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Actionable Gamification

Page 41

by Yu-kai Chou


  I want to thank Christine Yee and Monica Leonelle for helping out with research and content. I also want to thank Jun Loayza, Sergey Znutin, Michael Jensen, Victoria Pan, Solomon Rajput, Morlion Thijs, Belal Sweileh, Mike Finney, Mauro Ghibaudo, and Mark Welch for providing feedback as they read through the book. I want to thank Mario Herger for giving me the extra push to write this book. I also want to thank Dutch Driver for persistently asking about my book and motivating me to finish it via Core Drive 5.

  Those who impacted who I am today

  In extension, I want to thank my parents – my father for being my greatest role model for maintaining integrity despite any hardship, and my mother for providing me a boundless flow of love and empathetic sophistication. I want to thank my wife Angel for offering constant support towards my career, my lifestyle, and my spiritual health. Even though we are very different, together we make each other stronger, more resilient, and of course cuter.

  I want to thank Lwazi Mabuza for being my first best friend since my South Africa days and helping me seed my unique confidence from early on. It is a true blessing that, after twenty-two years of zero communication, we get to become friends again through the wonders of technology. I want to thank my cousin Winston Wang for not only protecting my health as an acupuncturist, but also always being there for me as my closest friend during my moments of emotional weaknesses.

  I want to thank Ping-Hsiang Chen again for teaching me my first lesson about charismatic leadership in 5th grade. Without you, I probably would have been the target of bullying throughout my student life. I want to thank Yi Chou for inspiring me with his relentless pursuit of playing better guitar, as well as demonstrating a more Core Drive 6 style of personal charisma. I want to thank Chris Schedler for persistently bringing me to Christ, despite facing my awkward rejections six weeks in a row. I wish I one day would have the same courage you had within me.

  I want to thank Todor Gogov for making being a foreigner in Kansas not just bearable, but enjoyable. I want to thank Curtis Lo for helping me push through the last semester in South Pasadena High School. It surprisingly was the most difficult academic semester in my life. I want to thank Jun Loayza for being my best friend throughout UCLA and for most of my professional career. You have changed my life just as much as I have changed yours. I want to thank Stephen Johnson for making it possible for me to become a tech entrepreneur and truly pioneering some of the earliest gamification concepts together. Some of the best (and arguably worst) moments of my life were fondly spent with you. I also want to thank Joris Beerda, my student-turned Partner and Managing Director for the Octalysis Group, for keeping my company smoothly operating as I attempted to finish this book.

  I want to thank Frank Jwong for being the first to believe in me and writing me my first check as an angel investor, as well as Vicki Young for taking the first big risk on a young entrepreneur like me. I want to thank DJ Martin for being my biggest emotional support as an investor during the darkest times of my life. I will try to help you out with anything within my powers for the rest of my life. I want to thank Bernie Grohsman for teaching me how to become a more persuasive consultant and picking myself up when I first transitioned from being a tech entrepreneur to a full-time consultant.

  I want to thank Wayne Silby for being my role model and guiding many of my moral choices in life. I hope one day I can create as much positive impact in this world as you did and still do today. Finally, I want to give thanks to Jesus Christ the God of my faith for literally everything.

  There are obviously substantially more people to thank throughout my journey, and I am unable to list everyone out here. However, my heart goes out to every one of you and I hope I have also made a positive difference in your lives. Never hesitate to reach out to me for anything I can help you with.

  Last but definitely not least, I want to thank you the reader for reading my book and making my two years of dedicated grinding actually meaningful. Thank you for investing your precious time into what I have to say. I hope it has been impactful and meaningful for you too.

  Thank you.

  Notes

  1This is not necessarily a billion unique human beings, as the same person could experience my designs for Volkswagon, Lego, and Microsoft separately but we could only practically count that as three separate users.↩

  2I often think about how my life would be at a radically different level if I had just discovered/learned the contents of this book just a year earlier. Because of this, I began teaching it to my twin daughters Symphony and Harmony since they were 6 months old.↩

  3Charles Coonradt. The Game of Work. Paperback. Gibbs Smith. Layton, Utah. 07/01/2012.↩

  4Wikipedia Entry “User-Centered Design”: http://en.wikipedia.org/wiki/User-centered_design↩

  5Human Centered Design Tookit by IDEO. URL: http://www.ideo.com/work/human-centered-design-toolkit/↩

