Octalysis: Complete Gamification Framework
Octalysis: Complete Gamification Framework
Gamification is design that places the most emphasis on the human in the process. In essence, it is Human-Focused Design (as opposed to “function-focused design”).
Most processes design around function and efficiency – they try to get the job done as quickly as possible. Games, however, have a sole focus of pleasing the “human” in the process.
Even though many Gamification techniques were in use long before games were around, games were one of the earliest examples of a holistic approach to implementing Human-Based Design – so now we call it Gamification.
In the past few months, I have been digging deep into the formulation of a complete framework to analyze and build strategies around the various systems of Gamification.
I first started by digging deep into actual games that are Addicting – such as FarmVille and Diablo 3 – and picked apart the fun and addicting elements within them.
In the end, I came up with a system that I feel is instructive, useful, and elegant. I call it Octalysis, and it starts with the 8 Core Drives.
The 8 Core Drives of Gamification
1) Epic Meaning and Calling
This is the Core Drive where a player believes that he is doing something greater than himself or he was “chosen” to play. An symptom of this is a player that devotes a lot of his time to maintaining a forum or helping to create things for the entire community (think Wikipedia or Open Source projects). This also comes into play when someone has “Beginner’s Luck” – an effect where people believe they have some type of gift that others don’t or believe they were “lucky” to get that amazing sword at the very beginning of the game.
2) Development and Accomplishment
This is the internal drive of making progress, developing skills, and eventually overcoming challenges. The word “challenge” here is very important as a badge or trophy without a challenge is not meaningful at all. People often ask me what Core Drive Google has used to become so successful – I would say that Google makes you feel smart and accomplished within seconds. (On the other hand, Yahoo does not, but appeals to the Curiosity and Unpredictability core drive).
3) Expression of Creativity and Feedback
This is when users are addicted to a creative process where they have to repeatedly figure things out and try different combinations. People not only need ways to express their creativity, but they need to be able to see the results of their creativity, receive feedback, and respond in turn. This is why playing with Legos and painting are fun in-and-of themselves and often become Evergreen Mechanics (a good state for Gamification).
4) Ownership and Possession
This is the drive to “want” something. When a player feels ownership, she innately wants to make what she owns better and own even more. If you feel ownership over your job, you will work harder. If you want ownership over the digital sheep, you will harass your friends. This is the driving force behind all virtual goods and “collection” games.
5) Social Pressure and Envy
This drive incorporates all the social elements that drive people – including: mentorship, acceptance, social responses, companionship, as well as competition and envy. When you see a friend that is amazing at some skill or owns something extraordinary, you become driven to reach the same level. Gotta keep up with the Joneses.
6) Scarcity and Impatience
This is the drive of wanting something because you can’t have it. Many games have Appointment Dynamics within them (come back 2 hours later to get your stuff) – the fact that people can’t get something NOW motivates them to think about it all day long. In the early days of Twitter, the service kept going down due to bad infrastructure (that’s how the Fail Whale became so famous). However, BECAUSE people couldn’t use Twitter when they wanted to, they wanted to use it even more. When it came back up they rushed to tweet before it went back down That was also the secret of Cartmanland.
7) Curiosity and Unpredictability
Generally, this is a harmless drive of wanting to find out what actually happens. Many people watch movies or read novels solely because of this drive. This drive is the primary factor behind Gambling addiction. Researchers
have shown that people irrationally want to see what’s next if there is a chance of a positive outcome – even when they know it will most likely be a negative.
8) Loss and Avoidance
This drive is based upon the avoidance of something negative happening. On a small scale, it could be to avoid losing previous work. On a larger scale, it could be to avoid admitting that everything you did up to this point was useless because you are now quitting.
After the 8 Core Drives are determined, I graphed them into an octagon chart.
Left Brain vs Right Brain Drives
In this Octagon, The Core Drives on the right are considered right brain drives, being more about creativity, self-expression, and social aspects.
