Gamification on the basis of Octalysis

Gamification is the use of game mechanics in non-game contexts. A game’s sole purpose is to evoke pleasure in the user, which boosts motivation. The mechanics for gamification have been mastered in game development. Applied to UX and UI design, it is used to enhance engagement, motivation, and interaction in otherwise mundane experiences such as financial apps or productivity tools. Examples of elements of gamification are badges that the user can earn by completing a task, point systems, or social challenges where users can compete against each other.

Gamification can have different values for a company. For instance, it can boost customer loyalty to the brand and also enhance user engagement with the application. This can only happen when gamification is used intentionally, and when it is not forced upon the user or used to control or coerce them into performing a certain task. There is also a clear distinction to be made between gamification and game-based learning. The latter is an educational approach that uses games to teach subjects, while gamification adds game mechanics to already existing tasks.

Successful gamification does not just include game elements; it understands and implements the core drivers behind human-centered design to create user motivation. Yu-Kai Chou, one of the earliest pioneers in the field of gamification, created the Octalysis Framework, which analyzes human motivation and applies it to gamification. These principles optimize the feelings and motivation that users experience when engaging with gamified content. Chou defines the core drivers for successful gamification as follows:

Epic Meaning & Calling: The player or user is given the sense of doing or achieving something greater than oneself. It involves a sense of destiny, purpose, and belief that one is contributing to something in the world. An example of this would be Wikipedia, people voluntarily contribute countless hours writing and reviewing content for free. They are motivated by the belief that they are helping to make information more accessible and easily available for everyone.

Development & Accomplishment: This mechanic builds on the user’s internal drive for progress by completing challenges and learning and implementing new skills. This growth is then visualized with badges, point systems, progress bars, or level upgrades to validate that achievement.

Empowerment of Creativity & Feedback: The user is given tasks and challenges to figure out by using their own creativity. They explore possibilities and use different combinations to complete a task and receive immediate feedback and results. Clear examples of this are games like The Sims or Minecraft, where players can build something in the world and immediately see their creation come to life. This type of instant reward fuels continuous engagement.

Ownership & Possession: When the user feels that they own something, they will want to improve, protect, and care for it. It builds on the drive to own things, be it material goods, virtual possessions, or even intangible concepts like status. One example would be the creation and customization of avatars and profiles by personalizing them with unique appearances.

Social Influence & Relatedness: The implementation of social elements such as mentorship, competition, or companionship builds on the way we relate to other people. This can be seen in fitness tracking apps like Strava, where users can compare their workouts to those of their friends, creating a sense of competition. It builds on peer pressure and external validation, which in this case can lead to more physical exercise.

Scarcity & Impatience: The motivation to obtain things that are hard to receive or only available for a limited amount of time. The fear of missing out on something creates a sense of urgency and leads to impulsive decisions. Prime examples of this are e-commerce websites with limited-time sales and countdowns that urge the user to purchase things under time pressure.

Unpredictability & Curiosity: The desire to find out what will happen next, to seek out and discover new information. This desire is also satisfied by reading books, watching movies, or even scrolling through a social media feed.

Loss & Avoidance: The user wants to avoid negative outcomes or the loss of something they perceive as valuable. Snapchat or Duolingo make use of this mechanic by encouraging daily use of their app through maintaining a daily streak. Users do not want to lose their accumulated progress and are thus motivated to use the app.

A deeper understanding of these mechanics and a focus on human-centered design can lead to long-term engagement.

Sources:

Doukas, A. (2024, March 20). Gamification in App Design and User Engagement. Solwey Consulting. https://www.solwey.com/posts/exploring-embedded-finance-uploaded

Chou, Y.-K. (2023, September 5). The Octalysis Framework for Gamification & Behavioral Design. Yu-kai Chou. https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/

Extrinsic and intrinsic motivators in gamification

Successful gamification is deeply rooted in behavioral psychology. The Self-Determination Theory is a framework proposed by Edward L. Deci and Richard M. Ryan that is used to study human motivation. According to the Self-Determination Theory, there are three basic psychological needs, at least one of which must be met for human motivation to occur. These three factors are:

Autonomy: The need to have power over one’s choices; behavior occurs willingly without feelings of control or pressure.

Competence: The need to feel effective and useful in one’s actions. The development of new skills and mastery of these also plays a key role in this factor.

Relatedness: The need for connection and a feeling of belonging with other people.

