2. Man The Player
In his 1938 book Homo Ludens, Huizinga
discusses the importance of play and society.
Huizinga suggests that play may be the primary
formative element of human culture.
Coined the term “play theory”.
"Man only plays when in the full meaning of the
word he is a man, and he is only completely a man
when he plays."
Johan Huizinga
1872-1945
3. Characteristics of Play
Play is free. It is, in fact, freedom.
Play is not “ordinary” or “real” life.
Play is distinct from “ordinary” life both as to locality
and duration.
Play is connected with no material interest, and no
profit can be gained from it.
Play creates order, is order. Play demands order
absolute and supreme.
4. Our Need For Order
Humans are motivated by order
and we desire organization.
Did you ever wonder why
games like Candy Crush or
Bejewelled are so popular?
Something inside your brain is
telling you, “That's all messed
up! Tidy it up now!”
8. Discussion
What is the Magic Circle?
When do we enter a Magic Circle?
How is a Magic Circle different from “real
life”?
9. Immersion
Immersion creates the illusion that
you are another person or in another
place.
An immersive experience can be
achieved through theme, story,
character, graphics, and audio.
10. The Magic Circle - How Games Transport Us to New Worlds -
Extra Credits (6:19)
11. Discussion
How does the Magic Circle relate to
Immersion?
What elements of a game create an
immersive experience?
13. Intertainment Taxonomy
"Intertainment" is the class of activities that entertain
through their interactive nature
"Interactive stories" are conventional stories with some
small interactive element added (Manhole)
"Playthings" are systems that entertain through their
response to the player’s actions
"Toys" are playthings without defined goals (SimCity)
14. Intertainment Taxonomy
"Challenges" are playthings with clearly defined goals
"Puzzles" are challenges with no purposeful opponents
(Tetris)
"Conflicts" are challenges with purposeful opponents
"Competitions" are conflicts without impeding action
between the competitors
15. Intertainment Taxonomy
This leaves “games” as interactive
entertainment with conflicts in which the
players directly interact in such a way as to
foil each other’s goals.
16. Definitions of “Game”
Philosopher Ludwig Wittgenstein “In my view, the explanation is that a word like
“game” points to a somewhat diffuse “system” of
prototype frames, among which some frame-shifts
are easy, but others involve more strain”
Philosopher Bernard Suits “The voluntary attempt to overcome unnecessary
obstacles”
Game Designer Sid Meier “A series of meaningful choices”
Game Designer Jesse Schell “A game is a problem-solving activity, approached
with a playful attitude.”
Game Designers Eric Zimmerman and Katie Salen “A game is a system in which players engage in an
artificial conflict, defined by rules, that results in a
quantifiable outcome.”
Game Designer Amy Jo Kim ”A structured experience with rules and goals that’s
fun.”
Gamification Guru Andrzej Marczewski “Voluntarily undertaking tasks within a system
constrained by a set of rules, to achieve a desirable
outcome.”
17. Game Traits
Form of play
Objectives
Rules
There are so many types of games, they can be hard to
define. But most games have the following traits:
Feedback
Conflict
Choices
19. Painting
Form of play: Yes (especially for artists)
Objectives: Just what you set for yourself
Rules: None. You don’t even need a brush!
Feedback: Just what you and others think
Conflict: How well you meet your own goals
Choices: Infinite
How would you make painting into more of a game?
20. Slot Machine
Form of play: Yes (especially for grandmas)
Objectives: Win more money than you put in
Rules: Put in coin and pull lever
Feedback: Matching symbols and coins returned
Conflict: Odds of matching symbols appearing
Choices: None
How would you make playing slots into more of a game?
21. Jigsaw Puzzle
Form of play: Yes (especially for kids)
Objectives: Connect all the pieces to form a picture
Rules: All pieces must be used and fit together
Feedback: Image formed by connecting pieces
Conflict: None. You can keep trying until done
Choices: Orientation and placement of pieces
How would you make a jigsaw puzzle into a game?
22. Checkers
Form of play: Yes (especially for grandpas)
Objectives: Capture all the opponent’s pieces
Rules: Pieces move diagonally; jump to capture
Feedback: Board and pieces
Conflict: Your opponent is trying to win too
Choices: Pieces to move and where to move them
Yes, checkers is definitely a game.