The Core Drives on the left are considered left brain drives, being more about logic, calculations, and ownership.
White Hat vs Black Hat Gamification
The top Core Drives in this Octagon are considered very positive motivations, while the bottom Core Drives are considered more negative motivations.
I call techniques that heavily use the top drives “White Hat Gamification” while the bottom ones are called “Black Hat Gamification.”
If something is addicting because it lets you express your creativity, makes you feel successful through skill mastery, and gives you a higher sense of meaning, that’s a very positive result of being addicted.
On the other hand, if something is addictive because you don’t know what will happen next and you HAVE to find out, you are constantly in fear of losing something, or you think about it all day simply because there are things you can’t have, then it is definitely from the Dark Side of the force of Gamification.
Keep in mind that just because something is Black Hat doesn’t mean it’s bad – these are just motivators – and they can be used for productive and healthy results or for evil and manipulation. Gamification techniques simply control the “motivation” to do something but not the purpose of the activity. I personally would LOVE to get addicted to exercising and eating carrots.
A good Gamification expert will try to implement all 8 Core Drives on a positive and productive activity so that everyone ends up happier and healthier.
Since the entire framework is an analysis based on an Octagon shape, I call it Octalysis for Gamification.
Octalysis Score
Keep in mind that a good gamified system doesn’t need to have all of the Core Drives, but it does need to do really well with the ones it does implement. Some extremely successful products do very, very well with Social Pressure (which often is attached to Loss & Avoidance).
In order to come up with an Octalysis score, you take how good the subject of analysis is in each core drive and square that to get the Core Drive Score. Once you add up all 8 Core Drive Scores, you will get your final Octalysis Score.
How to apply Octalysis to actual systems
Now that we have the framework laid out, the next step is to figure out how to utilize this framework.
Generally, any GOOD and engaging product or system will have at least one of the core drives listed above.
The way to use Octalysis is to identify all the game mechanics that are used to appeal to each Core Drive and list it next to the Core Drive of the Octagon.
Afterwards, based on how strong these game mechanics are, each side of the Octagon will expand or retract.
If a side crosses the inside Octagon, then that side is extremely weak and the Gamification expert needs to improve on that area.
Of course, this is all very abstract, so lets look at a few examples.
A few Gamiication examples with Octalysis
Here’s an Octalysis done for a few products online:
Farmville: 414 and generally Left Brain Black Hat.
Diablo 3: 284 and pretty balanced
Facebook: 448 with very strong Right Brain Drives (notice it focuses on opposite ends compared to Farmville)
Twitter: 267 while being pretty balanced but more Right Brain.
And this is just Level 1 Octalysis
10 years of Gamification study and implementation results in a very robust framework that can become actionable towards driving higher user metrics. As people get more and more advanced in Octalysis, they can learn higher levels (up to 5 Levels), which incorporates things like the 4 Experience Phases of a Game, Bartle’s 4 Player Types, as well as a system to determine exactly which game mechanics should be incorporated.
Factoring in the 4 Phases of a Player’s Journey
Getting a feel about what players feel across the journey.
Pushing up a level further – Factoring Bartle’s Player Type
This way the Gamification Designer can feel out that there’s something for everyone at every stage.
Below is another example of how a deeper layer would look on the Core Drive Epic Meaning and Calling. Notice there are many cells to “unlock” and numbers to understand (guess which Core Drive is this using?).
The Long Journey to GOOD Gamification
So far, we have only covered Level 1 Octalysis in detail. While there are 5 Levels in total, Level 1 is sufficient for the majority of the people to create a well-designed gamified product and experience. Higher level Octalysis involves incorporating the 4 Experience Phases of a Game, factoring in the 4 Player Types, more detailed/quantitative analysis of each game mechanic and tying it into actionable actions. If you are interested in learning more and applying it for your company, feel free to reach out to me.