  6Google Trends search, “social media”, accessed 12/15/2014.↩

  7Skinner, B. F. (1983). A Matter of Consequences. p116, 164. Alfred A. Knopf, Inc. New York, NY. ↩

  8Mike Williams. GameIndustry.biz. “Zynga’s high-speed, data-driven design vs console development”. Posted 08/06/2012↩

  9 Vikas Shukla. Valuewalk.com. “Zynga Inc (ZNGA) Unveils ‘Riches of Olympus’ Slots Game”. Posted 02/07/2014.↩

  10Richard Bartle, “Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs”. 04/1996.↩

  11Gabe Zichermann. Slideshare: “A game designer’s view of gamification” by Richard Bartle. Posted 06/24/2012.↩

  12Wikipedia Article: “Gamification”, accessed 12/13/2014. URL: http://en.wikipedia.org/wiki/Gamification↩

  13Deterding, Sebastion. “A Quick Buck by Copy and Paste”, Gamification Research Network, Posted 09/15/2011.↩

  14Zichermann, Gabe. “A Teachable Moment” by Gabe Zichermann, Gamification.co, Posted 09/20/2011.↩

  15BusinessDictionary entry: “advergames”. Accessed 12/13/2014.↩

  16Mcgonigal, Jane. Slideshare: “We don’t need no stinkin’ badges: How to re-invent reality without gamification”, posted 2/17/2011.↩

  17Deterding, Sebastian. “The Lens of Intrinsic Skill Atoms: A Method for Gameful Design”, Game Design, College of Arts, Media, and Design, Northeastern University, 06/27/2014.↩

  18TEDx Talks, Chou. “Gamification to Change the World” by Yu-kai Chou. Posted 2/26/2014. URL: http://www.yukaichou.com/tedx↩

  19Pro Basketball Talk, NBC Sports, “New online game: Dikembe Mutombo’s 4½ weeks to save the world”, posted 11/28/2014.↩

  20MentalFloss.com. “13 Things You Might Not Know About McDonald’s Monopoly”, posted 10/7/2014.↩

  21FoldIt Website: http://fold.it↩

  22Undiscovered Territory by Autodesk: http://area.autodesk.com/undiscoveredterritory↩

  23“Repair the Rockaways”, Mother New York, www.mothernewyork.com.↩

  24Taige Zhang. KISSMetrics Blog. “The Power of The Progress Bar”. Accessed 03/01/2015.↩

  25Don Tapscott & Anthony D. Williams . Wikinomics: How Mass Collaboration Changes Everything. p70. Portfolio Trade. 2006.↩

  26Equimedia. “Using gamification to improve website engagement and increase revenue”, posted 09/30/2013.↩

  27oPower Blog. “Gamification and Energy Consumption”, 08/30/2012. Accessed 12/15/2014.↩

  282CO Blog. “E-Commerce & Gamification: Increase Your Sales Like These 3 Pros”, posted 6/13/2014.↩

  29Gallup. “Worldwide, 13% of Employees Are Engaged at Work”, posted 10/8/2013.↩

  30David Vise & Mark Malseed. The Google Story. p96. Random House, New York, NY.2005.↩

  31Great Place to Work Institute. White Paper: “How Zappos Creates Happy Customers and Employees”, 2011.↩

  32SpliceToday. “Five Reasons Office Space is a Cult Classic”, 08/01/2013.↩

  33Aon Hewitt. “2013 Trends in Global Employee Engagement”. 2013.↩

  34Mckinsey Quarterly. “The Internet of Things”, 03/2010 edition.


  35Business2Community. “Deliver an Excellent Customer Experience Using Big Data”. posted 11/10/2014.↩

  36Wikipedia Entry: “pwn”: http://en.wikipedia.org/wiki/Pwn. Accessed 12/18/2014.↩

  37Don Tapscott and Anthony D. Williams. Wikinomics. P75. Portfolio Publishing. September 28, 2010.↩

  38Wikimedia Blog. “Who are Wikipedias Donors”. 02/05/2012.↩

  39Maney, Kevin. “Apple’s ‘1984’ Super Bowl Commercial Still Stands as Watershed Event”. USA Today. January 28, 2004.↩

  40Orwell, George. Nineteen Eighty-Four. Secker & Warburg. 1949.↩

  41Youtube, “Apple - 1984” URL: http://www.yukaichou.com/1984↩

  42Friedman, Ted. Electric Dreams: Computers in American Culture, 2005.↩

  43Hormby, Tom. Low End Mac. “Think Different: The Ad Campaign that Restored Apple’s Reputation”. 8/10/2013.↩