25. Discussion
Why does Extra Credits think “What is a
game?” a wrong question to ask?
Do you think it is useful to distinguish
between a game and “an interactive
experience”?
26.
27. We Play Games Because It’s FUN!
Duh!
So, what is fun?
“Fun is the enjoyment of
pleasure.” Horst Streck
28. The Four Keys of Fun
Easy Fun (Novelty): Curiosity from exploration,
role play, and creativity
Hard Fun (Challenge): Fiero, the epic win, from
achieving a difficult goal
People Fun (Friendship): Amusement from
competition and cooperation
Serious Fun (Meaning): Excitement from changing
the player and their world
Nicole Lazzaro
29. Play Value
Play Value is the reasons why a player
chooses to play a particular game.
Many players can’t explain well why we like to
play a particular game, so game designers
will look towards Behavioral Psychology and
other models to better understand why certain
aspects of a game appeal to particular
players.
30. Playing Games Make Us Happy
According to Professor
Victor Manrique, people
play games because they
experience emotions that
are closely related to the
main factors of happiness.
31. So, What is Happiness?
Psychologist Martin Seligman provides the acronym
PERMA to summarize the factors that seem to make
people happy:
Pleasure: tasty food, warm baths, etc.
Engagement (or flow): the absorption of an
enjoyed yet challenging activity
Relationships: social ties have turned out to be
extremely reliable indicator of happiness
Meaning: a perceived quest or belonging to
something bigger
Accomplishments: having realized tangible goals
32. Fun Things
In his book "Game On", John Radoff lists 42 things that are fun, and
mostly all of them involve emotions that are related to a PERMA factor:
1. Recognizing Patterns
2. Collecting
3. Finding Unexpected Treasure
4. Achieving a Sense of
Completion
5. Gaining Recognition for
Achievements
6. Creating Order Out of Chaos
7. Customizing Virtual Worlds
8. Gathering Knowledge
9. Organizing Groups of People
10. Noting Insider References
11. Being The Center of Attention
12. Experiencing Beauty and
Culture
13. Romance
14. Exchanging Gifts
15. Being a Hero
16. Being a Villain
17. Being a Wise Old Man
18. Being a Rebel
19. Being the Ruler
20. Pretending to Live in a Magical
Place
21. Listening to Stories
22. Telling Stories
23. Predicting the Future
24. Competition
25. Psychoanalyzing
26. Mystery
27. Mastering a Skill
28. Exacting Justice and Revenge
29. Nurturing
30. Excitement
31. Triumph Over Conflict
32. Relaxing
33. Experiencing the Freakish or
Bizarre
34. Being Silly
35. Laughing
36. Being Scared
37. Strengthening a Family
Relationship
38. Improving One’s Health
39. Imagining a Connection with the
Past
40. Exploring a World
41. Improving Society
42. Enlightenment
33. The 16 Human Motivators
Dr. Steven Reiss describes 16 basic human motivators and their
object of desire:
Motivator Object of Desire
Power Influence
Curiosity Knowledge
Independence Self-reliance
Acceptance Being part of a group
Order Organization
Saving Collecting things
Honor Loyalty to one’s
parents, community
Idealism Social justice
Motivator Object of Desire
Social contact Companionship
Family Raising children
Status Social standing
Vengeance Competition, getting
even
Romance Sex and beauty
Eating Food
Physical Activity Exercising the body
Tranquility Emotional calm
34. Motivators in Games
We see many of these motivators satisfied by the games that we
play.
Motivator Game
Power Diplomacy
Curiosity Civilization
Independence Oregon Trail
Acceptance Guild Wars 2
Order Tetris
Saving Farmville
Honor Sports
Idealism Social justice
Motivator Game
Social contact Pictionary
Family The Sims
Status World of Warcraft
Vengeance Angry Birds
Romance Leisure Suit Larry
Eating Pac Man
Physical Activity Tag
Tranquility Candy Crush
35. 4 Major Gaming Forces
When we play a game, we experiment 4 main motivations
defined by game designer Richard Bartle:
Achievement: Trying to get more points
Immersion: Imagining oneself in the game world
Competition: Trying to defeat opponents
Cooperation: Working together as a team
No matter what game we play, we will be always driven by these
4 major gaming forces that are closely linked to the 16 human
motivators of Reiss making the connection between games and
happiness even stronger.
