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Assuming you have defined the right business objectives, the most important key for successful gamification is to target the right motivators: the drives that make people want to engage and that stimulate the right thoughts and actions to accomplish your objectives.
In this episode, Jesse discusses:
- The Four “E.A.S.I.” Game Drives
- Game Actions that appeal to each of the Four Game Drives
- How to consider the player’s focus based on their dominant drive: are players more focused on people or things, and are they more focused on outcomes or process?
- Games Drives in the Wild: LiveOps Case Study
- One Drive to Rule Them All: of the four Game Drives, one is the most important when it comes to employee gamification
E.A.S.I. Game Drives Compared to Other Models
|E.A.S.I. Game Drives||McClelland’s Three Needs||Pink’s Drives||Bartle’s Player Types||Kim’s Social Engagement Verbs||Chou’s Octalysis|
*Although excluded from Daniel Pink’s book Drive (probably for the sake of simplicity), Relatedness is one of the core components of Edward Deci and Richard Ryan’s Self-Determination Theory, on which Drive is based.
Resources Mentioned in This Episode
- Bartle, Richard (1996), “Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs”
- Burnham, David (2002), “Inside the Mind of the World-Class Leader”
- Chou, Yukai (2012), “Octalysis: Complete Gamification Framework”
- Kim, Amy Jo (2012), “Social Engagement: who’s playing? how do they like to engage?”
- Marczewski, Andrzej (2013), “Marczewski’s Gamification User Types 2.0”
- Mathur, Sanjay (2011), “A distributed social workforce drives profit and performance”
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