In addition to these, the Self-Determination Theory differentiates between two main types of motivation:

Intrinsic motivation: This describes motivation that is fueled by excitement, enjoyment, and genuine interest in the subject matter. The motivation comes from within the person and is not influenced by external pressure. Studies show that intrinsic motivation leads to higher academic achievement.

Extrinsic motivation: This type of motivation stems from an external source. The activity is pursued due to external rewards or punishments; thus, the decision to engage in the activity is not made autonomously but controlled externally. Examples of extrinsic motivation are badges, money, or status.

Generally, designers should try to prioritize intrinsic motivators in their designs. An activity that is enjoyable in itself will lead to more user engagement than one that relies solely on external rewards. Extrinsic motivation, on the other hand, is successful in the short term but struggles to build lasting habits. A combination of both motivation types can be useful when extrinsic motivators are used at the beginning, during the onboarding process, to provide instant rewards, which can lead to further engagement. This could take the form of “Welcome Badges” or easily earned points. An example of this is the language learning app Duolingo, where users are rewarded with experience points from the first lesson on and can see their initial progress as well as daily streaks to build a habit. To build long-lasting engagement, intrinsic motivators need to be at play. The user’s psychological needs must be met, this can also be seen in the example of Duolingo. Users unlock new levels and begin to understand words and sentences in their chosen language, which gives them a feeling of competence. They can personalize their lessons and focus on weak areas, promoting autonomy. Finally, they can see themselves and others on the leaderboard, which caters to the need for relatedness. Ideally, extrinsic motivational factors engage the user initially, and intrinsic motivational factors gradually replace them to create long-term engagement.

Reversing this order, adding extrinsic motivational factors to an activity already fueled by intrinsic motivation, can yield negative results. This phenomenon is called the “Overjustification Effect,” and it describes how an external reward, such as money, can weaken or destroy the enjoyment of an intrinsically motivated activity, like drawing. This happens because the perception of motivation changes: suddenly, activities are completed for a reward rather than for the initial enjoyment. In a language learning app, this could mean that users start with intrinsic motivation to learn a new language but shift their focus to external motivators like badges and points, meaning they use the app not to learn but to earn points.

The Octalysis Framework also expands on extrinsic and intrinsic motivation. It distinguishes between the left brain, which in this case represents extrinsic motivation, and the right brain, which represents intrinsic motivation. This distinction is purely symbolic and does not refer to the literal left and right sides of the brain. Chou states that this terminology is interchangeable, one of the core drivers is emotional, while the other is logical and he merely used this terminology because it is well known.

Following this distinction, Development & Accomplishment, Ownership & Possession, and Scarcity & Impatience all belong to the left-brain category. All of these are externally driven, and the motivation is goal-oriented.

On the other hand, Empowerment of Creativity & Feedback, Social Influence & Relatedness, and Unpredictability & Curiosity fall into the right-brain category. The motivation here is inherent in the process, and the focus lies on creativity and curiosity.

The two remaining drives, Epic Meaning & Calling and Loss & Avoidance, are not strictly part of either category but are still essential for creating motivation.

Sources:

Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a Self-Determination Theory perspective: Definitions, theory, practices, and future directions [Preprint]. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860

Morris, L. S., Grehl, M. M., Rutter, S. B., Mehta, M., & Westwater, M. L. (2022). On what motivates us: A detailed review of intrinsic v. extrinsic motivation. Psychological Medicine, 52(10), 1801–1816. https://doi.org/10.1017/S0033291722001611

Dah, J., Hussin, N., Zaini, M. K., Helda, L. I., Senanu, D., Ametefe, A. A. A., & Caliskan, A. (2023). Gamification equilibrium: The fulcrum for balanced intrinsic motivation and extrinsic rewards in electronic learning systems. International Journal of Serious Games, 10(3), 83–116. https://doi.org/10.17083/ijsg.v10i3.633

Egbert, J., & Shahrokni, S. A. (2022). Incorporating gamification into technology-enhanced language learning. Issues and Trends in Learning Technologies, 10(1). https://journals.librarypublishing.arizona.edu/itlt/article/id/4872/

Ryan, R. M., & Deci, E. L. (2020). Self-Determination Theory: Basic psychological needs in motivation, development, and wellness (PDF version). Retrieved from https://selfdeterminationtheory.org/wp-content/uploads/2020/04/2020_RyanDeci_CEP_PrePrint.pdf

Chou, Y.-K. (n.d.). The Octalysis Framework for Gamification & Behavioral Design. Retrieved October 28, 2025, from https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/