Five-year old think tank focusing on highly practical,
research-driven models for developing sustained satisfaction in
virtual worlds, simulations, and games Founding members integrate
15 years of interactive media development experience with 30+ years
of research in the field of motivation and emotion.
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www.immersyve.com Todays Goals 1. Focus on the psychology of
player that causes sustained engagement rather than just momentary
fun 2. Give you a conceptual take-away of a motivational model
(Player Experience of Need Satisfaction (PENS)) for understanding
the deeper satisfaction of games More than a dozen studies 12,000
gamers and counting PENS is: 1. Being applied commercially 2.
Published scientifically 3. Being used is video games studies
around the U.S. and in several countries internationally
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www.immersyve.com Todays Goals 3. Review data showing PENS
value in designing and measuring sustained enjoyment/engagement
(benefitting retention and growth) 4. Discuss specific examples
(RPG structure) and take-away ideas for design, development, and
testing
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www.immersyve.com is too diffuse a concept It doesnt pinpoint
the unique psychological experience of games (particularly MMOs) It
isnt precise enough to be of much value during design and
development Critiquing Fun The problem with fun
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www.immersyve.com Fun sells short the MMO experience Often
people persist through non- fun things when playing People play
through tension, agony, competition, bladder emergencies They are
willing to work to play (study manuals, techniques) They engage in
socially complex systems and interpersonal interactions
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www.immersyve.com For MMO developers, is fun the best
conceptual framework? The language of fun is strained to describe
the detailed psychology and motivation for games. Fun may be the
general goal, but development lives in details Too strong a focus
on fun without a good understanding of what it really means to MMO
players can lead us to sell ourselves short in what we create and
to make the wrong trade-offs during development.
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www.immersyve.com Lets focus on the causes, not the result Fun
is an outcome, therefore there must be more basic psychological
causes If we focus on the causes of sustained enjoyment, theres a
better chance of success (with players and commercially)
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www.immersyve.com How do we focus on psychological causes?
Motivational model (PENS) is based in extensive research on human
emotion/motivation Model is continuously tested in terms of its
impact on player enjoyment/engagement and commercial value. Goal is
for PENS to have both: Creative Value Business Value in the day to
day life of game development
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www.immersyve.com Causal vs. Outcome Metrics
EmotionalBehavioral Outcomes Psychological Causes Most approaches
currently look only here Momentary Fun & Emotional Reactions
e.g. Data Logging We also focus here
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www.immersyve.com Developers think about what motivates players
all the time Great Graphics Optimal Challenge Open- ended Gameplay
Freedom Competition Phat Loot Bragging Rights Killer Sound Cool
Weapons Customization Story AI Writing How do you know Whats right
and whats not? Why something motivates? Whats more important and
less important for achieving your intended goal?
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www.immersyve.com The Underpants Gnomes Dilemma Design Game Fun
Immersion Lets demystify Phase 2 with a tested model
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www.immersyve.com Player Experience of Need Satisfaction
(PENS)
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www.immersyve.com What are intrinsic motivational needs?
