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The Octalysis Framework is a human-focused gamification design framework that lays out the eight core drives for humans
motivation Motivation is the reason for which humans and other animals initiate, continue, or terminate a behavior at a given time. Motivational states are commonly understood as forces acting within the agent that create a disposition to engage in goal-dire ...
developed by
Yu-Kai Chou Yu-kai Chou (; born May 9, 1986) is a Taiwanese-American entrepreneur, author, speaker, business consultant, and experience designer. He is one of the earliest pioneers in the industry of gamification. He has been a regular keynote speaker lectur ...
. The framework is based on the premise that systems are “function-focused”, designed to complete a task as quickly as possible, similar to a factory process assuming workers will complete their tasks in a timely manner because they are required to do so. However, human-focused design acknowledges that people, unlike machines in a system have feelings, insecurities, and reasons why they want or do not want to do certain things, and therefore, optimizes for their feelings, motivations, and engagement. The framework lays out the structure for analyzing the driving forces behind human motivation. It is the process of applying the core behavior drives that motivate a user to complete a task efficiently through an interactive experience. The Octalysis framework is used in
healthcare Health care or healthcare is the improvement of health via the prevention, diagnosis, treatment, amelioration or cure of disease, illness, injury, and other physical and mental impairments in people. Health care is delivered by health profe ...
, fitness,
education Education is a purposeful activity directed at achieving certain aims, such as transmitting knowledge or fostering skills and character traits. These aims may include the development of understanding, rationality, kindness, and honesty. Va ...
,
training Training is teaching, or developing in oneself or others, any skills and knowledge or Physical fitness, fitness that relate to specific practicality, useful Competence (human resources), competencies. Training has specific goals of improving on ...
,
company A company, abbreviated as co., is a Legal personality, legal entity representing an association of people, whether Natural person, natural, Legal person, legal or a mixture of both, with a specific objective. Company members share a common p ...
, and
product design Product design as a verb is to create a new product to be sold by a business to its customers. A very broad coefficient and effective generation and development of ideas through a process that leads to new products. Thus, it is a major aspect of n ...
to increase user
engagement An engagement or betrothal is the period of time between the declaration of acceptance of a marriage proposal and the marriage itself (which is typically but not always commenced with a wedding). During this period, a couple is said to be ''fi ...
, ROI and
motivation Motivation is the reason for which humans and other animals initiate, continue, or terminate a behavior at a given time. Motivational states are commonly understood as forces acting within the agent that create a disposition to engage in goal-dire ...
.


Eight Core Drives

The Octalysis framework suggests that if there are no core drives present, then there is no motivation and no behavior will happen. This is based on the premise that almost all games appeal to certain core drives within us and motivate us towards a variety of decisions and activities. The framework divides these motivations into eight core drives.


Core Drive 1: Epic Meaning and Calling

This Core Drive is in play when a person believes he or she is doing something greater than oneself or was “chosen” to take action. An example would be
Wikipedia Wikipedia is a multilingual free online encyclopedia written and maintained by a community of volunteers, known as Wikipedians, through open collaboration and using a wiki-based editing system. Wikipedia is the largest and most-read refer ...
volunteers who maintain the page and contribute to the development of its content. Contributors do not receive any extrinsic reward, but they feel that their contribution will help to develop and protect human knowledge. The implementation of this drive can vastly differ, and is not limited to altruistic behavior. Some of the world's worst events and actions have happened with the belief of participating in something greater than oneself.


Core Drive 2: Development and Accomplishment

This is the Core Drive where people are driven by a sense of growth towards a goal and accomplishing it. Win-State is often a scenario in which user has overcome a challenge. The perception of the challenge is important. For example, a badge or trophy without a challenge is not meaningful for a person. This is the drive that most PBLs: Points, Badges, and Leaderboards focus on.


Core Drive 3: Empowerment of Creativity and Feedback

This drive is expressed when users are engaged in a creative process where they repeatedly figure new things out and try different combinations. People not only need ways to express their creativity, but also need to see the results of their creativity, receive feedback, and adjust in turn. This is why playing with Legos, playing Minecraft, and making art are intrinsically fun. When properly designed and integrated to empower users to be creative; they often become Evergreen Mechanics: a game designer no longer needs to continuously add content to keep the activity fresh and engaging. The brain simply entertains itself.


Core Drive 4: Ownership and Possession

This drive refers to users feeling like they own or control something. When a person feels
ownership Ownership is the state or fact of legal possession and control over property, which may be any asset, tangible or intangible. Ownership can involve multiple rights, collectively referred to as title, which may be separated and held by different ...
over something, they innately want to increase and improve what they own. For example, the human desire to accumulate wealth and the overvaluing of objects within one's possession are the result of this drive. People might think their house is worth far more than the market is willing to pay for it, not because of any intrinsic property of the house but because they personally own it.