36. Games Satisfy Our Motivators
When we play, our player motivations are linked to
our human general motivations.
So, according to Victor Manrique, the most important
aspect of games is that, through fun, they satisfy our
human motivations, making us happier.
But let’s look at some other theories…
37. What Does This Dude Think?
Vsauce: Why Do We Play Games? (12:12)
38. Discussion
According to Michael of Vsauce,
why do we play games?
What do games offer that real life
doesn’t?
39. Why Else Do We Play Games?
We build skills like confidence
We strengthen relationships with
others
We develop creative skills
We problem solve and tinker
We learn to be flexible
Edutopia: The George Lucas Educational Foundation
41. Aesthetics of Play
Game Designers Robin Hunicke, Marc LeBlanc and Robert
Zubek divide aesthetics within games into 8 categories:
Sensation: Game as sense-pleasure
Fantasy: Game as make-believe
Narrative: Game as unfolding story
Challenge: Game as obstacle course
Fellowship: Game as social framework
Discovery: Game as uncharted territory
Expression: Game as soap box
Submission (or Abnegation): Game as mindless pastime
43. Discussion
What are Mechanics, Dynamics and Aesthetics?
Which does a Game Designer handle first when
creating a game?
What does a player experience first when playing
a game?
Why does Extra Credits think we should define
genres in terms of aesthetics rather than
mechanics?
44. The 5 Domains of Play
Novelty
Challenge
Stimulation
Harmony
Threat
According to game designer Jason VandenBerghe,
these are the elements of a game that appeal to
primary human motivations.
45. Novelty
Distinguishes open imaginative experiences
from repeating, conventional ones.
Novelty can be conveyed through theme (art
and story) or mechanics (randomness and
sandbox modes).
What games would players who like novelty play?
Low High
Reality-Based Fantasy-Based
Predictable Surprises
Practical Tasks Artistic Tasks
46. Challenge
How much effort or self-control the player is
expected to use.
Challenge can come through mechanics,
resources, opponents, and objectives.
What games would players who like challenge play?
Low High
Easy Goals Difficult Goals
Procrastination Discipline
Disorganization Order
47. Stimulation
Stimulation is the emotional element and
social engagement of play.
Stimulation can be introduced through player
format, objectives, and mechanics.
What games would players who like stimulation play?
Low High
Slow-Paced Fast-Paced
Unemotional Excitement, Humor
Passive Assertive
48. Harmony
Harmony reflects the rules of player-
to-player interaction.
Harmony can be achieved through
player format and objective.
What games would players who like harmony play?
Low High
Competition Cooperation
Harm Help
Destroy Build
49. Threat
Reflects the game’s capacity to trigger
negative emotions in the player.
Player format, objectives, and environment
are the primary game elements used to
incorporate threat.
What games would players who like threat play?
Low High
Low Risk High Risk
Calm Tension, Suspense
Cheerful Gloomy
50.
51. Richard Bartle
Richard Allan Bartle is a
British writer, professor and
game researcher, best
known for being the co-
creator of MUD1 (the first
MUD) in 1978 and the
author of the seminal
Designing Virtual Worlds.
52. Bartle’s Player Types
Killers like to provoke and cause drama over
other players
Achievers are competitive and enjoy beating
difficult challenges
Explorers like to explore the world – not just its
geography but also the finer details of the game
mechanics
Socializers are often more interested in having
relations with the other players than playing the
game itself
53.
