The Elements of Videogambling Experience
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Transcript of The Elements of Videogambling Experience
The elements of Videogambling Experience
La Salle Bonanova April 2013
Technology Ethics
gambling, playing, surfing…
What are their needs or goals behind them?
pleasure, fun, challenge, learning, communication, status, etc.
+
Let me introduce you to…
THE VIDEOGAMBLING MACHINE!
How can we understand videogambling?
I am going to give you a lot of control…
How does a relationship
start?
videogambling is seduction
=
+ Disney princess
Pamela Anderson
Fortunes of Ra Gypsy Moon Time Machine Gold Fish Viva las Vegas Caribbean Reef Triple Chance Mayan Magic Sirenas Hot Sevan Texas Bingo Duendes
Zozzle Jolly Roger Lucky Lady’s Charm Doctor Cash Moto Money Hot Wild Princess of the Amazonas Circus Dragons El Tesoro de Java Super 7 Reels Casino Loco
Bingo Fire Perla del Caribe Seven & Stripes Super Slots Private Eye Cleopatra Party Games En busca del Tesoro Magic Sphinx El golpe del Siglo Lucky player Mysterion Ruleta
Tension and release
And you are going to get a lot money!
‘…is what was Rome to the pilgrim’ Robert Venturi, architect
missinformation? dark patterns?
….keep cleaning! playing!
videogambling is deception
darkpattern#1 Easy in, difficult out
darkpattern#2 the Jackpot is always rising
Proportional Jackpot
Community Jackpot
Losses Disguised As Win
darkpattern#3 Near-Misses: almost winning?
“Interior Design? The Best!” Friedman, Architecht
videogambling is the grey zone
“the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.”
Is videogambling ‘flow’? Csikszentmihalyi
Once in the zone, gambling addicts play not to win but simply to keep playing.
darkpattern#4 Auto-play Button
“My body was there, outside the machine”
Is it any useful to know the math?
Different players,
different Math
darkpattern#5 credits are not money (!)
End of the Relationship
THE END
Natascha Schull’s Comparison
design asymmetry
design asymmetry
Designer wants from Users
User needs (?) from VG
Escape Reality: no-Time win-Money
Longer play Tougher play Loyal play = Entertainment win-Money
= User is promised from VG
beat the commercial rival
Best User Research In Town!
K.O.
in technology design & emotions… awareness
References
THANK YOU
darkpatterns.org marcmiquel.com
In case you want to know more - Natasha Dow Schüll. “Addiction By Design: Machine Gambling in Las Vegas” (2012) - Jesse James Garett. “The Elements of User Experience: User-Centered Design for the
Web” (2003). - Bill Friedman “Designing Casinos to Dominate the Competition. The Friedman International
Standards of Casino Design™” (2000). - Donald A. Norman "Emotional Design: Why We Love (or Hate) Everyday Things“ (2005). - L.Clark, A.J. Lawrence, F.A.-Jones and N.Gray. “Gambling Near-Misses Enhance Motivation
to Gamble and Recruit Win-Related Brain Circuitry”. University of Cambridge (2008). - Robert Venturi “Learning from Las Vegas” (1977). - George Lakoff “Women, Fire, and Dangerous Things” (1990). - K.A.Harrigan, K. Collins, M. J. Dixon “Addictive Gameplay: What Casual Game Designers Can Learn from Slot Machine Research” (2010). - J. Parke, M. Griffiths “The Psychology of the Fruit Machine: The Role of Structural Characteristics (Revisited) (2005) - J. Spenwyn, D.J.K. Barrett, M.D. Griffiths. “The role of Light and Music in gambling Behaviour: An Empirical Pilot Study” (2009). - Candice Jensen. Winning While Losing. University of Waterloo (2011). - Gary Loveman. “Diamonds in the Data Mine” (2003)
Questions to think about…
• Should I tell what I am doing with user information as a designer?
• Am I responsible for the unexpected uses of my designs?
• Are honest the brands we like?