Core Drive 5: Social Influence and Relatedness

This drive incorporates all the social elements that motivate people, including:
mentorship Mentorship is the influence, guidance, or direction given by a mentor. A mentor is someone who teaches or gives help and advice to a less experienced and often younger person. In an organizational setting, a mentor influences the personal and p ...
,
social acceptance Acceptance in human psychology is a person's assent to the reality of a situation, recognizing a process or condition (often a negative or uncomfortable situation) without attempting to change it or protest it. The concept is close in meaning to ...
,
companionship The concept of interpersonal relationship involves social associations, connections, or affiliations between two or more people. Interpersonal relationships vary in their degree of intimacy or self-disclosure, but also in their duration, in t ...
, and even
competition Competition is a rivalry where two or more parties strive for a common goal which cannot be shared: where one's gain is the other's loss (an example of which is a zero-sum game). Competition can arise between entities such as organisms, indivi ...
and
envy Envy is an emotion which occurs when a person lacks another's quality, skill, achievement, or possession and either desires it or wishes that the other lacked it. Aristotle defined envy as pain at the sight of another's good fortune, stirred b ...
. When you see a friend that is amazing at some skill or owns something extraordinary, you become driven to attain the same. Think about how we naturally draw closer to people, places, or events that we can relate to, turning into a spot premium motivator.


Core Drive 6: Scarcity and Impatience

Scarcity and impatience is the core drive of wanting something simply because it is extremely rare, exclusive, or immediately unattainable. Many games have Appointment dynamics or torture breaks within them (come back in 2 hours to get your reward). The fact that people can’t get something right now motivates them to return to check the availability of the product.


Core Drive 7: Unpredictability and Curiosity

Unpredictability is the core drive of constantly being engaged because you don't know what is going to happen next. When something does not fall into your regular pattern recognition cycles, your brain kicks into high gear and pays attention to the unexpected. This is the primary core drive behind gambling addictions, but also present in every sweepstake or lottery program that companies run. Think about the controversial Skinner Box experiments, where an animal presses a lever more frequently when rewards are unpredictable than when rewards occur at fixed times.


Core Drive 8: Loss and Avoidance

Loss and avoidance is the core drive that motivates us to avoid something negative from happening. On a small scale, it could be to avoid losing previous work or changing one's behavior. 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. Opportunities that are fading away have a strong utilization of this core drive, because people feel if they didn't act immediately, they would lose the opportunity to act forever. This is commonly known as
fear of missing out Fear of missing out (FOMO) is the feeling of apprehension that one is either not in the know or missing out on information, events, experiences, or life decisions that could make one's life better. FOMO is also associated with a fear of regret, ...
and can often be seen in marketing promotions with limited time periods, or speculative investments where any delay may lead to missing out on a once-in-a-lifetime opportunity.


Left and Right Brain Core Drives

Everything we do is based on one or more of the eight core drives. If none of them is present, there is zero motivation and no action takes place. Additionally, each of these drives have different natures within them. Some make the user feel powerful, but do not create urgency. Others core drives create urgency, obsession, and even addiction, but make the user feel bad. Some are more short-term extrinsically focused, while some are more long-term intrinsically focused. As a result, the 8 core drives are charted on an octagon not simply for aesthetic purposes, but because the placement determines the nature of the motivation. The left side of the Octalysis chart is commonly associated with logic, analytical thought, and ownership. People are motivated by extrinsic elements such as
rewards Reward may refer to: Places * Reward (Shelltown, Maryland), a historic home in Shelltown Maryland * Reward, California (disambiguation) * Reward-Tilden's Farm, a historic home in Chestertown Maryland Arts, entertainment, and media * "Reward" ...
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money Money is any item or verifiable record that is generally accepted as payment for goods and services and repayment of debts, such as taxes, in a particular country or socio-economic context. The primary functions which distinguish money are as ...
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goal A goal is an idea of the future or desired result that a person or a group of people envision, plan and commit to achieve. People endeavour to reach goals within a finite time by setting deadlines. A goal is roughly similar to a purpose or ai ...
s,
milestones A milestone is a marker of distance along roads. Milestone may also refer to: Measurements *Milestone (project management), metaphorically, markers of reaching an identifiable stage in any task or the project *Software release life cycle state, s ...
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point Point or points may refer to: Places * Point, Lewis, a peninsula in the Outer Hebrides, Scotland * Point, Texas, a city in Rains County, Texas, United States * Point, the NE tip and a ferry terminal of Lismore, Inner Hebrides, Scotland * Point ...
s,
badges A badge is a device or accessory, often containing the insignia of an organization, which is presented or displayed to indicate some feat of service, a special accomplishment, a symbol of authority granted by taking an oath (e.g., police and fi ...
,
recognition Recognition may refer to: *Award, something given in recognition of an achievement Machine learning *Pattern recognition, a branch of machine learning which encompasses the meanings below Biometric * Recognition of human individuals, or biomet ...
. However, once people obtain the goal or get used to it, they no longer take the desired behavior. The right side of the Octalysis chart relies on
intrinsic motivation Motivation is the reason for which humans and other animals initiate, continue, or terminate a behavior at a given time. Motivational states are commonly understood as forces acting within the agent that create a disposition to engage in goal-dire ...
: creativity, self-expression and social dynamics. You don't need a goal or reward to use your creativity, hangout with friends, or to feel the suspense of unpredictability. Balancing extrinsic and intrinsic core drives is an important task; research shows that extrinsic motivation impairs intrinsic motivation. Because once the companies stop offering the extrinsic motivator, user motivation will often plummet to a level much lower than when the extrinsic motivator was first introduced (the Over-justification Effect). Keep in mind that left brain and right brain references are not literal in terms of actual brain geography, but merely a symbolic differentiation between two distinct functions of the brain.


