=Paper=
{{Paper
|id=Vol-3147/paper8
|storemode=property
|title=Reflection on the Octalysis framework as a design and evaluation tool
|pdfUrl=https://ceur-ws.org/Vol-3147/paper8.pdf
|volume=Vol-3147
|authors=Philip Weber,Laura Grönewald,Thomas Ludwig
|dblpUrl=https://dblp.org/rec/conf/gamifin/WeberG022
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==Reflection on the Octalysis framework as a design and evaluation tool==
Reflection on the Octalysis framework as a design and evaluation tool Philip Weber 1, Laura Grönewald 1 and Thomas Ludwig1 1 Cyber-Physical Systems, University of Siegen, Germany Abstract The Octalysis framework is a gamification framework used for the design and evaluation of “human-focused” systems. Although several practitioners have applied it within their daily work, only a few academic articles have reflected on its applicability. With this study, we present how and where the framework is currently applied based on a large-scale literature study and reflect on the potentials and obstacles of using it within a Human Computer Interaction (HCI) master’s class. Our empirical findings show that the use of the Octalysis framework is often simplified and can also be overwhelming. The results further reveal that the framework itself can be helpful in the creation and evaluation of concepts, especially when extensive user research is not possible (e.g., due to time constraints). We contribute to the field of gamification by critically reflecting on the use of the Octalysis framework. Keywords Octalysis framework, gamification frameworks, human computer interaction 1. Introduction see that this particular discourse currently plays a rather underrepresented role in gamification research, we would like to pave the way for Even if there is no agreed definition of the term fostering this discussion. We therefore examine gamification, the most popular agreed definition the Octalysis Framework as it gains a lot of is ”the use of game design elements in non-game attention among practitioners [28]. We ourselves contexts” [7]. A great part of the academic work have already used the framework a few times in is aimed at making the effects of this “use” projects and thus gained hands-on experience measurable (e.g.: through increased user with it. satisfaction, retention rates, productivity, Although the Octalysis framework is attracting engagement) and thus informing the selection of attention and adoption among practitioners adequate design elements. It is common for [27,40], we are not aware of any academic study practitioners to use popular gamification that has reflected on its usage and on its real-world frameworks such as the “Octalysis Framework” applicability as well as impact on the design of [4] or the “Playful Experience Framework” gamified systems. We consider this an important (PLEX) [22] to decide which design elements are research gap that we would like to address with suitable for which kind of use case [28]. this paper. With this paper we would like to focus more on the design process of gamification using such frameworks and investigate how one of these 2. Octalysis framework frameworks translates into the “real world” as well as which impact such a gamification The Octalysis framework is a gamification framework has on the design practices. Since we framework developed by Yu-kai Chou [4]. The 6th International GamiFIN Conference 2022 (GamiFIN 2022), April 26-29 2022, Finland EMAIL: philip.weber@uni-siegen.de (A. 1); laura.groenewald@uni-siegen.de (A. 2); thomas.ludwig@uni- siegen.de (A. 3) ORCID: 0000-0003-4020-6321 (A. 3) ©️ 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). CEUR Workshop Proceedings (CEUR-WS.org) 75 framework is used to design gamified systems and which are labeled as Octalysis Level 2. In evaluate applications in terms of their addition, if different needs of diverse target motivational drivers, referred to as core drives groups are considered, Octalysis Level 3 can also (CD) in the framework [4]. The framework be used, in which the four phases are linked to an consists of eight core drives: (1) Epic Meaning individual user group [4]. and Calling, (2) Development and Accomplishment, (3) Empowerment of Creativity 3. Methodology and Feedback, (4) Ownership and Possession, (5) Social Influence and Relatedness, (6) Scarcity and To investigate the Octalysis framework from a Impatience, (7) Unpredictability and Curiosity, scientific point of view, we have chosen a two- and (8) Loss and Avoidance. step methodology. First, we present a large-scale Chou identified and collected more than 100 literature review on the applicability of the game design elements that he mapped to one or Octalysis framework within different domains. more core drives to increase the motivational Here, we will outline why the framework was affordances of specific core drives. As an used (reasons for using the model) and summarize example, the use of “Easter Eggs/Sudden Rewards” addresses and increases the core drive the scattered articles on its usage. To better reflect on the use of the framework, we then introduced of “Unpredictability and Curiosity” (CD7). The the Octalysis framework to a Human Computer strength of the motivation based on the individual Interaction (HCI) master’s course at our home core is measured by the Octalysis Score ranging university. The ten students of this course from 0 to 10, where 0 indicates that the core drive evaluated existing apps based on the Octalysis is not addressed within a system and 10 means framework and afterwards designed and justified that there is no potential for further improving the their own gamified app experience. Afterwards, core drive. This results in differently shaped students shared their experiences with the octagons as the height of the Octalysis Scores can framework in a focus group before handing in be illustrated for each core drive (Figure 1). There written reports, where we asked them to reflect on are many other nuances that go beyond the scope the role of the Octalysis framework during their of this paper (e.g., a distinction between design processes. Based on the students’ extrinsic/intrinsic motivation within the experiences and our assessment of their created individual core drives, black and white hat designs, we discuss the benefits and drawbacks of gamification, implicit and explicit gamification, using the Octalysis framework. and a very briefly covered ninth “hidden” core drive called “sensation”). 