What are the pillars of Gamification? Check it out!

October 7, 2023
4
min read

Technology has been providing optimization and automation for various activities in our daily lives. And corporate training is no exception, as it was through technological modernization that innovative methodologies, such as gamification, began to emerge. Speaking specifically about gamification, Yu-Kai Chou, a pioneer in this concept, structured a dynamic called Octalysis, known as the 8 pillars of gamification.

Read more about: Gamification – everything you need to know!

The use of games to promote and expand learning is not new today. But for it to occur efficiently, providing engaged education, it is necessary to follow the journey established by Yu-Kai Chou.

Continue with us in this reading and see below the meaning of each of the 8 pillars of gamification:

1# – Epic Meaning and Calling

Within this pillar, the individual believes they are doing something greater than themselves or that they were "chosen" to do something. They stop wanting something in return and believe that what they do is very important.

In summary, there is a belief that there is a purpose, a greater reason for carrying out their actions.

#2 – Development and Accomplishment

Improving at something, gaining experience, and developing skills is satisfying and drives us to always want more. Thus, when there is a challenge, the feeling of achievement is rewarding. But if the activity is not challenging, the idea of personal accomplishment loses its meaning.

Solving school or business exercises in gamified actions can transform points into medals and badges, which unlock new challenges and so on. In the end, it's the same activity as always, with a completely new approach!

#3 – Empowerment of Creativity and Feedback

People need to express their creativity and receive feedback on it to observe the result. As a result, providing the basic tools allows the person to create new forms and directions for them. For example, Lego pieces that allow us an infinity of assemblies.

#4 – Ownership and Possession

The more someone struggles for something, the more we value their achievement. No matter how detached we may be, we all have a great motivation for possession, mainly through conquest.

In this case, it is the materialization/concretization that can serve to validate the "development and creativity" pillar.

#5 – Social Influence and Relatedness

This pillar ranges from our sense of community and belonging to that of competition and envy. Therefore, if someone close is very good at something, they become an influencer, motivating people nearby to have it too.

This is also related to the feeling of belonging.

#6 – Scarcity and Impatience

It is common to associate something scarce with what is rare, which transforms the target into something valuable. When we don't achieve what we want, we enter a process of impatience and anxiety, which only passes when resolved.

#7 – Unpredictability and Curiosity

This pillar is linked to the motivation we have to discover what comes next, what will happen after a significant event. A common example is in soap operas, which usually have tense endings so that you want to keep watching the next episode.

#8 – Loss and Avoidance

Although all pillars are connected, this one is directly linked to the "ownership and possession" pillar. Thus, it is the motivation that makes us continue struggling not to lose what has already been achieved. In other words, the harder it is to achieve something, the more painful it would be to lose it.

The position of the pillars

Each pillar occupies a specific position within its structure, which was not taken into account here. Since it is not based on its numerical order, but rather on two divisions: vertical and horizontal.

The vertical division is characterized by creativity (right) and logic (left). The horizontal, on the other hand, is seen as white hat, comprising the pillars considered motivational and positive, and as black hat, being its opposite. Below, we list which pillars are present in each division:

Vertical Division: Creativity

  • Epic Meaning;
  • Feedback;
  • Social Influence;
  • Curiosity;
  • Loss.

Vertical Division: Logic

  • Epic Meaning;
  • Accomplishment;
  • Ownership;
  • Scarcity;
  • Loss.

Horizontal Division: White Hat

  • Ownership;
  • Accomplishment;
  • Epic Meaning;
  • Feedback;
  • Social Influence.

Horizontal Division: Black Hat

  • Ownership;
  • Scarcity;
  • Loss;
  • Curiosity;
  • Social Influence.

If we analyze the pillars of gamification in other contexts, we can see benefits such as:

  • Increased motivation and engagement;
  • Stimulating teamwork;
  • Aligning fun with learning;
  • Contributing to good team positioning,
  • Among others.

Regardless of age, games work. In any context, gamification is welcome and brings surprising results to participants.

If you want to enjoy the benefits of gamification, contact one of OGG's specialists. Our team is prepared to answer your questions, get in touch and request a quote!