This is very interesting and quite fresh, I am a game designer myself and got introduced to gamification by choice. the difference is that I knock out technology and try a very hands on approach. I also present and talk a lot about gamification, is it OK for me to use your framework as reference in my talks and presentations, is there any more material that you can share to help me out here.
@Edward L Hey Edward. Sure you can use Octalysis for your talks and presentations! The reason why I created Octalysis was to get the world to do gamification better, so nothing makes me happier than this :D
I'm in the last week of Kevin Werbach's course on gamification at coursera.org
I posted a link to this article on the forum and I hope a lot of those people come here. Kevin has a great course but I would have liked to see Octalysis mentioned (though i have a dozen videos left to watch) when i stumbled here (kind of a lie, your ideas are the only ones i found that didn't use babblegab) it was a breath of fresh air! Octalysis uses all the terminology that could be considered babblegab but for readers attuned to gamification the terms are known. In my area of gamification (EFL) it is essential that i use plain English and simplify complex terms.
@IanEdwards2 Haha, no I don't think Werbach's course covers my framework. Can't blame him - Octalysis was mainly for my internal use and I didn't publish it until he has completed his first course. Now that he is going through the second course, I'm guessing he likely wouldn't update too much of the core content - we'll see.
Thanks for the mention! ;-)
my vision of schools in the future involves rewritten textbooks that leverage game mechanics and literary skills to produce books that students both want to read and may not be able to put down. Envision the child under the blanket with a flashlight and a well written text ( on a device they wouldn't need the flashlight ). Engaged in making the best or most original solution to the question posed by the teacher ( could be through distance learning or in the classroom ).
What needs to be done is an octalysis of curricula along with creative text writing or a flexible teacher able to research materials in preparation for a live presentation possibly utilizing web 2.0 information technology
@IanEdwards2 Awesome Ian! There's so much to do in education, but just needs to be designed right!
Brilliant, again, Yu-Kai. In your "comments," you referenced a business article and the octalysis. Can you send a link to that article? I would like to explore this further and look forward to reconnecting with you. And Ian, I'd love to learn more about your vision for gamifying text books. I'm on the same page and interested in comparing notes.
@AudaciousInnov8Hey! Thanks a lot! Here's the article on Octalysis for Business Research: http://www.yukaichou.com/strategy-gamification/fds-business-analysis-system-octalysis/
:)
i don't see your discussion on bartle's types but i searched it out and took a quick look (i'll read it carefully later) it is slightly similar to Jung's archetypes which Joseph Campbell worked with for 'hero with a thousand faces' these ideas are important when creating npc that will be believably real, not like the one-liner type dialogues from everquest. i want to gamify textbooks to make the data fun, the lessons meaningful, and memorable.
a large amount of work has to be done to convert knowledge into an interesting read
but it is very exciting! (i will try and stop adrenaline fueled posting on your blogs, sorry!)
@IanEdwards2 Hey Ian! Thanks for commenting :) It's not a problem commenting on my blog. It's very welcomed as I love engagement!
Richard Bartle's theory is one of the more established concepts in Gamification. A lot of people have modified that to make it more sophisticated, but I so far haven't seen the need.
i used an older article of yours which mentioned foldit, now i have come back to see what else you have to offer... and WOW! this octalysis (nice name) is a perfect tool to use to compare and contrast projects. but i have only read a small amount of what you offer, i will be spending a lot of time here (this month at least)
so... thank you!
i like to learn
@IanEdwards2 Haha, that's great. A lot of people have found Octalysis useful. Hopefully you will too! :-)
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@Spices Exporters Thank you Spices. Your comment means a lot to me.
I really like this article in that it does a good job of compartmentalizing the various aspects of gamification. Although any of the 8 aspects can be used, it seems that if you know your audience and what will work best for them, specifically the left vs right brain segmentation, using these as a guide will help to build out a pretty functional and robust system.
My challenge with game mechanics is how to implement (as in defining the system, not the actual code) a well rounded system within an existing platform. Specifically in user driven ecommerce platform, where purchases are the ultimate end game, but things like sharing, shop / buyer recruitment and feedback are very important.