54. Intrinsic Rewards
Higher Score
Unlocked Items
New Challenges
New Levels
More Story
Having Fun
Rewards within the game
55. Extrinsic Rewards
Making Friends
Earning Money
Losing Weight
Learning Skills
Rewards outside the game
57. Skinner Box
• Extrinsic Rewards can
motivate behavior
• Intermittent Rewards
are stronger motivators
than Constant Rewards
• Random Rewards are
strongest motivator
Behavior Psychologist B.F. Skinner
58. Making Rewards Fun
Obtain reward after really achieving
something
Require the player to fail a few times
before getting reward
Give reward when the player doesn’t
expect it
Present reward in a special way
Give meaning to the reward
59. People Cannot Be Forced To Play
Games require a voluntary and playful willingness to
overcome the obstacles, challenges, or just to play.
No one wants to play Monopoly if your super cool
Economics Professor tells you to do so as a class
assignment. (Well, maybe we do, but it won’t be that fun if
a grade is given!)
Games are voluntary, and if forced, playing turns into
working. (And, as Johan Huizinga, pointed out, “play” is
distinct from “work”).
60. Do players spend time grinding in
because they enjoy the experience itself
OR
because of the rewards they hope to get?
63. Entertainment
Entertainment: Activity that
provides an enjoyable or amusing
experience
Game: Play that has rules that the
player must follow.
Toy: Play that has rules that the
object or system must follow.
Art: Activity that provides an
elevating or inspirational
experience
Advergame: Game used to
advertise something
64. Serious Games
Teaching Game: Teaches you
something using real gameplay.
Simulator: A virtual version of
something from the real world that
allows safe practice and testing.
Meaningful Game: Uses
gameplay to promote a meaningful
message to the player.
Purposeful Game: Uses games to
create direct real world outcomes.
Complete games that have been created for reasons
other than pure entertainment.
65. Game-Inspired Design
Also called “Playful Design”
User interfaces that mimic
those from games
Design or artwork that is
inspired by games or the
way things are written
Does not contain game
mechanics, dynamics,
tokens ,etc.)
66. Gamification
The integration of game design techniques into
non-game environments (e.g., work, exercise,
education, etc.) to improve engagement, loyalty,
and learning.
70. The Core Drives of Gamification
Meaning
Empowerment
Social Pressure
Unpredictability
Avoidance
Scarcity
Ownership
Accomplishment
WHITE
HAT
BLACK
HAT
LEFT
BRAIN
RIGHT
BRAIN
Yu-Kai Chou
71. Epic Meaning and Calling
Narrative/Theme
Worthy Cause
Sharing Knowledge
Access
Beginner’s Luck
Free Lunch
Chosen One
72. Empowerment and Creativity
Tutorials
Branching Choices
Signposting
Unlock Content
Boosters
Voting
Real-Time Control
Development Tools
Creativity Tools
73. Social Pressure and Envy
Social Networking
Friend Invites
Sharing/Gifting
Guilds/Teams
Mentorship
Social Pressure
Bragging
Competition
75. Loss and Avoidance
Sunk Cost Tragedy
Lost Progress
Guilting
Grounded
Scarlet Letter
Weep Tune
76. Scarcity and Impatience
Appointment Dynamics
Fixed Intervals
Prize Pacing
Count Down
Throttles
Moats
77. Ownership and Possession
Avatar
Virtual Goods
Collecting/Trading
Recruiting
Editing/Customizing
Building from Scratch
Care-Taking
78. Development and Accomplishment
Learning New Skills
Challenges/Quests
Leaderboard
Progress Bars
Leveling Up
Boss Battles
Certificates
Leaderboards
Cooperation and competition reflect two ends of a spectrum. Individual players often have a preference for where they fall along this spectrum. For them, a game’s fun factor is higher the closer it comes to their personal preference.
Cooperative games make players work together to complete objectives. Massively multiplayer online games often include lots of cooperative gameplay.
In other games, the objective is to outperform and opponent. Competition motivates people to practice their skills and think of different ways to succeed.
Whether playing with friends, family or even rivals, multiplayer games help build and strengthen ties.
Cooperation and competition reflect two ends of a spectrum. Individual players often have a preference for where they fall along this spectrum. For them, a game’s fun factor is higher the closer it comes to their personal preference.
Cooperative games make players work together to complete objectives. Massively multiplayer online games often include lots of cooperative gameplay.
In other games, the objective is to outperform and opponent. Competition motivates people to practice their skills and think of different ways to succeed.