3.1. Literature review To obtain a complete picture of the current use of the Octalysis framework, we conducted a large- scale literature review (Figure 2). For this purpose, we examined in total 344 results found in Google Scholar using the search term “Octalysis framework” on October 1, 2020. After excluding results that did not met minimum academic standards (e.g., presentation slides), 280 results remained. We further excluded results that we either could not understand due to language barriers or that only mentioned the Octalysis framework in passing (e.g., a mere explanation of Figure 1: Visualization of the gamification the framework), resulting in 101 papers. As a final restriction to increase scientific rigor, we elements for the LinkedIn platform along the excluded undergraduate theses, narrowing down core drives [4]. our analysis to 67 academic publications (and an additional four doctoral theses). We repeated the The examination of the eight core drives can same steps again on November 10, 2021 for be broken down into four phases of a user journey recently published papers, increasing the total (Discovery, Onboarding, Scaffolding, Endgame) 76 number of papers by 22 to 366 and the relevant The course consisted of several introductory papers by seven to a total of 78 publications. sessions to explain the Octalysis framework, particularly the different core drives, levels 2 and 3 of the framework, and most of the major game techniques [4]. The students were then given the task of using the framework as a tool of analysis to examine various food-related apps and identify existing design patterns and potential design spaces. The results of the analyses were discussed by the entire group and were then made accessible to all course participants. Figure 2: Paper selection process of the literature Based on these discussions, all students had to review develop their own idea, flesh out a concept with a UX story [33], create a video prototype [23], and The 78 papers were evaluated and analyzed by justify the key design decisions using the the group of authors who collectively coded the Octalysis framework [4]. Subsequently, the first papers, thereby inductively establishing a students presented the results and submitted a coding system by mutual agreement. This was project report, which documented the project followed by individual coding of the remaining work, outlined further developments of an idea, papers and the subsequent reconciliation of the and, in particular, reflected on the use of the results. Octalysis framework. In the last meeting, the students discussed their experiences and opinions 3.2. Classroom study about the framework in a focus group moderated by us. To test the applicability, learnability, and This exercise was audio-recorded, and key possible difficulties involved in the use of the passages were partially transcribed. The verbatim Octalysis framework, we introduced the quotes used in this paper are attributed to the framework to a group of 10 master’s students students (P01 to P10) and are taken from the (seven males, three females) as part of an HCI project reports as well as from these master’s course in summer 2020. The course, held documentations. The resulting material was entirely in English, was an elective in the iteratively coded and verified in several meetings respective HCI curriculum. Two of the authors among the authors. prepared, taught, and supervised the course, which was held from mid-April of 2020 to the end 4. Results of the literature study of September 2020. Due to the ongoing Covid 19- pandemic, the course was held remotely. To understand in detail how the Octalysis Participating students had varying previous framework was previously utilized, we identified experiences due to their different academic in the literature the different application domains backgrounds. Most of the students came from the in which the Octalysis framework was used fields of psychology, interaction design, and (Table 1). The framework is predominantly used computer science. While some of the students had in the context of gamified educational a basic knowledge of gamification as well as experiences. Examples are Rohr and Fischer [35], motivation and design models, none knew or had who used the framework to generate qualitative- used the Octalysis framework previously. Most of empirical user requirements from students to them were aware of the difference between better understand the target group and derive intrinsic and extrinsic motivation and had a appropriate requirements for a gamified e- general knowledge of the self-determination learning platform and Mårell-Olsson [25], who theory of Ryan and Deci [36]. Thus, the students introduced the framework to university students, could be described as “young professionals” who enabling them to act as cocreators to design had already been exposed to related motivational gamified teaching activities for middle-school and HCI topics due to their interest and expertise students. but who were not yet familiar with the Octalysis framework. 