@LeviRosol Thanks for the comment LeviRosol. The good thing about Octalysis is that it is not a cookie cutter solution for websites, but it helps you figure out what works best for your site and your customers.All the things you stated are what I call "Desired Actions," and you need to create "Win-States" for your users to accomplish the desired actions. I'm not able to go into too much detail here, but hope this helps a tiny bit!
Hello, first, I want to say, that I like this work; it compartmentalizes discern aspects of gamification theory understandably. I've got a question. This semester, in my University (studying Informatics) I would like to focus my Bachelor thesis on Gamification and I'll be implementing a gamified app on Android. I would like to ask, if you have some tips for me, on what should I focus in my thesis. The problem I have is, that gamification is, I think, for the most part, a psychological topic. I like that, however I need to fit the gamification concept and the thesis into the informatics context as much as possible, in order to vindicate, that the thesis will be instructive and from my field. What do you think?
@mimkorn That's interesting. The good thing about gamification is that most implementations are still done in software, and games are software too, and also it's about analytics, big data, optimization, so most people feel like it is relevant to technology and informatics. You still have to figure out how to spin it though.
Still yet I have heard only one thing that Black hat means bad and it definitely gives good results but on the other hand it may effect your work in negative terms too. So I think it's better to avoid black hat to focus on white hat techniques.
@Troy Smith Thanks for the comment Troy. White Hat and Black Hat Gamification is basically what everyone out there is debating in terms of whether gamification is inspiring users to become more engaged, or just manipulating them to achieve results. White Hat Gamification gives users a "good feel" at the end of it, while Black Hat Gamification achieve results but could result in a bad taste in the mouth. If someone was to utilize Black Hat Gamification, they need to let the user know about that. The user voluntarily signs up because both the Game Designer and the Gamer wants to achieve the same results at the end (staying fit, being on time, doing work/homework). Black Hat in SEO is bad because Google doesn't like it because it's trying to trick their search engine, so they penalizeheavily on behaviors like that. For Gamification, the "Google" is simply the users, and AS LONG AS they voluntarily agree to be "tricked" (same principals as hypnosis), it is fine.
More to think about! Just taking a course from https://www.coursera.org/course/gamification taught by Kevin Werbach . This article is advanced level, great explanations, and very interesting.
Thanks! I've seen Kevin Webach's course and its great. I think what would be even more helpful for his course is to go through examples of how to gamify something from scratch.
We will check it out in a few hours and also will go one step further and try to model a design process derived from product goals through octalysis to conception. Pretty confident this will work out well.
Sounds great. Let me know if you would like to use Octalysis in anyway ;-)
Oh - you already did. My bad! You're fast, man!
Haha, gotta hustle on the internet! Also, if you want to find out how to run a full Octalysis, I'd be happy to work that through with you (including the second layers etc.) Its seriously been helping me with a lot of things, and my goal is to get as many people to use this frame work as possible. Let me know if you would like that ;-)
Awesome! Thanks a ton for that. looking forward to comparing what you and I found. :P
Hey there! Great framework. Love the thoughts and will use it on a couple of our services. A small flaw I found which you might want to fix: The facebook image shows bulletpoints from the twitter image (in Scarcity and Accomplishment). Cheers from Germany! Tim
Thank you sir! And good catch! I was making the Facebook one with a Twitter template, and I think I exported it before hitting the "save" button. I will update soon ;-)
You would probably enjoy watching this video about unethical game design... http://www.gamearena.com.au/videos/latest.php/5-inch-floppy-60--unethical-game-design
Haha, this is excellent. Thanks for the share!
