The 5 Domains of Play Motivational Ergonomics Jason VandenBerghe Creative Director, Ubisoft
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Transcript of The 5 Domains of Play Motivational Ergonomics Jason VandenBerghe Creative Director, Ubisoft
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The 5 Domains of PlayMotivational Ergonomics
Jason VandenBergheCreative Director, Ubisoft
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“The 4 Domains of Play”
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Prof. Hemovich• “Why are you using
all these old models?”
• “How does the Big 5fit in to this?”
I showed it to my sister.
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Thanks, sis.
My talk.
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Openness to Experience
Conscientiousness
Extraversion
Agreeableness
Neuroticism
The Big 5(O.C.E.A.N.)
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Data?
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“What’s it good for?”
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What part of psychologyis so important to games that every designer must learn it?
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A psychological model is required to analyze any and all player behavior.
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We all start with the same model.
“Other people are like me!”
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User Test Interpretation
KnowledgeTaste
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“Motivational Ergonomics”
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Instinctive Conscious
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User Test Interpretation
Play-Acting
KnowledgeTaste
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Domains ofMotivation
(5)
Openness to Experience
Conscien-tiousness Extraversion
Agreeable-ness Neuroticism
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ImaginationArtisticInterestEmotionalityAdventur-
ousnessIntellectLiberalism OrderlinessDutifulnessAchievement-SeekingSelf-DisciplineCautiousnessSelf-Efficacy GregariousnessAssertivenessActivity LevelExcitement-SeekingCheerfulnessFriendliness
TrustStraightforwardnessAltruismAccomodationModestySympathy AnxietyAngry-HostilityDepressionSelf-ConciousnessImmoderationVulnerability
Facets ofMotivation
(30)
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Science!
This one.
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“Qualitative Research”
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Openness to ExperienceDistinguishes imaginative, creative motivations
from down-to-earth, conventional ones.
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NoveltyDistinguishes open, imaginative experiences
from repeating, conventional ones.
(Openness to Experience)
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ImaginationFact-OrientationArtistic InterestsPractical Interests
EmotionalityUnemotionalityAdventurousnessDesire for Routine
IntellectPeople & ThingsLiberalismTraditionalism
Openness to Experience
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ImaginationFact-Orientation
AdventurousnessDesire for Routine
Openness to Experience
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ImaginationFact-Orientation
Openness to Experience
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AdventurousnessDesire for Routine
Openness to Experience
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ConscientiousnessDeals with the way we control, regulate, and direct our impulses.
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ChallengeDeals with how much effort and/or self-control the player is expected
to use.
(Conscientiousness)
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Self-EfficacyUn-Self-EfficacyOrderlinessDisorganizationDutifulnessResistance
Achievement-StrivingContentmentSelf-DisciplineProcrastinationCautiousnessImpulsiveness
Conscientiousness
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Self-EfficacyUn-Self-Efficacy
Achievement-StrivingContentment
Conscientiousness
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ExtraversionDeals with the tendency to seek out stimulation
and the company of others.
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StimulationDeals with the stimulation level and social engagement of
play.
(Extraversion)
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FriendlinessReservednessGregariousnessNon-gregariousness
AssertivenessReceptivenessActivity-Level (high)Activity Level (low)Excitement-SeekingExcitement-Aversion
CheerfulnessInexpressiveness
Extraversion
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GregariousnessNon-gregariousness
Excitement-SeekingExcitement-Aversion
Extraversion
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AgreeablenessReflects differences in concern with cooperation and social harmony.
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HarmonyReflects the rules of player-to-player interactions.
(Agreeableness)
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TrustSkepticismStraightforwardnessGuardedness
AltruismNon-AltruismAccommodationCompetition
ModestyImmodestySympathyIndifference
Agreeableness
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AccommodationCompetition
SympathyIndifference
Agreeableness
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NeuroticismReflects a tendency to experience (or not experience)
negative emotions.
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ThreatReflects a tendency to quit when the game is otherwise enjoyable.
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Openness to ExperienceNovelty
ConscientiousnessChallenge
ExtraversionStimulation
NeuroticismThreat
AgreeablenessHarmony
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Play Metrics
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Measuring Playtesters
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Designing for Demographics
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Play-Acting
Learn to play like people you don’t naturally understand.
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Implement
PlayAnalyze
Design
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Implement
PlayAnalyze
Design
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The Q-Claw
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The Model?Shooter players don’t look up.
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“Motivational Ergonomics”
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Killers
AchieversExplorers
Socialisers
The Bartle Types
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The Q-Claw
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User Test Interpretation
Play-Acting
KnowledgeTaste
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Designer Play-Acting
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Openness to Experience
Conscientiousness
Neuroticism
Extraversion
Agreeableness
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Openness to Experience
Conscientiousness
Neuroticism
Extraversion
Empathy Blind-Spots
Agreeableness
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Fantasy vs. Realism (Imagination)
Building vs. Exploring (Adventurousness)
Easy Play vs. Hard Play (Self-Efficacy)
Contentment vs. Achievement (Achievement-Striving)
Solo vs. Groups (Gregariousness)
Relaxation vs. Excitement (Excitement-Seeking)
Competition vs. Collaboration (Cooperativeness)
Indifference vs. Sympathy (Sympathy)
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Fantasy vs. Realism (Imagination)
Building vs. Exploring (Adventurousness)
Novelty(Openness to Experience)
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Easy Play vs. Hard Play (Self-Efficacy)
Contentment vs. Achievement (Achievement-Striving)
Challenge(Conscientiousness)
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Solo vs. Groups (Gregariousness)
Relaxation vs. Excitement (Excitement-Seeking)
Stimulation(Extraversion)
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Competition vs. Collaboration (Cooperativeness)
Indifference vs. Sympathy (Sympathy)
Harmony(Agreeableness)
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Anxiety
Anger-Hostility
Depression
Self-Consciousness
Immoderation
Vulnerability
Threat(Neuroticism)
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Designer Play-Acting• Improves production efficiency• Lowers costs• Increases quality• Little (if any) risk
• Completely optional
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Conclusion• Psychological models allows us to interpret
user behavior.
• Designers must challenge and replace their incorrect models.
• Learning to play-act is kittens and rainbows.
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Make great games.