  44Siltanen, Rob. Forbes. “The Real Story Behind Apple’s ‘Think Different’ Campaign”. 12/14/2011.↩

  45Waze Website: waze.com↩

  46In Norse mythology and the Comic Book Marvel Universe, Mjolnir is the divine thunder hammer of Thor.↩

  47Jujing, Guo. The Twenty-four Paragons of Filial Piety. Yuan Dynasty (1260–1368).↩

  48Zamzee Blog. “New Research Shows Zamzee Increases Physical Activity by Almost 60%”. 09/06/2012.↩

  49Groden, Claire. Times. “TOMS Hits 10 Million Mark on Donated Shoes”. 06/26/2013.↩

  50Burbano, Jaime. Gamificators Blog. “Gamification for a Better World”. 10/27/2013.↩

  51Lebo, Lauri. ReligionDispatches.org. University of Southern California.”Atheists and Christians Compete to Give More”. 1/19/2011.↩

  52AOTW. “Spoleto Restaurant: Beautiful women don’t pay”. Accessed 1/20/2015.↩

  53Jane McGonigal. Reality is Broken. P22. Penguin Group. New York, NY. 2011.↩

  54Chou, Yu-kai (Hey, that’s me!). YukaiChou.com. “Top 10 eCommerce Gamification Examples that will Revolutionize Shopping”. Posted 7/7/2013.↩

  55Marks, Susan. Finding Betty Crocker: The Secret Life of America’s First Lady of Food. Fesler-Lampert Minnesota Heritage. p68. 03/19/2007.↩

  56Fortune.com. Fortune 500 2014: eBay Inc.↩

  57Christopher Matthews. Time. “Future of Retail: How Companies Can Employ Big Data to Create a Better Shopping Experience”. 08/31/2012.↩

  58Mangalindan, JP. Fortune. “Amazon’s Recommendation Secret”. 07/30/2012.↩

  59Yao Wang and Julita Vassileva. University of Saskatchewan. Trust and reputation model in peer-to-peer networks. 2003.↩

  60Minaxi Gupta, Paul Judge, and Mostafa Ammar. Georgia Institute of Technology. A Reputation System for Peer-to-Peer Networks. 2003.↩

  61David Vise & Mark Malseed. The Google Story. p42. Random House, New York, New York. 2005.↩

  62David Vise & Mark Malseed. The Google Story. p88. Random House, New York, New York. 2005.↩

  63Gareth Llewellyn. Quora.com: “Are Facebook and Twitter the best tools for social media marketing?”. 5/14/2013.↩

  64Alexander Chernev. Harvard Business Review. “Can There Ever Be a Fair Price? Why Jcpenney’s Strategy Backfired”. 5/29/2012.↩

  65Dan Ariely. Predictably Irrational. p2. Harper International. New York, NY. 2008.↩

  66Kevin Werbach. University of Pennsylvania. Coursera Gamification Course. 2012.↩

  67Progress Wars Website: progresswars.com↩

  68John D. Sutter. CNN. “Ashton Kutcher challenges CNN to Twitter popularity contest”. 04/15/2009.↩

  69CaptainUp Website: captainup.com↩

  70Jane McGonigal. Reality is Broken. P69. Penguin Group. New York, NY. 2011.↩

  71Matthew Jarvis. MCV. “eSports: Behind the next billion-dollar industry”. 08/11/2014.↩

  72Blizzard Entertainment. “StarCraft’s 10-Year Anniversary: A Retrospective”. 2008.↩

  73Chris Means. Gamezone.com. “Razer and team WeMadeFox presents ‘The Hax Life’”. 2011.↩

  74Brian Crecente. Kotaku.com. “Competitive StarCraft Gets UC Berkeley Class”. 01/28/09.↩

  75Patricia Cohen. New York Times. “Video Game Becomes Spectator Sport.” 04/01/09.↩

  76Riva Gold. Wall Street Journal Blog. “‘StarCraft’ Gameplay Boosts Mental Flexibility, Says Study”. 08/25/13. ↩

  77Jad Abumrad and Robert Krulwich. Radiolab Podcast. “Mapping Tic Tac Toe-dom”. 09/06/2011.↩

  78Note: even though I came up with this example independently a few years ago, I later read that Raph Koster used this exact example too to discuss a similar point. ↩