Whether playing with friends, family or even rivals, multiplayer games help build and strengthen ties.
The magic circle is a place of dreams and fantasy. It's an escape for everyday problems and chores. And the most important: everything inside the magic circle is, in some way, transformative. Each time a person leaves the magic circle they bring meaning and experience.
Videogames engage the eyes and ears with large amounts of art, visual effects, music and sound effects. All of these sensory experiences can add depth to a game and make it more immersive to the player.
Role-playing games can tell engaging stories. Sometimes the most fun part of a game comes from experiencing a unique storyline and play sequence, meeting characters, and interacting with them as they overcome tough challenges or go on amazing adventures
From Jason VandenBergh’s “Dominions of Play” presentation at GDC 2012.
Jason VandenBergh is Creative Director at UbiSoft and has worked at Creative Director at Activision and Lead Game Designer at Electronic Arts. He is author of the book “100 Principles of Game Design.”
From Jason VandenBergh’s “Dominions of Play” presentation at GDC 2012.
Jason VandenBergh is Creative Director at UbiSoft and has worked at Creative Director at Activision and Lead Game Designer at Electronic Arts. He is author of the book “100 Principles of Game Design.”
Players who like novelty may gravitate towards games with randomized content or chance-based mechanics as part of their game design. These add unpredictability and uncertainty that can keep a game fresh. Open-ended games like Minecraft incorporate novelty through sandbox play.
Some players enjoy games that provide challenging tasks to be practiced and mastered. Difficulty, advancement, and completion are all ways players experience challenge. The fun comes from successfully overcoming the hurdles made by the game designer. To do so, the player must learn or improve particular skills.
Self-expression, role, pace, and excitement are all ways in which players experience stimulation. Many games involve forms of self-expression such as decorating areas, creating images or music. In role-playing games, a player may choose a role such as a fighter or thief character, based upon how fun they think that role’s experiences will be.
Players with a high need for stimulation will most likely enjoy real-time games or games with strict limitations, while those with a low need might prefer turn-based games or those that are more open ended. Games with mechanics that provide the “thrill of victory and the agony of defeat) can also fulfill a player’s need for stimulation.
Cooperation and competition reflect two ends of a spectrum. Individual players often have a preference for where they fall along this spectrum. For them, a game’s fun factor is higher the closer it comes to their personal preference.
Cooperative games make players work together to complete objectives. Massively multiplayer online games often include lots of cooperative gameplay.
In other games, the objective is to outperform and opponent. Competition motivates people to practice their skills and think of different ways to succeed.
Whether playing with friends, family or even rivals, multiplayer games help build and strengthen ties.
Games with the element of threat are fun because of their heart-pounding action and the enjoyment people get out of defeating their opponents. First-person shooters and racing games are examples of games that appeal to a player’s threat instinct.
Richard Bartle co-created MUD (Multi-User Dungeon), the text-based precursor to today’s MMORPGs, while studying at Essex University. He ended up formulating the theory that all MUD players could be broken down into four main types: killers, achievers, explorers, and socializers.
Bartle theorized that MUD players could be split into four types, giving psychological portraits of players populating a virtual world for fun:
Killers like to provoke and cause drama and/or impose them over other players in the scope provided by the virtual world. Trolls, hackers, cheaters, and attention farmers belong in this category, along with the most ferocious and skillful PVP (player vs player) opponents.
Achievers are competitive and enjoy beating difficult challenges whether they are set by the game or by themselves. The more challenging the goal, the most rewarded they tend to feel.
Explorers like to explore the world – not just its geography but also the finer details of the game mechanics. These players may end up knowing how the game works and behave better than the game creators themselves. They know all the mechanics, short-cuts, tricks, and glitches that there are to know in the game and thrive on discovering more.
Socializers are often more interested in having relations with the other players than playing the game itself. They help to spread knowledge and a human feel, and are often involved in the community aspect of the game (by means of managing guilds or role-playing, for instance).
In the above diagram, the horizontal axis represents a preference for interacting with other players vs. interacting with the world and the vertical axis represents a preference for (inter)acting with something vs. (inter)acting on something. So, achievers prefer to act on the world, while socializers prefer to interact with other players.
