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A Comprehensive Model for
              Behavior Change Design


                 My Own Journey

                       Ben
                     Sawyer
                   Digitalmill,
                    bsawyer@dmill.com
                    @bensawyer
                       Inc.




June 2012          Games for Health Conference   www.gamesforhealth.org
Behavior Change
   My own design journey
Disclaimer...
The beginning...
Skepticism...
The horror of
templating & recipes
Time & Work
Games for Health
Play2Prevent
Play2Prevent
• Avoiding the obvious & “catch the fruit”
• Enabling procedural rhetoric &
  “translational game design”
• Creating parsable statements that become
  games & gameplay (written long hand)
• Breaking apart contextual narrative, and
  “situated, acceptable, practice”
Play2Prevent


• “mini games” and repetitive practice and
  spectrum
• Exertion, grit
What does this mean?
Hub & Spoke
SuperBetter
Health Month
MeQuilibrium
Elbrys Networks
Leadership Game
Phone’s
What’s the model?
Hub & Spoke
Four models...
• A single tight game
• A one-game hub & spoke model
 • Game of mini-games
   • how well integrated and interrelated?
• A collection of mini-games
• A external hub & spoke model
A Single Tight Game
Internal Hub & Spoke
                       mini-game




                       contextual narrative
Collection of Games

                               mini-game


 mini-game                                  mini-game
                       They can be
                      very different
                       experiences
 mini-game                                  mini-game


                                mini-game
External Hub & Spoke
                       mini-game



   mini-game                        mini-game


                       Manager/Meta-Game

                                    mini-game
   mini-game

                        mini-game
Single Tight                      Requires focused
                Hard to design
   Game                                topic


Internal Hub    Handoffs key    Common look &
  & Spoke    Player orientation     feel


Collection of     Portfolio       There’s alway a
  Games           approach         runt or two


External Hub                       Requires good
                Hub is critical
  & Spoke                          hub & backend
Why hub & spoke?
Why?

• Discreet components and targeted
  gameplay translations
• Separates contextual game experience
  from skills and practices needed and allows
  you more flexibility to vision
Dosage?
10X


15x         5x




6x          3x


      15x
Gamespace that exists between points of device
   based input where everyday activities and data
exhaust can drive remote inputs thus expanding the
    game temporally and physically to previously
  untouched situations and affect player behaviors



         Passive Spaces

The point where decisions are affected outside of
    gameplay between sessions of gameplay
“Passive
 Space”
My Model?
Comprehensive?
• What’s your hub?   How does it orientate
  the user, define their narrative, mark
  progress, and bring shared progress
  together?
• What are your spokes? Are they cool
  things to do or lighter weight?
• What’s the handoff or roundtrip process?
Additional Smaller Things
Exertion
“do I do everything I can do?”
Reducing the Delta
Delta 1
Summary
• See your game as distinct components
• Identify how those components form your
  high level model
• Adjust those components for guided
  dosage
• Beware of handoffs and roundtrip
  interfaces

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A Comprehensive Model for Behavior Change Game Design: My Own Design Journey

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