This class teaches Gamification and Behavioral Design by world-renowned expert (Stanford, Google, LEGO, BCG, TEDx) and Original Creator of the Octalysis Framework Yu-kai Chou.
After taking this course, students should be able to understand how the brain works, how to trigger motivations, and be able to apply that to all sorts of aspects in their lives, such as fundraising, sales, team motivation, parenting, teaching, relationships, and more. One example would be that the student would be able to identify the differences between White Hat Motivation (makes people feel powerful but not sense of urgency) and Black Hat Motivation (makes people feel urgent and obsessed, but leads to burn-out), and understand in what scenarios to design for one over the other.
This course is all about changing Desired Actions through Gameful and Behavioral Design!
The student will be able to feel good about who they are learning from and talk about gamification intelligently to others after this lecture.
After the lecture, students will be able to identify early signs of a failing project and be much more sophisticated in designing successful products, campaigns, and experiences.
After taking this lecture, students will understand how our brains work and what are the Core Drives that trigger all our behavior.
After taking this lecture. Students will understand when to use White Hat Motivation to drive longterm engagement, and when to use Black Hat Motivation to drive short-term conversions.
After this lecture, students will learn the pros and cons of Extrinsic and Intrinsic Motivation design, as well as know when to apply them to various situations.
After this lecture, students will be able to understand an experience from a higher perspective, applying the 4 Phases of a Player's Journey, as well as various Player Types.
At the end of the Lecture, students will be able to implement Epic Meaning & Calling into their designs, creating passionate users who are in love with the journey.
At the end of the Lecture, students will be able to design for progression and achievement systems (including points and badges) into their experiences. The will drive engagement forward as users advance through their journey.
After this Lecture, students will learn how to make an experience more intrinsically interesting while fulfilling the creative needs of the end users.
After this Lecture, students will learn how to design experiences where users invest into their journey and feel a stronger sense of ownership throughout, creating stronger retention.
- There are no real requirements before starting this course.
- Great plus if the student is already familiar with the Octalysis Framework, and/or have read the book Actionable Gamification, but those are not required to get a great experience from the course.