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Audience Engagement:
Designing for Intrinsic Motivations


                Robert Pratten
     CEO & Founder, Transmedia Storyteller Ltd

                @robpratten
The Need to Engage
• If we are to engage audiences – especially
  over an extended period of time – we have to
  design experiences that satisfy core human
  needs
• Or to phrase another way, design experiences
  that appeal to intrinsic motivations
What is engagement?
• Being engaged means being “in the moment”
  of an experience
• Being “in the moment” is sometimes referred
  to as “being present” e.g. one’s mind is not
  elsewhere but focused to the exclusion of all
  else
Immersion (Rigby & Ryan)
                                       • Physical presence
                                              – player feels physically transported to
                                                game environment
                                       • Emotional presence
                                              – player feels as they might in real life to
                                                real world events
                                       • Narrative presence
                                              – player feels able to affect the story



http://www.amazon.com/Glued-Games-Spellbound-Directions-ebook/dp/B004NYAH66/ref=tmm_kin_title_0?ie=UTF8&qid=1352200740&sr=8-1
Emotion leads to immersion


 •    Competency             Intrinsic                                                         •    Physical presence
 •    Autonomy              Motivational                                Immersion              •    Emotional presence
 •    Relatedness             Needs                                                            •    Narrative presence




In games, satisfying intrinsic motivational needs is important for immersion and more you
design to create immersion so the more you’ll satisfy intrinsic motivation needs.


http://www.amazon.com/Glued-Games-Spellbound-Directions-ebook/dp/B004NYAH66/ref=tmm_kin_title_0?ie=UTF8&qid=1352200740&sr=8-1
Self-determination Theory
  “People have innate psychological needs that are the basis for self-motivation”

 • Competency
        – To be in control and seek mastery
 • Autonomy
        – Free to act
 • Relatedness
        – To be connected to others

 Used as the basis for The Player Experience of Need Satisfaction (PENS) model which seeks
 to understand player experience.
http://en.wikipedia.org/wiki/Self-determination_theory
http://www.immersyve.com/research-updates/2007/1/27/immersyves-player-experience-of-need-satisfaction-pens-model.html
Human needs
•   Significance (special, important, unique)
•   Certainty (comfort & control)
•   Variety (surprise)
•   Connection (love)
•   Growth (learning, mastery)
•   Contribution (giving back)
Fandom meets human needs
                 Storyworld

      Comfort                   Comfort
       Growth                   Growth
      Learning                  Learning
      Surprise                  Surprise




    Fan                               Fan
                 Community
                 Significance
                 Contribution
Use transmedia storytelling to match
intrinsic motivations




             http://www.itc-arts.org/uploaded/documents/Theatre%20handbook.pdf
Audience Experience Framework




This framework, developed to assess theatre experiences can be used during the
design process because it helps relate intrinsic motivations to expected audience
satisfaction


                              http://www.itc-arts.org/uploaded/documents/Theatre%20handbook.pdf
Transmedia storytelling
• Note: Our brains don’t differentiate between fictional
  stories and real life
• Create a mix of “private” and “public” experiences
   – Understand which human needs these satisfy
   – Understand which commercial needs these satisfy
• Interaction with fictional characters:
   – Relatedness & connection
   – Significance, Importance, Uniqueness
• Game-based stories
   – Control, mastery, competence, learning
TV show + multi-platform
• TV show
   – Episodic = Consistency/Habit
   – Time-shifted & availability on other devices = Control/Autonomy
• Story
   – Learning, Understanding
• Social media (Twitter, Facebook)
   – Relatedness, Connection. Maybe significance.
• Missing Engagement?
   –   Competence & Mastery
                                      Games, UGC, interaction with
   –   Significance
                                      fictional characters
   –   Growth
   –   Contribution
Branded Entertainment
Commercial Goals




                                  http://www.slideshare.
                                  net/OgilvyWW/making
                                  -magic-using-logic-
                                  12262018




                                   For brands to
                                   engage, they
                                   must embrace
                                   transmedia
                                   storytelling
                                   because TS can
Human Needs




                                   satisfy intrinsic
                                   motivational
                                   needs
Transmedia storytelling must weave story,
participation & social into single experience




 Long-term engagement demands:
 • Good story
 • Participation/Interaction
 • Social aspect – fan-to-fan and/or fan-to-character
The End


