Building a Better World brainstorming session game design session

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Transcript of Building a Better World brainstorming session game design session

  • Work and PlayApplying Game Design Principlesfor Community Engagement, Learning, & Productivity.

    Artwork: Champlain alumni Dan Peavey danpeavey@gmail.com Ann DeMarle, Champlain College demarle@champlain.edu

    Wednesday, February 11, 15

  • 1. The Magic Circle2. Flow

    http://en.wikipedia.org/wiki/Dopamine

    Motivation, Attention, Working Memory & Learning

    Dopamine:Engagement & Learning in Games

    Wednesday, February 11, 15

  • The Magic CircleJohan Huizinga (18721945)."Homo Ludens: A Study of the Play-Element in Culture

    Boundaries

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  • The Magic Circle

    Empowerment

    Defined playing field:Inclusion, safety

    Wednesday, February 11, 15

  • The Magic CircleJohan Huizinga (18721945)."Homo Ludens: A Study of the Play-Element in Culture

    ChoiceRules

    PathwaysFeedback

    Empowerment

    Defined playing field:Inclusion, safety

    Wednesday, February 11, 15

  • FlowProposed by Mihly CskszentmihlyiThe mental state in which a person in an activity is fully immersed in a feeling of energized focus, full involvement, and success in the process of the activity.

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  • Exploratory & experiential Well ordered problems Cause and eect On demand & in-time learning Cycle of expertise/mastery No failure Try on diering roles Virtual presence Creative expression Borderless community Player has a story to tell

    Characteristics ofFlow & Learning

    Wednesday, February 11, 15

  • Magic Circle, Flow, & LearningChoice Exploratory & experiential Try on diering roles Creative expression Borderless community Rules Well ordered problems Cause and eectPathways Cycle of expertise/mastery No failure Player has a story to tellFeedback On demand & in-time learning Cause & eect Virtual presence

    Empowering Expertise

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  • Characteristics & Perceptions of Work & GamesSource Work Games Tasks repetitive repetitive, fun Feedback year end constant Goals contradictory, vague clear Path to Mastery unclear clear Rules unclear clear, transparent

    Failure forbidden, hidden expected, encouraged, bragging rights

    Promotion human driven data driven Collaboration yes yes Speed/Risk low high Autonomy dependent on position high Obstacles accidental planned !

    Source: Gamification WIki: http://gamification.org/Gamification of Work

    Wednesday, February 11, 15

  • Source Work Games Tasks repetitive repetitive, fun Feedback year end constant Goals contradictory, vague clear Path to Mastery unclear clear Rules unclear clear, transparent

    Failure forbidden, hidden expected, encouraged, bragging rights

    Promotion human driven data driven Collaboration yes yes Speed/Risk low high Autonomy dependent on position high Obstacles accidental planned !

    EmpoweringProductivity

    Characteristics & Perceptions of Work & Games

    Wednesday, February 11, 15

  • Game System Design: Central conflict or challenge Goals: clear Win-lose state Player roles & motivation

    the means to overcome obstacles Multiple pathways to goals

    toys & tools for deeper exploration Levels of diculty and achievement Player feedback: Reward system Rules maintain balanced system

    frustration versus boredom

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  • Challenges, Conflicts & Win-Loss State:

    Defined obstacles the player must face that support the project goal.

    What does success look like? What does failure look like?

    Victory state determines what is good according to the system, story, & ultimate goal.

    Wednesday, February 11, 15

  • Physical Challenges

    Speed & reaction time (twitch games) Accuracy & precision (steering &

    shooting)

    Timing & rhythm (dance games) Learning special moves (fighting games) RacesLogical challenges (puzzles)

    Should be based on an underlying goal TimeExploration Challenges

    Locked doors & traps Mazes & illogical spaces

    Conflicts or Challenges:

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  • Competition

    Chance Strategy, tactics, & logistics Survival & reduction of enemy forces Defending vulnerable items or units Stealth Conceptual Challenges

    Understanding something new Deduction, observation, interpretation Detective games oer conceptual challenges Economic Challenges

    Accumulating wealth or points Ecient Manufacturing Achieving balance or stability in a system Caring for living things in a system

    Conflicts or Challenges:

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  • Achievers: driven by in-game goals, usually some form of points gathering - whether experience points, levels, or money.

    Explorers: driven to find out as much as they can about the game.

    Socializers: converse and role-play with fellow gamers.

    Killers: cause distress, thrive on competition.

    Player Roles & Motivation Richard Bartles Four

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  • Intrinsic & Extrinsic Rewards/Motivators

    Engagement, Mastery, Meaning as opposed toPoints, Badges, Leader-boards

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  • Points, badges, status but also advantage: Get ahead in a race, more likely to get power-ups or

    special scores In Monopolyget houses, more likely to get even more

    money Churned up water in swimming races slows down

    followers

    Feedback: Positive Rewards

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  • Achievement that makes subsequent achievements more dicult: Gold is heavy, slows you down Upkeep costs You fetch the stick but the water is wet & cold.

    Increase the impact of chanceif chance is fair, it helps as much as hurts!

    Define victory in non-numeric wayschess isnt won by taking the most pieces.

    Increase the diculty level as feedback kicks in.

    Feedback: Negative Rewards

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  • Creating Successful Routes for Engagement:Create the Magic Circle:Define the goal for the player that supports the business objective.Assign roles (behaviors), utilize community.

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  • Creating Successful Routes for Engagement:Create the opportunity for Flow: Define tasks/behaviors that are productive/creative Drive behavior through awarding points, badges, levels, leader boards Layer participation by oering leveled tasks: beginner, middle, master Balance diculty: short termlong-term Align largest rewards with most dicult tasksproject goalFor sustained engagement: feed the system constantly add, test, & refine.

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  • Example:Goalbuild an online communitybefore a conference.

    Player Behaviors: Join group Share profile information Participate in discussions:

    post comments, upload photos

    Return to site, follow Share with friends Attend event

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  • Example: Reward Systembuild an online communityMechanics: Point Rewards Join group Participate in discussions: post comments, upload photos Return to site, follow Share with friends

    Mechanics: Badges Point milestones Share profile information Participate in discussions: post comments, upload photos Accomplishments like 100 friends join site

    Status Participating daily Leading discussions: meet with keynote Register for event: coupons

    Feed the system constantly add, test, and refine

    Wednesday, February 11, 15

  • Work and PlayApplying Game Design Principlesfor Community Engagement, Learning, & Productivity.

    Artwork: Champlain alumni Dan Peavey danpeavey@gmail.com Ann DeMarle, Champlain College demarle@champlain.edu

    Wednesday, February 11, 15