Bartle found that players tended to belong to a primary category, but drifted between several others depending on their mood, situation and preferred goal in the game. Having categorized those type of players, drawn to the same virtual world for different reasons and still acting and interacting in the same playing field, he was now able to better balance the game.
Game mechanics that are enjoyable to play are called intrinsically engaging. A game designer’s goal should be to make every aspect of the game intrinsically engaging.
Extra Credits, Season 2, Episode 10 – Gamification
Left Brain vs Right Brain Drives
In this Octagon, The Core Drives on the right are considered right brain drives, being more about creativity, self-expression, and social aspects.
The Core Drives on the left are considered left brain drives, being more about logic, calculations, and ownership.
White Hat vs Black Hat Gamification
The top Core Drives in this Octagon are considered very positive motivations, while the bottom Core Drives are considered more negative motivations.
If something is addicting because it lets you express your creativity, makes you feel successful through skill mastery, and gives you a higher sense of meaning, that’s a very positive result of being addicted.
On the other hand, if something is addictive because you don’t know what will happen next and you HAVE to find out, you are constantly in fear of losing something, or you think about it all day simply because there are things you can’t have, then it is definitely from the Dark Side of the force of Gamification.
Keep in mind that just because something is Black Hat doesn’t mean it’s bad – these are just motivators – and they can be used for productive and healthy results or for evil and manipulation. Gamification techniques simply control the “motivation” to do something but not the purpose of the activity. I personally would LOVE to get addicted to exercising and eating carrots.
A good Gamification expert will try to implement all 8 Core Drives on a positive and productive activity so that everyone ends up happier and healthier.
This is the Core Drive where a player believes that he is doing something greater than himself or he was “chosen” to play. An symptom of this is a player that devotes a lot of his time to maintaining a forum or helping to create things for the entire community (think Wikipedia or Open Source projects). This also comes into play when someone has “Beginner’s Luck” – an effect where people believe they have some type of gift that others don’t or believe they were “lucky” to get that amazing sword at the very beginning of the game.
This is when users are addicted to a creative process where they have to repeatedly figure things out and try different combinations. People not only need ways to express their creativity, but they need to be able to see the results of their creativity, receive feedback, and respond in turn. This is why playing with Legos and painting are fun in-and-of themselves and often become Evergreen Mechanics (a good state for Gamification).
This drive incorporates all the social elements that drive people – including: mentorship, acceptance, social responses, companionship, as well as competition and envy. When you see a friend that is amazing at some skill or owns something extraordinary, you become driven to reach the same level. Also, it includes the drive we have to draw closer to people, places, or events that we can relate to.
Generally, this is a harmless drive of wanting to find out what actually happens. Many people watch movies or read novels solely because of this drive. This drive is the primary factor behind Gambling addiction. Researchers have shown that people irrationally want to see what’s next if there is a chance of a positive outcome – even when they know it will most likely be a negative.
This drive is based upon the avoidance of something negative happening. On a small scale, it could be to avoid losing previous work. On a larger scale, it could be to avoid admitting that everything you did up to this point was useless because you are now quitting.
This is the drive of wanting something because you can’t have it. Many games have Appointment Dynamics within them (come back 2 hours later to get your stuff) – the fact that people can’t get something NOW motivates them to think about it all day long. In the early days of Twitter, the service kept going down due to bad infrastructure. However, BECAUSE people couldn’t use Twitter when they wanted to, they wanted to use it even more. When it came back up they rushed to tweet before it went back down.
This is the drive of wanting something because you can’t have it. Many games have Appointment Dynamics within them (come back 2 hours later to get your stuff) – the fact that people can’t get something NOW motivates them to think about it all day long. In the early days of Twitter, the service kept going down due to bad infrastructure. However, BECAUSE people couldn’t use Twitter when they wanted to, they wanted to use it even more. When it came back up they rushed to tweet before it went back down.
This is the internal drive of making progress, developing skills, and eventually overcoming challenges. The word “challenge” here is very important as a badge or trophy without a challenge is not meaningful at all.
Extra Credits, Season 2, Episode 10 – Gamification