              Conducttr
           Pervasive Entertainment Platform




          Robert Pratten
           robert@tstoryteller.com
                @robpratten
             USA: +1 415 287 4150
           Europe: +44 207 193 4567

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Audience Engagement: Designing for Intrinsic Motivations

  • 1. Audience Engagement: Designing for Intrinsic Motivations Robert Pratten CEO & Founder, Transmedia Storyteller Ltd @robpratten
  • 2. The Need to Engage • If we are to engage audiences – especially over an extended period of time – we have to design experiences that satisfy core human needs • Or to phrase another way, design experiences that appeal to intrinsic motivations
  • 3. What is engagement? • Being engaged means being “in the moment” of an experience • Being “in the moment” is sometimes referred to as “being present” e.g. one’s mind is not elsewhere but focused to the exclusion of all else
  • 4. Immersion (Rigby & Ryan) • Physical presence – player feels physically transported to game environment • Emotional presence – player feels as they might in real life to real world events • Narrative presence – player feels able to affect the story http://www.amazon.com/Glued-Games-Spellbound-Directions-ebook/dp/B004NYAH66/ref=tmm_kin_title_0?ie=UTF8&qid=1352200740&sr=8-1
  • 5. Emotion leads to immersion • Competency Intrinsic • Physical presence • Autonomy Motivational Immersion • Emotional presence • Relatedness Needs • Narrative presence In games, satisfying intrinsic motivational needs is important for immersion and more you design to create immersion so the more you’ll satisfy intrinsic motivation needs. http://www.amazon.com/Glued-Games-Spellbound-Directions-ebook/dp/B004NYAH66/ref=tmm_kin_title_0?ie=UTF8&qid=1352200740&sr=8-1
  • 6. Self-determination Theory “People have innate psychological needs that are the basis for self-motivation” • Competency – To be in control and seek mastery • Autonomy – Free to act • Relatedness – To be connected to others Used as the basis for The Player Experience of Need Satisfaction (PENS) model which seeks to understand player experience. http://en.wikipedia.org/wiki/Self-determination_theory http://www.immersyve.com/research-updates/2007/1/27/immersyves-player-experience-of-need-satisfaction-pens-model.html
  • 7. Human needs • Significance (special, important, unique) • Certainty (comfort & control) • Variety (surprise) • Connection (love) • Growth (learning, mastery) • Contribution (giving back)
  • 8. Fandom meets human needs Storyworld Comfort Comfort Growth Growth Learning Learning Surprise Surprise Fan Fan Community Significance Contribution
  • 9. Use transmedia storytelling to match intrinsic motivations http://www.itc-arts.org/uploaded/documents/Theatre%20handbook.pdf
  • 10. Audience Experience Framework This framework, developed to assess theatre experiences can be used during the design process because it helps relate intrinsic motivations to expected audience satisfaction http://www.itc-arts.org/uploaded/documents/Theatre%20handbook.pdf
  • 11. Transmedia storytelling • Note: Our brains don’t differentiate between fictional stories and real life • Create a mix of “private” and “public” experiences – Understand which human needs these satisfy – Understand which commercial needs these satisfy • Interaction with fictional characters: – Relatedness & connection – Significance, Importance, Uniqueness • Game-based stories – Control, mastery, competence, learning
  • 12. TV show + multi-platform • TV show – Episodic = Consistency/Habit – Time-shifted & availability on other devices = Control/Autonomy • Story – Learning, Understanding • Social media (Twitter, Facebook) – Relatedness, Connection. Maybe significance. • Missing Engagement? – Competence & Mastery Games, UGC, interaction with – Significance fictional characters – Growth – Contribution
  • 13. Branded Entertainment Commercial Goals http://www.slideshare. net/OgilvyWW/making -magic-using-logic- 12262018 For brands to engage, they must embrace transmedia storytelling because TS can Human Needs satisfy intrinsic motivational needs
  • 14. Transmedia storytelling must weave story, participation & social into single experience Long-term engagement demands: • Good story • Participation/Interaction • Social aspect – fan-to-fan and/or fan-to-character
  • 15. The End Conducttr Pervasive Entertainment Platform Robert Pratten robert@tstoryteller.com @robpratten USA: +1 415 287 4150 Europe: +44 207 193 4567