Author:: [[Yu-Kai Chou]]
DateFinished::
URL:: https://yukaichou.com/gamification-study/careful-transitioning-white-hat-black-hat-gamification/?utm_source=ReviveOldPost&utm_medium=social&utm_campaign=ReviveOldPost
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Tags:: #📩 # One Thought on “Careful Transitioning Between White Hat and Black Hat Gamification”

## Highlights
In general (with some exceptions), it is better to first setup a White Hat environment to make users feel powerful and comfortable, then implement Black Hat designs at the moment when you need users to take that one Desired Action for conversion. At that point, users will likely take the Desired Action, but won’t feel very comfortable. This is when you transition quickly back to White Hat motivation to make them feel good about their experience. ([View Highlight](https://read.readwise.io/read/01gmkrx8ydp92xvfzs7fmrekxd))
However, this is when the game starts to shower you with White Hat Motivation by showing you how great of an achievement you accomplished (Core Drive 2: Development & Accomplishment), and the rewards or trophies you have obtained (Core Drive 4: Ownership & Possession) because you have beaten the boss. On top of that, your teammate will often start cheering for you (Core Drive 5: Social Influence & Relatedness), “Wow! You spent real money just to save our troop. You are our hero!” Being sprinkled by all this emotional confetti, people often start to think, “Hmm, maybe that was $10 well spent after all!” And this eventually trains their brains to be more open to spending the next $10 to buy energy and defeating the boss when necessary ([View Highlight](https://read.readwise.io/read/01gmkrze9v0pyxn1vq15j41zv4))