Intrinsic motivation is when we do things for their inherent
satisfactions (e.g. games, sports) Gamers play without external
motivators and sometimes through punishment (wife, parents, boss)
By focusing on defining and quantifying what is being satisfied, we
get a clear model of what drives that sustained engagement
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www.immersyve.com
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PENS predictive value for games This model has been tested with
more than 12,000 gamers, significantly predicting: 1. Customer
value/enjoyment 2. Sustained subscriptions (online games) 3. Game
ratings (e.g. Metacritic, gamerankings.com) 4. Intention to buy
sequels/expansions 5. Developer loyalty
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www.immersyve.com PENS conceptual value for MMOs
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www.immersyve.com Need Satisfaction vs. Fun In multiple
longitudinal studies with thousands of MMO players, we look at
Experiential/BehavioralCommercial Fun/EnjoymentSustained
Subscriptions ImmersionPerceived Value Tension/CalmnessExpectation
of Future Play Energy/VitalityWord of Mouth (Recommend) BoredomWill
Buy Sequel FrustrationDeveloper Loyalty
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www.immersyve.com PENS and Fun PENS predicts sustained
engagement over nine months. Fun does not This also supports the
idea that Need satisfaction (PENS) is explaining fun at a deeper
level Commercial OutcomePENS - Month 1Fun Month 1 Interest in
sequel/more games by dev.42**.09 This game rocks!.45**.24 Game
value.47**.14 Study 1: Multiple Regression Analysis ** means that
statistically there is a greater than 99% chance PENS is predicting
these outcomes Study 1: 800+ MMO players
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www.immersyve.com PENS and Fun Longitudinal Study 2 Studied
2100+ days so far in the lives of MMO gamers Looking at how play
& real life experiences influence sustained engagement with
games (i.e. future sessions) Experiencing need satisfaction during
play (PENS) is significantly related to re-engagement. Fun is not
Experiencing need satisfaction is significantly related to longer
subscriptions (i.e. sustained engagement). Fun is not
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www.immersyve.com Why is this the case? Because the expression
of fun is an emotional outcome, it can be fleeting Because fun is a
less precise construct, it can be unclear what it means in terms of
long-term value to players When instead we focus on specific need
satisfactions that cause sustained enjoyment we get clearer and
more useful guidance in designing and vetting ideas
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The experience of efficacy, growth, and mastery (Gameplay &
Character Development)
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www.immersyve.com Competence - Gameplay Experience of mastery
in the moment-to-moment action of gameplay Examples: Defeating
enemies Conquering in-game challenges, puzzles, quests, etc.
Competence need is satisfied by: 1.High success to failure ratio
2.The subjective experience of accomplishing what was intended
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www.immersyve.com Competence Mechanics Dumb Avatar events are
highly frustrating to player competence Obituary Azmodian the
Terrible, wielder of the Twin Blades of Azeroth, slayer of the
1000-fold Horde, died unexpectedly today by inexplicably walking
into a pot of molten iron. In lieu of flowers Its important to
check whether that feature really just bugs people Intention How
often is the players intention successfully executed by the game?
(i.e. intention/action hit rate) Mechanics are merely the price of
admission to the actual game Action
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www.immersyve.com Optimal Challenges are important Optimal
Challenge is a well-worn principle in game development. It is when
challenges are well matched to abilities, stretching people but not
overwhelming them. It occurs in the zone between Too easy boring
Too difficult frustrating or anxiety provoking
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www.immersyve.com But there are problems with too much optimal
challenge Sustained challenge can lead to concentration and
attention, but also to not wanting to be there Simply put,
sustained challenge can be exhausting and demotivating over time,
even if in the moment it holds your attention and interest
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www.immersyve.com Opportunities to express mastery are equally
important satisfiers of competence needs, and lead to sustained
engagement
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www.immersyve.com Daily Diary: Sample activities that satisfy
PENS Competence ActivityPENS Competence Leveled Up- Explored New
Zone/Area Acquired New Weapon/Armor- Acquired Rare Item Acquired
Epic Item Completed Solo Quest- Completed Group Quest Crafted-
Raised Crafting Skill- = Satisfaction Probability > 99% =
Satisfaction Probability > 95% = Satisfaction Probability >
90%
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www.immersyve.com Daily Diary: Sample activities that satisfy
PENS Competence ActivityPENS Competence Used Auction House Used
Voice Chat (e.g. Teamspeak/ Vent) - Socialized (for its own sake)-
Made Character Cooler Looking- Raised PvP Ranking Helped out Guild
Members Helped out lowbies- Buffed random other player- =
Satisfaction Probability > 99% = Satisfaction Probability >
95% = Satisfaction Probability > 90%
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www.immersyve.com Competence satisfactions in the RPG
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www.immersyve.com Take Away Tips: Maximizing competence need
satisfaction in MMO gameplay Dont fixate on the idea of continual
optimal challenge, particularly in key battles (e.g. boss fights)
Provide consistently positive (but relevant) feedback during
gameplay (e.g. damage meters, combos, quest language, etc) Ensure
rewards/items are meaningful to competence, focusing on both short
(gameplay) and long-term (character development) satisfactions.
Sustained enjoyment of your MMO is more a function of Continued
success rather than feeling continually stretched Ability to
express masteries that have been obtained (without too much
effort)
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www.immersyve.com Competence satisfactions are not enough for
sustained engagement Competence satisfactions are what most
developers know best (video games began there) Games that satisfy
competence alone, while enjoyable over a short time frame, rarely
hold the players attention A more critical PENS need that MMOs
should strive to satisfy is the players need for autonomy
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Personal agency and a sense of volition
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www.immersyve.com Autonomy
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www.immersyve.com Autonomy in Gameplay
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www.immersyve.com Opportunities for Action in immediate
gameplay Players experience greater autonomy when they perceive a
target rich environment (exploration, challenges) as well as
multiple modes of interaction
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www.immersyve.com Opportunities for Action (OFA) F.E.A.R. Great
variety of interactive objects Less variety of action In my kitchen
Great variety of interactive objects Great variety of actions
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www.immersyve.com Opportunities for Action (OFA) In HL2 Great
variety of interactive objects Better variety of action Result is
higher OFAs and greater satisfaction of autonomy needs
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www.immersyve.com OFAs are not about expanse, but about
perceived opportunity 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 Smaller
worlds with more saturation of OFAs are perceived as offering
greater autonomy than larger tumbleweed worlds Hellooooo? 9 10 Game
World 1 = 10 Interactive ObjectsGame World 2 = 8 Interactive
Objects
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www.immersyve.com Take Away Tips: Maximize autonomy by
minimizing the Wile E Coyote effect during world exploration Avoid
frustrating the players attempts to take action Minimizing autonomy
frustrations can be more important than realistic sets in deepening
immersion and satisfaction
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www.immersyve.com Diary: How certain RPG activities satisfy
PENS Autonomy ActivityPENS Competence PENS Autonomy Leveled Up-
Explored New Zone/Area Acquired New Weapon/Armor- Acquired Rare
Item Acquired Epic Item- Completed Solo Quest- Completed Group
Quest Crafted- Raised Crafting Skill- = Satisfaction Probability
> 99% = Satisfaction Probability > 95% = Satisfaction
Probability > 90%
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www.immersyve.com ActivityPENS Competence PENS Autonomy Used
Auction House Used Voicechat (e.g. Teamspeak/ Vent) -- Socialized
(for its own sake)- Made Character Cooler Looking- Raised PvP
Ranking- Help out Guild Members Helped out lowbies- Buffed random
other player- = Satisfaction Probability > 99% = Satisfaction
Probability > 95% = Satisfaction Probability > 90% Diary: How
certain RPG activities satisfy PENS Autonomy Note the relationship
between altruism and autonomy
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www.immersyve.com Autonomy satisfactions in the RPG
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www.immersyve.com Other benefits of maximizing autonomy need
satisfaction Autonomy need satisfaction has the strongest
relationship of the three PENS needs to sustained subscriptions
When players experience deeper levels of autonomy need
satisfaction, they feel a greater sense of immersion in the game
world AND in the narrative
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Meaningful connection to others
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www.immersyve.com Relatedness Definition: A feeling of
meaningful connection to others Humans are intrinsically motivated
to connect with others emotionally Meaningful connections to others
is broader than you might think..
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www.immersyve.com Take Away Tip: Supportive NPCs Relatedness
needs are best satisfied by NPCs when they support the players
autonomy and competence This is best accomplished by positive
contextual feedback Hey! Its the Hero of Kvatch! I cant believe it!
Wow!
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www.immersyve.com Take Away Tip: Consider chilling out your NPC
dialogue Dialogue and serious attitude from NPCs can be
demotivating (diminishing feelings of competence and autonomy as
well) I havent got all day! Dont you have something better to do?
Cant you see Im busy!
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www.immersyve.com Maximizing need satisfaction in multiplayer
competition Competitive play is satisfying when Theres team play
toward common goals (e.g. battleground play) (enhance relatedness)
It provides information and feelings of effectance/competence (solo
PvP play) Even losing/dying can be motivating when the game
provides mastery feedback (e.g. showing improvement over last time
around, etc)
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www.immersyve.com What to avoid in multiplayer competition
Competition can be demotivating when When it creates feelings of
performance pressure and/or incompetence (e.g. even shame) It
provides no useful information NOOb!
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www.immersyve.com Take Away Tips: Some Design Questions when
Maximizing Relatedness 1.Do NPC characters offer support to the
players experience of both autonomy and competence? 2.Does
Multiplayer offer opportunities for mutual support and teamwork,
even when it is competitive? 3. Does the outcome of multiplayer
events give individual players meaningful feedback that allows them
to improve their mastery and lead to feelings of greater effectance
(individually and in groups)?
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www.immersyve.com Diary: How certain activities satisfy PENS
Relatedness Activity PENS Competence PENS Autonomy PENS Relatedness
Leveled Up-- Explored New Zone/Area- Acquired New Weapon/Armor-
Acquired Rare Item Acquired Epic Item- Completed Solo Quest--
Completed Group Quest Crafted-- Raised Crafting Skill-- =
Satisfaction Probability > 99% = Satisfaction Probability >
95% = Satisfaction Probability > 90%
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www.immersyve.com Activity PENS Competence PENS Autonomy PENS
Relatedness Used Auction House Used Voicechat (e.g. Teamspeak/
Vent) -- Socialized (for its own sake)- Made Character Cooler
Looking- Raised PvP Ranking-- Helped out Guild Members Helped out
lowbies- Buffed random other player- Diary: How certain activities
satisfy PENS Relatedness = Satisfaction Probability > 99% =
Satisfaction Probability > 95% = Satisfaction Probability >
90%
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www.immersyve.com Relatedness satisfactions in the RPG
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www.immersyve.com Applying a need satisfaction (PENS) approach
1. Design 2. Development Iteration 3. Playtesting
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www.immersyve.com Applying a need satisfaction approach -
Design Design
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www.immersyve.com Consider the motivational value of the hero
in designing new ideas The hero is valued because psychologically
the concept strongly addresses all three need satisfactions
(competence, autonomy, relatedness) There is nothing that ties
these need satisfactions to swords and sorcery per say or even to
the rules of RPG (e.g. levels) By focusing on the needs themselves,
rather than the proven structures, we hope creativity will be
facilitated
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www.immersyve.com Applying a need satisfaction approach -
Development Execution During execution, think about how well
specific game elements are supporting players needs for competence,
autonomy, and relatedness Examples Does this zone consistently
offer opportunities for action, or is it too constricting/too
expansive? Does my art imply actions that cannot be taken? Are my
NPCs offering contextual support for players autonomy and
competence? Is combat offering positive performance feedback? Are
challenges balanced with the opportunity for expression of
mastery
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www.immersyve.com Underpants Dilemma Revisited Design/Content
Feature Fun Immersion Remember this?
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www.immersyve.com Phase 2 Dilemma Solved! e.g.
Features/ContentPENS Analysis Sustained Enjoyment New Feature 1 New
Feature 2-- New Quest 1- New Quest 2- New Instance 1-- New Feature
3 Comp.Aut. Rel. PENS testing assists with trade-off analyses
Assists in understanding why players are enjoying/not enjoying
features and content
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www.immersyve.com Applying a need satisfaction approach-
Testing 1. During playtesting, ask about the satisfaction of
competence, autonomy, and relatedness rather than focusing
primarily on emotional outcomes (fun) 2. These needs can be
meaningfully assessed alongside behavioral data logging through
Likert- style questions pushed to players during playtesting and
betas Player behavioral data over time PENS Need Satisfaction
Measures
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www.immersyve.com Summary Thinking about need satisfaction
during design and execution can inspire more successful choices and
ideas, and help you vet ideas more accurately Asking about need
satisfaction specifically during your playtesting will give you
clearer and more predictive insight into maintaining player
interest than measuring emotional/behavioral outcomes alone
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www.immersyve.com Additional Resources Ryan, R., Rigby S.,
& Przybylski, A. (2006). The Motivational Pull of Video Games:
A Self-Determination Theory Approach. Motivation and Emotion,
Springer Science (reprints available from Immersyve or at
www.springer.com) www.springer.com Rigby, S. (2007) The Player
Experience of Need Satisfaction (PENS). Immersyve white paper
(email [email protected], or [email protected] for
a.pdf)[email protected][email protected]