White Hat and Black Hat Core Drives

White Hat core drives make us feel powerful, fulfilled, and satisfied. On the Octalysis octagon they are represented on the top. It involves motivations that engage the user on expressing creativity and achievement through mastering of skills, resulting in a higher sense of accomplishments, meaning, and empowerment. While they make us feel powerful, fulfilled and satisfied, they don't attain much urgency ("I am going to save the world, but I need a coffee first”). Black Hat core drives are located at the bottom of the Octalysis chart. Black Hat core drives make us feel obsessed, anxious and addicted. If you are always doing something because you don't know what will happen next, you are constantly in fear of losing something, or because you're struggling to attain things you can't have, the experience will often leave a bad taste in your mouth even if you are consistently motivated to take these actions. The White Hat core drives are represented by the core drives at the top of the Octalysis diagram: * Core Drive 1: Epic Meaning and Calling * Core Drive 2: Development and Accomplishment * Core Drive 3: Empowerment of Creativity and Feedback The Black Hat core drives are represented by the core drives at the bottom of the Octalysis diagram: * Core Drive 6: Scarcity and Impatience * Core Drive 7: Unpredictability and Curiosity * Core Drive 8: Loss and Avoidance


Game Techniques

Each Core Drive has many game techniques associated with it. For example, Boosters or items that empower Desired Actions are a game technique of Core Drive 3: Empowerment of Creativity and Feedback. These techniques are numbered and can be found in both the book and the blog.


Application

Using the Octalysis framework, Magnum created a digital online game that resembles the Super Mario game. After playing the game, the player is returned to Magnum’s main site. mHealth has developed applications based on the Octalysis framework to assist people in self-care management and self-stress management. They are using framework to map how top rated stress management apps address the right brain drives and to provide motivation to increase adherence. Other global companies that have used or been inspired by the Octalysis Framework include
IDEO IDEO () is a design and consulting firm with offices in the U.S., England, Germany, Japan, and China. It was founded in Palo Alto, California, in 1991. The company's 700 staff uses a design thinking approach to design products, services, environ ...
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Google Google LLC () is an American multinational technology company focusing on search engine technology, online advertising, cloud computing, computer software, quantum computing, e-commerce, artificial intelligence, and consumer electronics. ...
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LEGO Lego ( , ; stylized as LEGO) is a line of plastic construction toys that are manufactured by The Lego Group, a privately held company based in Billund, Denmark. The company's flagship product, Lego, consists of variously colored interlocking ...
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Volkswagen Volkswagen (),English: , . abbreviated as VW (), is a German Automotive industry, motor vehicle manufacturer headquartered in Wolfsburg, Lower Saxony, Germany. Founded in 1937 by the German Labour Front under the Nazi Party and revived into a ...
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Huawei Huawei Technologies Co., Ltd. ( ; ) is a Chinese multinational technology corporation headquartered in Shenzhen, Guangdong, China. It designs, develops, produces and sells telecommunications equipment, consumer electronics and various smar ...
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See also

*
Gamification Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished thro ...
*
Motivation Motivation is the reason for which humans and other animals initiate, continue, or terminate a behavior at a given time. Motivational states are commonly understood as forces acting within the agent that create a disposition to engage in goal-dire ...
*
Behavioral Economics Behavioral economics studies the effects of psychological, cognitive, emotional, cultural and social factors on the decisions of individuals or institutions, such as how those decisions vary from those implied by classical economic theory. ...


References

Behavioral economics Gamification