Download - Building a Better World brainstorming session game design session

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

Artwork: Champlain alumni Dan Peavey [email protected] Ann DeMarle, Champlain College [email protected]

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1. The Magic Circle2. Flow

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

Motivation, Attention, Working Memory & Learning

Dopamine:Engagement & Learning in Games

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The Magic CircleJohan Huizinga (1872–1945)."Homo Ludens: A Study of the Play-Element in Culture

Boundaries

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The Magic Circle

Empowerment

Defined playing field:Inclusion, safety

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The Magic CircleJohan Huizinga (1872–1945)."Homo Ludens: A Study of the Play-Element in Culture

ChoiceRules

PathwaysFeedback

Empowerment

Defined playing field:Inclusion, safety

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FlowProposed by Mihály CsíkszentmihályiThe 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 effect• On demand & in-time learning • Cycle of expertise/mastery• No failure• Try on differing roles• Virtual presence • Creative expression• Borderless community• Player has a story to tell

Characteristics ofFlow & Learning

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Magic Circle, Flow, & LearningChoice• Exploratory & experiential• Try on differing roles• Creative expression• Borderless community

Rules• Well ordered problems• Cause and effect

Pathways• Cycle of expertise/mastery• No failure• Player has a story to tell

Feedback• On demand & in-time learning • Cause & effect• 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

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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

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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 difficulty 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.

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Physical Challenges

• Speed & reaction time (twitch games)

• Accuracy & precision (steering & shooting)

• Timing & rhythm (dance games)

• Learning special moves (fighting games)

• Races

Logical challenges (puzzles)

• Should be based on an underlying goal

• Time

Exploration 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 offer conceptual challenges

Economic Challenges

• Accumulating wealth or points

• Efficient 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 to

Points, 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 Monopoly–get 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 difficult:• Gold is heavy, slows you down• Upkeep costs• You fetch the stick but the water is wet & cold.

• Increase the impact of chance—if chance is fair, it helps as much as hurts!

• Define victory in non-numeric ways—chess isn’t won by taking the most pieces.

• Increase the difficulty 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 offering leveled tasks: beginner, middle, master• Balance difficulty: short term—long-term• Align largest rewards with most difficult tasks—project goalFor sustained engagement: feed the system constantly add, test, & refine.

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Example:Goal—build 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 System—build 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

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

Artwork: Champlain alumni Dan Peavey [email protected] Ann DeMarle, Champlain College [email protected]

Wednesday, February 11, 15