Research Examples

Table of Contents

If you are looking for applications and other tools go here

Videos

The Gamification of Everything

Superhuman's Founder on How to Move Beyond Gamification

Articles

Hierarchy of Needs for Rewards in Games

For the complete article go here.

“Introduction
Rewards are an important feature of any game, and as such, can be found everywhere across all genres. Rewards can come in any shape or size, and when given to the player appropriately can greatly increase their enjoyment of a game, motivating them to continue to play.

Rewards can even have a player do something that they don’t want to do, or don’t enjoy doing (which is quite opposite of the purpose of playing a game). Many players will do annoying, tedious or boring things for rewards. The ability to have a player do what they dislike of their own volition attests to their power. They are an essential tool to a designer.”

Webster , Chelsey. “Hierarchy of Needs for Rewards in Games.” Gamasutra, 23 Oct. 13AD, 08:59:00, www.gamasutra.com/blogs/ChelseyWebster/20130923/200782/Hierarchy_of_Needs_for_Rewards_in_Games.php.

The Six Contextual Types of Rewards in Gamification

For the complete article go here.

Make your Gamified Experience Rewarding

Everyone wants rewards, right? But so often, companies failed to use rewards to incentivize their users or customers to take a specific action. Here I’ll cover six different types of rewards that companies are using to build their customer base and develop engaged users and customers, and we’ll look at how you can implement the same rewards in your own business.

The goal of this post is to make applying gamification and Octalysis easier. Perhaps some of you might still feel the 8 Core Drives are still too abstract, and want to jump straight into “how do I reward my users” (which is not great thinking as you would know from my work).

Keep in mind, the reward context types below are not mutually exclusive, as you can have one reward include multiple contextual types, but they are useful in being archetypes when you think about reward structures.

Chou, Author Yu-kai. “The Six Different CONTEXTUAL Types of Rewards in Gamification.” Yu, 11 Nov. 2013, yukaichou.com/marketing-gamification/six-context-types-rewards-gamification/.

What Makes a Game?

For the complete article go here.

What Makes a Game?

“I define this thing — a game — as “a system of rules in which agents compete by making ambiguous decisions.” Note that “agents” don’t necessarily have to both be human, one is often the system (as in a single-player game). But the “ambiguous decisions” part is really crucial, and I am here to argue that it’s the single most important aspect in a game.”

Burgun, Keith. “What Makes a Game?” Gamasutra, 29 Mar. 2012, www.gamasutra.com/view/feature/167418/what_makes_a_game.php.

Books

Actionable Gamification: Beyond Points, Badges and Leaderboards By Yu-kai Chou

Gamify by Brian Burke

Drive by Daniel H. Pink

For The Win by Kevin Werbach and Dan Hunter

Reality Is Broken: Why Games Make Us Better and How They can Change the World by Jane McGonigal

The Small Big by Steve Martin, Noah Goldstein, and Robert Cialdini

Websites

Yu-kai Chou - Personal website with good blog articles - Great place to start

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