77 Table 1 Other specific topic areas were also identified, Publications by application domain including social media [42], conversational agents Application domain No. of [8], and promotion of pro-environmental behavior publications (e.g., [32]), where only one to three publications existed that were grouped under the label of “other Education 35 domains”. No specific domain 8 Healthcare 7 Marketing 6 4.1. Reasons for using the Octalysis Organizational management 5 framework Other domains 17 We analyzed how the Octalysis framework Some of the papers we analyzed did not focus was approached and deployed within the on a specific domain but rather investigated the reviewed studies. We discovered four primary Octalysis framework and gamification from a practices (Table 2). Since the practices are not rather holistic perspective. Tondello et al. [38] mutually exclusive, we marked in a few cases used the framework as a starting point for the papers with more than one practice. In most cases, development of their gameful design heuristics we identified a paper as addressing only one of the and compared the Octalysis framework with other practices. well-known frameworks and methods, such as the “Hexad” framework by Marczewski [24], the Table 2 “Kaleidoscope of effective gamification" by Identified practices with the Octalysis framework Kappen and Nacke [19], the motivational design Reasons No. of lenses by Deterding [6], the six different publications motivational dimensions for meaningful Create / Ideate / Justify new 31 gamification by Nicholson [29], or the “Super systems Better” design method by McGonigal [27]. Compare / Craft / Reflect on 22 Morschheuser et al. [28] interviewed 25 theory gamification experts, in which four experts stated that they made use of the Octalysis framework and Evaluate / Analyze existing 19 considered this and other gamification systems frameworks to be important in their ideation Understanding users 10 phase. Seven papers were related to the domain of The most common practice is using the healthcare, where the Octalysis framework was Octalysis framework for designing new ideas, used, for example, to increase the motivation of systems, and applications and justifying the patients with physical disabilities to perform selection of game elements by assigning them to exercises [9,10]. Six studies were in the area of core drives. The ideation process usually takes marketing, e-commerce, and customer loyalty, an place within the author’s working group (e.g., example of which is the use of the Octalysis [5,9,15]); there was only one exception to the framework by Fathian et al. [13] to develop a understanding that the design process is explicitly model that maps the relationship between game a codesign process [25]. mechanics and elements of customer loyalty. Another common practice is to use the Additionally, some papers address topics of Octalysis framework to align it with other models, organizational management. For instance, frameworks, and methods, usually with the intent Ellenberger et al. [12] used the Octalysis of deriving new methods (e.g., “gameful design framework to analyze the integration of heuristics” [38], or “gamification characteristics gamification in a company and its influence on measurement scale for mobile application users” company culture. While Korn et al. [21] used the [1]), or more context-specific models (e.g., for Octalysis framework as a foundation to develop a recrutainment applications [21], customer loyalty model for the description and analysis of measures [13], or the smart home context [32]). It recrutainment applications, Sanchez-Gordón et al. is striking here that either new approaches are [37] investigated the compatibility of the developed based on the framework or that it is Octalysis framework with the human factors of compared with existing models. However, no ISO 10018. 78 reviewed paper dealt with the empirical validation evaluating gameful applications due to the high with (sub)areas of the framework. level of needed familiarity with the frameworks. Furthermore, the framework was used to analyze existing applications, such as sports apps 5. Insights from the classroom study [40] or video-sharing platforms [42]. More rarely, the Octalysis framework was used to obtain Within the classroom study, students identified insights about users. Here, the most common and communicated several advantages and approach was to create questionnaires on the basis disadvantages of using the Octalysis framework. of the framework and use them to conduct In addition, we as lecturers made some interesting quantitative surveys (e.g., [1,26]). Less observations, which will be subsequently shared. frequently, it was used for qualitative studies, The overarching design principle of the such as focus groups or interviews (e.g., [14]). Octalysis framework that puts human needs above functional aspects was appreciated (P8). Through 4.2. Reflections on usage analysis of the three different Octalysis levels (Levels 1, 2, and 3), one gets a new perspective on The literature shows that reflections on the use human motivation and the user journey (P8). The of the Octalysis framework as a methodology, the ideation phase appeared more structured; thus, reasons for its selection, or remarks on the ideas could be brought up more easily (P1, P5). exclusion of the framework are rare. Only 13 of The many different game techniques were the 78 publications mentioned those reasons; but particularly helpful in generating ideas (P2, P8) often only with a sentence or short paragraph. One and were easy to understand through real-life reason to use the Octalysis framework could be its scenarios that seemed to be transferable to many good reputation among gamification practitioners contexts (P5, P10). In addition, P4 and P10 said [28], as it bridges psychology and game elements that the Octalysis framework made