  79Raph Koster. A Theory of Fun. 2nd Edition. p4. O’Reilly Media. Sebastopol, CA. 10/2013.↩

  80ChessBase.com Chess News. “Garry Kasparov begs to differ…”. 04/12/2002.↩

  81Jonathan Schaeffer & Aske Plaat. University of Alberta & Vrije Universiteit. “Kasparov versus Deep Blue: The Re-match”ICCA Journal, vol. 20, no. 2, pp. 95-102. 1997.↩

  82Andrew Breslin. Andy Rants. “The number of possible different games of chess.” 10/12/2009.↩

  83XPRIZE Homepage: xprize.org↩

  84Kaggle Homepage: kaggle.com↩

  85Michael Coren & Fast Company. Scientific American. “Foldit Gamers Solve Riddle of HIV Enzyme within 3 Weeks”. 09/20/2011.↩

  86Volskwagon. TheFunTheory.com. “Piano Staircase”. 09/22/2009.↩

  87Daniel Pink. Drive. p84. Penguin Group, New York, NY. 2009.↩

  88Paul P. Baard, Edward L. Deci, Richard M. Ryan. Journal of Applied Social Psychology. p34.”Intrinsic Need Satisfaction: A Motivational Basis of Performance and Well-Being in Two Work Settings”. 2004.↩

  89Christopher Mims. Quartz. “Google’s “20% time,” which brought you Gmail and AdSense, is now as good as dead”. 08/16/2013.↩

  90Dashiell Bennett. Yahoo News. “The Decline and Fall of ‘Draw Something’”. 05/01/2012.↩

  91IGN Drawsome Gallery: http://www.ign.com/wikis/draw-something/Drawsome_Gallery↩

  92Sheena S. Iyengar & Mark R. Lepper. Columbia University & Stanford University. “When Choice is Demotivating: Can One Desire Too Much of a Good Thing?”. 12/2000.↩

  93Jesse Schell. The Art of Game Design: A Book of Lenses. p284-292. CRC Press. Boca Raton. 2008.↩

  94Dan Ariely. Predictably Irrational. p188. Harper Perennial. New York, NY. 2010.↩

  95Jesse Schell. The Art of Game Design: A Book of Lenses. p180. CRC Press. Boca Raton. 2008.↩

  96Kevin Johnson. Wikia Farmville. URL: http://farmville.wikia.com/wiki/File:Farmville-mona-lisa-by-kevin-johnson-300x186.png↩

  97Jenny Ng. Games.com Blog. “FarmVille Pic of the Day: Embrace of Swan Lake at Liveloula46’s farm.” 03/01/2012.↩

  98Amy-Mae Elliott. Mashable.com. “15 Beautiful and Creative QR Code”. 11/7/23.↩

  99Wikipedia Entry “Minecraft”: http://en.wikipedia.org/wiki/Minecraft↩

  100Raph Koster. A Theory of Fun. 2nd Edition. p122. O’Reilly Media. Sebastopol, CA. 10/2013. ↩

  101Malcolm Gladwell. David and Goliath. P144. Hachette Book Group. New York, NY. 2013.↩

  102Eric Guinther. WonderMondo.com. “STONE MONEY OF YAP IN GACHPAR VILLAGE”. Accessed 02/22/2015↩

  103Mortal Journey. “Pet Rocks (1970’s). 12/20/2010.↩

  104 Ben Parr. Mashable.com. “Pet Society Sells 90 Million Virtual Goods Per Day”. 12/7/2010.↩

  105Ziv Carmon and Dan Ariely. *Journal of Consumer Research. “Focusing on the Forgone: How Value Can Appear So Different to Buyers and Sellers”. 2000.↩

  106Daniel Kahneman. *Thinking, Fast and Slow.” P297. Farrar, Straus and Giroux. New York, NY. 2013.↩

  107James Heyman, Yesim Orhun, and Dan Ariely. Journal of Interactive Marketing.”Auction Fever: The Effect of Opponents and Quasi-Endowment on Product Valuations”. 2004.↩

  108Daniel Kahneman. *Thinking, Fast and Slow.” P294. Farrar, Straus and Giroux. New York, NY. 2013.↩

  109John A. List, *Quarterly Journal of Economics 118. “Does Marketing Experience Elim
inate Market Anomalies?”. P46-71. 2003.↩

  110Daniel Kahneman. *Thinking, Fast and Slow.” P339. Farrar, Straus and Giroux. New York, NY. 2013.↩

 

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