Cool framework! I have maybe 3 comments: 1. The social pressure one is interesting, because it looks a little like it's on the black hat side, but all the "neighbors" and "friends" and other examples seem to indicate that the drive is more about positive bonding & being part of a group/team, and less about pressure to conform (although that does, of course, play a part). 2. I find the spiderwebs being built outside the octagon a little harder to read than necessary. Maybe if it was more like here: http://stackoverflow.com/questions/12720462/spider-radar-chart-for-ios where the 100% value for a given side of the octagon means that the graph is colored just up to the edge of the shape, rather than being built outside of it? It's hard to explain, but I think the graphic could be clearer. 3. I would like to see a few more examples, like maybe foursquare? How about the Pepsi Challenge? Or McDonalds Monopoly? Or the Buy 10 Get One Free coupon from Yogalatte? I think you could talk about a lot of ideas here. Good stuff!
i wonder if anyone has an excel script or something to make preparing octalysis charts super easy to add to documents? i am just fooling with MS office to try to make a reusable octagonal radar chart. but i am no guru.
Jay: Thanks for the insightful comments: 1. I actually had a HUGE internal debate whether Social Pressure should be more blackhat or not, and have it switch with Unpredictability. I was thinking that unpredictability (or the human mind for novel items) is not a bad force.
However, mostly because gambling is the deadly forces that utilizes that drive (and its makes people completely irrational) so I decided to keep that as blackhat, while social pressure - at least everyone knows WHY they succumb to it and generally it is pretty positive. This is why social games (like farmville) would still have a better reputation than gambling :-) 2. Perhaps the spiderwebs should be clearer...its generally not meant to be obvious but just a very light benchmark on where things should be at. I like your example though and will think more into it (but I think what I have so far is more visually interesting :-P) 3. Yea, I plan to pump out a bunch of these examples with my framework now that i have the foundation built. I already have a lot of these stuff planned, and even for things like Parenthood! (Most parents use Avoidance - grounding the child, no longer loving the child etc etc, and some sense of accomplishment - candy and rewards.
The Chinese use the "Meaning & Calling" drive by teaching kids something called "Xiao" which is a philosophy that kids owe everything to their parents and should sacrifice themselves to take care of their parents...or study hard for parents...etc etc) I can also say quickly that Foursquare mainly focuses on very light social pressure (letting your friends know where you are at), Development and Accomplishment (check-in count and badges) until it turns into Ownership (Mayor). It could try to incorporate others too to make it more successful and more mainstream.
Hey, great approach of a structured design to monitor these 8 core principles. It will work pretty good for analysing an exisiting business activity ant then to compare it with different games by laying the business-activity-octalysis over your gamification-octalysis. Now, if we combine this with player-types/ manager-types (I use to use a similar graphik like you to analyse the player-behaviors) perhaps we achieve a more forward looking tool that will be useful for brainstorming about a gamified system and it also becomes even more human centered :-) Great post. Thanks. I'm in San Jose from mid December till mid January. Would love to meet eventually to talk about this... :-)
Hey Roman, Haha, yes, there's a lot of potential to bring this framework into usefulness. I'm surprised that you found the business-octalysis article too ;-) I would love to meet up when you are here. San Jose is right where I'm at. Lets meet!
Great article. I do think its a good start and having one of those pillars can be helpful. I don't think looking at games like farmville are good examples of gamification though. I would say most of their mechanics are "Black hat" to mostly to drive users and not fully engage with a "game system". It makes users burnout after time, not really sustainable and more about addiction. I think you did a great job on this and would love to hear more about your findings so far.
Hey James, As I wrote in my other article on Farmville, I completely agree that Farmville is very "black hat" :P However, Farmville is a REALLY boring game that masters game mechanics to get people addicted, so its important to learn how they incorporate those elements and so we can learn to use that to Gamify useful activities! Thanks for the comments!
Looks pretty solid. Haven't had time to really dig in. Not sure about the black hat / white hat thing. In SEO, black hat is bad. Saying twitter is using black hat gamification is a fairly negative connotation, which they probably don't deserve.
Thanks for the feedback Mack. Yea I have to think about that. I think its pretty catchy, but maybe at some cost...