them aware of [3]. Recently, the framework has also been used blackhat gamification techniques (such as “doom in academic publications, which Karać and scrolling” [31]) and that they want to use them Stabauer [20] mention as a reason for their choice. more consciously in their future designs. P5 On the other hand, the framework is describes the framework as a solid guideline that sometimes criticized for not being context- can help inspire new ideas. In general, most specific. Korn et al. [21], for example, see a lack students saw the usefulness of the framework for of “‘serious’ business-related components” that developing new ideas instead of for evaluating allow a proper evaluation of existing existing concepts and ideas. However, P7 recrutainment systems. Yfantis and Tseles [41] expressed a positive opinion of the framework for argue that in the public sector, it might be useful evaluation purposes, emphasizing the objectivity to consider additional right brain core drives to it provides: “Designing such an experience was further boost intrinsic motivation. considered to be subjective but with the Octalysis Another criticism is the strong influence of the framework you can somehow evaluate the subjective perception when assessing core drives application.” and game elements [3,12,30], which depends on However, students (P5, P8) criticized the personal experiences and intuition [3], making apparent objectivity of the framework when any objective comparisons between gamification evaluating other concepts. P5 considered that approaches based on the Octalysis Gamification even similar concepts could not be meaningfully Score rather difficult [12]. Similarly, it is not evaluated and compared with the framework. This possible to estimate the extent to which a design is due to the subjective nature of quantifying the element has an impact on the fulfillment of a individual design elements in a single single core drive [3]. In addition, the framework gamification score, which was criticized by P8. could lead to implementing rather “fashionable” In relation to the conceptualization of game elements without a prior understanding of applications using the Octalysis framework, customer needs through appropriate user research students found that it is too general and does not [20]. sufficiently consider the design context (P2, P5). Broer [2] criticizes the Octalysis framework P2, for example, would still prefer to use the 6D for its lack of scientific evaluation, and Tondello framework [11] in the business context because it [39] views gamification frameworks, including is specifically designed to be applied in this the Octalysis framework, as unsuitable for domain. Other students (P8, P10) expressed their 79 fear that that the Octalysis framework could make observations. It is striking that most of the them blind to key design challenges. In particular, students created their concepts only with the game CD5, where intrinsic elements (social relatedness) techniques mentioned in the framework (even and extrinsic elements (social pressure) are though we deliberately said that the core drives combined under one core drive (“Social Influence are more relevant and that new game techniques and Relatedness”), is a big concern as it can lead and ideas may also be explored and innovated to an oversimplification of human motivations. within the course). In the end, this could lead to a “Putting two very different types of motivation decrease in creativity and diversity in future into the same category seems to oversimplify the designs, perhaps hindering the development of nature of motivation and could lead to unintended novel approaches and thinking out of the box. user experiences if a distinction is not drawn Although we were satisfied with the quality during the design process” (P8). Furthermore, P5 and elaboration of the work, it was noticeable, notes that the framework did not help her select an especially in the weaker projects, that students appropriate number of game techniques or to link tried to incorporate as many game techniques as them in a meaningful way, nor did it provide much possible into their own concept, that way hoping particular guidance on how to design and to create an engaging experience. As a result, the implement these elements. individual elements of the concept sometimes Half of the students (P2, P4, P6, P8, P10) seemed somewhat detached. One specific complained that the user perspective is not placed example is the game technique of mentorships, in a key position within the framework when which was used in many concepts but was rarely designing with it. In particular, a “practice-based conceived in a context-specific way or user research study” is missing (P6); this could meaningfully integrated into the overall systems. have been achieved by conducting interviews The idea that more design elements will lead to beforehand (P2, P4) or by evaluating the more engagement might be a misconception, prototype through usability tests (P6) and especially if the additional elements are poorly improving it by other types of user feedback (P8, thought out. P10). One of the biggest criticisms mentioned by the 6. Discussion students (P5, P8, P10) is the lack of scientific grounding of the Octalysis framework. This is Our classroom study confirmed all the expressed by a statement of P5: “Scientific mentioned criticisms from the literature review approaches and references are seldom used and portrayed them in greater detail. Only the within the framework.” P10 criticized that many statement that the framework is difficult to use for passages in the book are either anecdotal or barely the evaluation of gameful applications [39] was cited. For example, P10 sees strong similarities not apparent since all of the students were able to with the