Daniel Siegel-Full Sail University


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  • “ Motivational Models and Gaming. How to Imbed them Deeper in the Game ” <<<THE TITLE Daniel Siegel Full Sail University
  • Graphic: Some kind of motivational fun picture?
  • This is so boring
  • Make this not boring
  • http://wow.joystiq.com/2012/01/23/the-man-who-gave-away-1-000-000-gold/
  • http://www.thefastertimes.com/photolists/2009/11/03/old-people-playing-guitar-hero/ Feel free to replace any pics you want…
  • MYRA!!! Can you help me with some kind of worksheet for this?
  • Make these works look big and bold and amazing. I hate the bulleted word list. I want this list to poke the audience in the eye with splendor 
  • Feel free to replace all bulleted lists with better font graphics. Graphics of running? People or cheetahs or other animals?
  • Someone throwing away a huge users manual and someone playing a game and having a lot of fun.
  • A huge control panel with lots of buttons and knobs.
  • A wise, sage looking person in a library? Lots of books?
  • A picture of or someone who looks like the Monopoly guy with a monocle, curly mustache, top hat, etc. Maybe he is smiling wickedly.
  • A collage of pictures of various types of games.
  • A collage of a variety of games that may have a bad reputation like Grand Theft Auto. Appropriate, but seductive pictures of naughty things that go on in video games.
  • Game show music (not copyrighted)? A quiz show board? A stack of money? Something that says 100 points?
  • A collage of medals, awards, trophies and people winning things.
  • A picture of someone telling children a story.
  • A huge boss character or scary dragon? A big epic fight of some kind.
  • People at the end of a game cheering? A possible portfolio of work? A screenshot of the end of something ICF has created?
  • A collage of sports in the final shot of the game… The end of some intense competition surrounding a giant clock or stop watch.
  • Daniel Siegel-Full Sail University

    1. 1. 11 Dr. Fun Dr. Daniel M. Siegel Professor Game Strategies and Motivation/ Weapon X Reject/Consultant
    2. 2. Popular Models of Motivation • How can you make a game if you don’t know why people will play it? • Workshops mean work. • Build a game with me....
    3. 3. 3 Grand Theft Education (Curriculum) • I don’t want to make educational games, they are not sexy. • How can we incorporate machine guns, cash money, Farmville coins, and candy in our game? • We forget the basics...Hopefully, you will leave with a quick and easy model.
    4. 4. McClelland’s acquired needs theory • Achievement (Drive to excel) • Power (Cause other to behave in a way they would not behave otherwise) • Affiliation (friendly, close interpersonal relationships and conflict avoidance) Presentation
    5. 5. Achievement
    6. 6. 6 Power
    7. 7. Affiliation
    8. 8. CaNE Commitment and Necessary Effort • Value? • What is the worth? • Emotions? • How do I feel? • Personal Agency • Am I able to achieve this goal?
    9. 9. 9 Value
    10. 10. 10 Emotions
    11. 11. Personal Agency Can I DO IT? YES YOU CAN!!!!
    12. 12. 12 Hertzberg • Hygiene Factors/Satisfiers: Money, security, work conditions, blah blah blah • Motivators: Achievement, growth, recognition, job satisfaction
    13. 13. 13 Self Determination • Competence: Control • Relatedness: Interaction/connection • Autonomy: act in harmony with self With permission from Wikipedia
    14. 14. With permission from Wikipedia
    15. 15. 15 How to Gamify • Ways to make it fun!
    16. 16. Dr. Fun’s approach to gamify: •Pick a Seat
    17. 17. Pick a Seat
    18. 18. 18 Pacing • How fast or slow is the game? – Is it turn based? – Is it played in teams? • Who goes first and how much time do they have?
    19. 19. 19 Instructions • How will the players learn to play? • How fast does it take to learn how to play? • What if they forget the rules?
    20. 20. 20 Controls • What do the players manipulate? – What do the players have control over? – What do they NOT have control over? • Is there randomization of play? 20
    21. 21. 21 Knowledge • What do you want the players to know before they play? • What do you want the players to know/learn while they play? • What do you want the players to know after the game?
    22. 22. 22 Example • Monopoly teaches us that humans are greedy and cruel to our fellow human beings…
    23. 23. 23 This leads to an important point… • We all learn SOMETHING from playing a game.
    24. 24. 24 Sorry to all the parents…
    25. 25. For 100 points: What letter are we on in PICK A SEAT? •100 POINTS
    26. 26. 26 Letter “A” Achievements • What are the big goals and little goals? – What are the rewards? – What are the punishments? • You need to break it down to smaller rewards.. – A cool weapon? A small victory? • If you want to lose 100 pounds… You need to enjoy losing 5…
    27. 27. Story • Story is a major driving force in human learning… • How is most religion taught? • How is most culture taught? • How is family history taught? • What do we say when we refer to relatives of our past? • If you can’t think of a story, make your training more human!
    28. 28. 28 Endgame • What is the final outcome? • Is the game win or lose? – Can everyone win? – Can everyone lose? – Team wins? • What is the reward? • What do they learn?
    29. 29. 29 Assessment • Assessment is built into every game – How do you know if a player is winning? – How do you know if a player has won? • What are some ways games assess? • How do you measure performance?
    30. 30. 30 Timing
    31. 31. 31 Hope You Had Fun 31 Come back for the workshop!