickers are collected to complete a set. Discussed by: Yu-kai Chou