The Octalysis Framework is a human-focused gamification design framework that lays out the eight core drives for humans motivation developed by Yu-Kai Chou.
The framework suggests that if there are no core drives present, then there is no motivation and no behavior will happen. This is based on the premise that almost all games appeal to certain core drives within us and motivate us towards a variety of decisions and activities. The framework divides these motivations into eight core drives.
This Core Drive is in play when a person believes he or she is doing something greater than oneself or was “chosen” to take action. An example would be Wikipedia volunteers who maintain the page and contribute to the development of its content. Contributors do not receive any extrinsic reward, but they feel that their contribution will help to develop and protect human knowledge. The implementation of this drive can vastly differ, and is not limited to altruistic behavior. Some of the world's worst events and actions have happened with the belief of participating in something greater than oneself.
Examples:
This is the Core Drive where people are driven by a sense of growth towards a goal and accomplishing it. Win-State is often a scenario in which user has overcome a challenge. The perception of the challenge is important. For example, a badge or trophy without a challenge is not meaningful for a person. This is the drive that most PBLs: Points, Badges, and Leaderboards focus on.
Examples:
This drive is expressed when users are engaged in a creative process where they repeatedly figure new things out and try different combinations. People not only need ways to express their creativity, but also need to see the results of their creativity, receive feedback, and adjust in turn. This is why playing with Legos, playing Minecraft, and making art are intrinsically fun. When properly designed and integrated to empower users to be creative; they often become Evergreen Mechanics: a game designer no longer needs to continuously add content to keep the activity fresh and engaging. The brain simply entertains itself.
Examples:
This drive refers to users feeling like they own or control something. When a person feels ownership over something, they innately want to increase and improve what they own. For example, the human desire to accumulate wealth and the overvaluing of objects within one's possession are the result of this drive. People might think their house is worth far more than the market is willing to pay for it, not because of any intrinsic property of the house but because they personally own it.
Examples: