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A rhetorical approach to gameful design

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Using a rhetoric approach to behavioural design

Using a rhetoric approach to behavioural design

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  • 1. A Rhetorical Approach to Gameful Design Paul Coulton
  • 2. Changing behaviour through design Banksy
  • 3. PIXELS by Patrick Jean 1 Billion
  • 4. “To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possible such activity…playing a game is the voluntary attempt to overcome unnecessary obstacles.” Bernard Suits
  • 5. The Magic Circle ‘the place dedicated to the performance of an act apart’ Huizinga
  • 6. The Magic Circle Myth game play ludic activities being playfulAgon Alea Mimicry Illinx Paida Ludus Salen and ZimmermannRoger Callois
  • 7. Phillip Toledano Gamification Serious Games Games for Change Persuasive Games
  • 8. Paths
  • 9. generally break down problems into simple personal goals often expressed through self interest arguments
  • 10. High Ability Low Ability High Motivation Low Motivation Target Behaviour D esired Trajectory ofU sers FACILITATOR SPARK SIGNAL SIGNAL Fogg Model The Facilitator is a trigger that also makes the desired behaviour easier to perform. The Signal is a trigger that identifies an appropriate time to perform a particular behaviour for those already motivated to perform that behaviour. The Spark is a trigger that provides the initial inspiration to change behaviour.
  • 11. persuasion example Accuracy 83% 50 Points 3rd Time Tonight Bonus 10 Points
  • 12. ! Poppinsification in every job that can be done there is an element of fun…
  • 13. OMG! twig collecting is just not letting me grow as a Robin
  • 14. “Games aren't the monosodium glutamate of fun that you can simply add to an activity to make motivating and engaging” Will Wright
  • 15. Masochism Expression Discovery Fellowship Challenge Narrative Fantasy Sensation Mark LeBlanc Fiero Wonder Thrill Surprise Purification Naches Possibilty Humour Gifting Schadenfreude Anticipation Nurturing Destruction Jesse Schell
  • 16. Designing games through which players can rehearse possible/ plausible futures
  • 17. Rhetor Audience Speech Intent Expectations Rhetoric
  • 18. Visual Rhetoric Rhetor Audience Image Intent Expectations
  • 19. Rhetorical Design Designer Users Product Intent Expectations “design is rhetoric” Richard Buchanan
  • 20. Procedural Rhetoric “a games basic representational mode is procedurality (rule-based representations and interactions)” Ian Bogost Game Designer Player Game Rules Interaction
  • 21. Rhetorical Design Tools Aristotle Pathos (empathy) Ethos (credibility) Logos (logic) CONTEXT
  • 22. Climate Change
  • 23. Weather
  • 24. Flow
  • 25. Storage
  • 26. Scale Charles and Ray Eames Powers of 10
  • 27. BARTER
  • 28. Currency Value Watermark Transparent Register Ultra Violet Marker Metallic Thread Raised Lettering Motion Thread Micro Lettering Information Protection PhysicalCurrencyIDataSymbol Flow Time Location DigitalInformation Digital/PhysicalCurrencyDataSymbol
  • 29. Gameful Design Game Designer Player Game Rules Interaction High Ability Low Ability High Motivation Low Motivation Target Behaviour D esired Trajectory ofU sers FACILITATOR SPARK SIGNAL SIGNAL OR Extrinsic motivation rewards the results of an activity Intrinsic motivation is the joy of the activity itself
  • 30. choose wisely!
  • 31. QUESTIONS Banksy

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