# Actionable Gamification Notes

# Epic meaning and calling

* Narrative: Context why you should play the game. It's your mission. Personalize the mission and their journey through the game e.g. "You are a hero who is going to save the world from the evil forces".
    
* Unique opportunity: Letting people know the special chance they had discovering and using the game.
    

# Development and accomplishment

* Progress bar: Make people feel like they are making progress. Show the granular percentage of the progress.
    
* Achievement symbols: Give people something to feel proud of and showcase the achievements to others on the product/platform.
    
* Leaderboards: Daily/Weekly/Monthly/Yearly competitions. Leaderboards give people something to strive for, with daily/weekly providing new chances to win.
    

# Empowerment of creativity and feedback

* Boosters: Something that temporarily gives people a boost e.g. in Mario where you get a super power-up through mushroom or similar items.
    
* Unlocking milestones: Achievements within a level you're playing that give a sense of accomplishment despite not being "done" -&gt; keeps you hooked.
    

# Ownership and Possession

* Collecting items: Great way to give people a sense of ownership and accomplishment.
    
* Customization: Personalization options that can also be shared with others, creating ownership pride.
    
* Build from scratch: Ikea effect -&gt; people value things more when they've built or created them.
    
* Trading system: A way for people to exchange items and resources with others.
    
* Monitor effect: People needing to tune in regularly to see how things are progressing -&gt; Clash of Clans does this well.
    

# Social influence & Relatedness

* Brag button: Let people share and brag about their achievements with others.
    
* Trophy shelves: Let people display and show off their achievements prominently.
    

# Scarcity and Impatience

* Pay to skip: Spend money to get something that would otherwise take much longer -&gt; Farmville, Clash of Clans, etc.
    
* Premium benefits: More fun and achievements when paying -&gt; Clash of Clans approach.
    
* Time scarcity: You can only do something during a limited period of time.
    
* Wait timers: Can't do something right away and need to wait -&gt; creates impatience -&gt; wait 25 mins to restore life or purchase -&gt; Candy Crush.
    

# Unpredictability and Curiosity

* Glowing choice: Recommended choice when you're not sure what to do -&gt; e.g. Candy Crush guidance.
    
* Mystery box: You don't know what you're going to get -&gt; creates excitement and brings people back for the mystery.
    
* Easter eggs: Sudden unexpected rewards that spike dopamine -&gt; you're excited thinking you're the lucky one.
    
* Lottery rewards: Rolling rewards and random prize systems that keep people engaged.