different types of “nudges” described by communicate and justify their concepts through Thaler and Sunstein [34] and the game techniques the lens of the Octalysis Framework very well. of the Octalysis framework. P8 commented on the However, this was probably due to the rather individual core drives and considers core drives 2, experienced participants and the teaching format, 5, and 7 to be particularly problematic for various reasons, referring to the works of Ryan and Deci which entailed several sessions to introduce the Octalysis framework to the students. [36] and Hassenzahl et al. [18], which partly In addition to the existing literature, we overlap with the Octalysis framework. identified some advantages and disadvantages of Despite the criticisms mentioned, most using the framework. We see it as problematic to students concluded that the Octalysis framework become less innovative if designers only follow helped them better understand human motivation the given structure of the Octalysis framework for in their design practice. Even P8, who raised some a project and does not think about other new game concerns, concluded that: “Ultimately, however, elements that are not (yet) included in the the Octalysis framework can be a helpful tool, if Octalysis framework. Here, other creative used with critical reflection and in combination techniques could continue to be used and we see with motivation frameworks that are scientifically the empirical investigation of user needs and the more grounded.” (P8) unconstrained analysis of the given design space From the role of the lecturers and with a close as highly important. Similar to [28], long-term look at the concepts and prototypes that were research on the design practices of gamification created, we made two complementary 80 practitioners and academics would be required to With regard to other widely used gamification understand this dynamic. frameworks, we also consider it useful to subject Equally problematic is the potential these frameworks to methodologically similar misconception that having as many gamification studies, in order to better understand and compare elements as possible will necessarily result in the design practices that result from the use of the higher engagement and a better user experience. respective frameworks. Only after extensive To be fair, the gamification framework does not discussion along these lines it seem reasonable to mention it [4], but it was misunderstood by us to derive practical implications and condense several students in the classroom study and was them into design guidelines for the use of these recognizable in the approaches of some academic frameworks. publications. We are aware that this is in contrast to a series of recent experimental studies by 8. Conclusion Groening and Binnewies [17], which demonstrated, in a small controlled setting, that Since no academic studies on the use of the motivation and performance tend to increase as Octalysis framework as a design and evaluation more game elements are added. In any case, we see a need for empirical-based research in this tool exist, we have addressed this research gap in this paper. Based on a comprehensive literature area, with a particular focus on investigating study and the application of the Octalysis practice-oriented implications for the design of framework in the context of a master’s program gameful applications and systems. course, we were able to show the challenges and The Octalysis framework sensitizes for the potential of the use of the Octalysis elements of black hat gamification. Therefore, the framework. We believe that the framework Octalysis framework could potentially be used as supports the design process, particularly for idea a model to educate and raise awareness about generation. However, there is an important need black hat gamification elements and closely for empirical-based validation of the Octalysis related concepts such as dark patterns [16]. framework. We also see the need for ongoing methodological reflections while using the 7. Limitations and future work framework to inform and guide the design practice of researchers and practitioners; this also It is important to point out some limitations of holds true for other gamification frameworks and our work. These are mainly related to the methods. We hope that our study has contributed conducted classroom study, in which we do not to making the applicability of the Octalysis deal with objectively quantifiable outcomes, but framework academically plausible and, thereby, rather with the articulation of subjective providing benefits in the selection of gamification experiences of the participating students and our frameworks. own perceptions. The style of didactic presentation, especially in the case of complex 9. Acknowledgments frameworks such as the Octalysis, definitely has some influence on the appraisal of this This work was carried out within the scope of framework. With respect to this, we tried to introduce the majority of the framework to the the project Rendezfood (EFRE-0801425), which is funded by the European Regional Development students and did this in a way that was as non- Fund. We sincerely thank Lea Michel for her judgmental as possible. Furthermore, there was no control group in our contribution to this work and the anonymous reviewers for their constructive feedback, which study (e.g., a second course with students who has improved our paper. Furthermore, we would could have tackled the same challenge without the like to thank all participants who took part in the Octalysis framework). Also, in terms of study. fundamental understanding of gamification and user experience, it was a rather homogeneous group of HCI master’s students. It would be 10. 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