What Motivates Gamers?<br />Jon Radoff<br />Gamification Summit, New York City<br />September 16, 2011<br />
B. F. Skinner<br />  Behaviorism posited      that learning is the key instinct animals have—and that all behaviors result...
Many game designers think of humans as rats in a cage.<br />
The cognitive niche: stories, language, symbols, ideas, <br />theories, thought experiments, simulations… <br />Leaf van B...
The social niche: humans spread across the globe due to our social cooperation, and our social interconnectedness continue...
Digital connections yield social and neural connections.<br />Flickr Image CreditLHijodHuskona<br />
Distribution of Smiling Faces on Facebook<br />Happy people cluster.<br />Unhappy people cluster.<br />SOCIAL NETWORKS AND...
Experiences = More Happiness than Things<br />Leaf van Boven and Thomas Gilovich.  “To Do or to Have? That is the Question...
Distribution of Smiling Faces on Facebook<br />Happy people cluster.<br />Unhappy people cluster.<br />SOCIAL NETWORKS AND...
MarnGrook ball<br />
	Backgammon Board from Ancient Rome<br />					Photo Credit: Ian W Scott<br />
Medieval backgammon players from the Codex Manesse (14th Century Zurich) <br />
Mathiak & Weber (2006),<br />“Toward brain correlates of natural behavior: fMRI during violent video games.” Human Brain M...
Bartle’s Player Motivations<br />Richard Bartle (1996), "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs,"<br />
Evolution<br />Development<br />Neurons<br />Hormones<br />Seconds<br />Days<br />Years<br />Eons<br />
Evolutionary Gameplay Motivations<br />
Immersion: storytelling, practicing theory of mind, adopting new viewpoints, imagining cause and effect, recognizing patte...
Achievement: mastering skills.  <br />Csikszentmihalyi has created the theory of Flow to explain why people are happy when...
Flickr image by HaagsUitburo.<br />Cooperation: altruism, coordination, coalition-building, grouping.<br />
Competition: for attention, for resources, for recognition, for physical domination, mates, etc.<br />
Thank you!<br />Jon Radoff<br />CEO, Disruptor Beam<br />Email: jradoff AT disruptorbeam.com<br />Twitter: @jradoff<br />
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Jon Radoff - "Designing for User Motivation: Understanding the Four Quadrants & How They Affect Your Product Design"

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Growing out of lessons learned in the recently released book, Game On: Energize Your Business with Social Media Games, author Jon Radoff shares his extensive experience in bringing game design to business. Adapted from Bartle, the four quadrants–immersion, achievement, cooperation and competition–shape how players interact with a game, and also come into play in how consumers engage with a company. Jon Radoff shares his experience in this Design Intensive.

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Jon Radoff - "Designing for User Motivation: Understanding the Four Quadrants & How They Affect Your Product Design"

  1. 1. What Motivates Gamers?<br />Jon Radoff<br />Gamification Summit, New York City<br />September 16, 2011<br />
  2. 2. B. F. Skinner<br /> Behaviorism posited that learning is the key instinct animals have—and that all behaviors result from reward reinforcements.<br />
  3. 3. Many game designers think of humans as rats in a cage.<br />
  4. 4.
  5. 5.
  6. 6.
  7. 7. The cognitive niche: stories, language, symbols, ideas, <br />theories, thought experiments, simulations… <br />Leaf van Boven and Thomas Gilovich. “To Do or to Have? That is the Question.” American Psychological Association. 85.6 (2003): 1198. Reprinted with permission.<br />
  8. 8. The social niche: humans spread across the globe due to our social cooperation, and our social interconnectedness continues to grow.<br />Photo Credit alexkess(Flickr)<br />
  9. 9. Digital connections yield social and neural connections.<br />Flickr Image CreditLHijodHuskona<br />
  10. 10. Distribution of Smiling Faces on Facebook<br />Happy people cluster.<br />Unhappy people cluster.<br />SOCIAL NETWORKS AND HAPPINESS
By Nicholas A. Christakis & James H. Fowler<br />
  11. 11. Experiences = More Happiness than Things<br />Leaf van Boven and Thomas Gilovich. “To Do or to Have? That is the Question.” American Psychological Association. 85.6 (2003): 1198. Reprinted with permission.<br />
  12. 12. Distribution of Smiling Faces on Facebook<br />Happy people cluster.<br />Unhappy people cluster.<br />SOCIAL NETWORKS AND HAPPINESS
By Nicholas A. Christakis & James H. Fowler<br />
  13. 13. MarnGrook ball<br />
  14. 14. Backgammon Board from Ancient Rome<br /> Photo Credit: Ian W Scott<br />
  15. 15. Medieval backgammon players from the Codex Manesse (14th Century Zurich) <br />
  16. 16.
  17. 17. Mathiak & Weber (2006),<br />“Toward brain correlates of natural behavior: fMRI during violent video games.” Human Brain Mapping.<br />Research showed that violent as well as prosocial behaviors in video games approximate exposure to natural experiences;<br />Games activate a lot of brain regions!<br />
  18. 18. Bartle’s Player Motivations<br />Richard Bartle (1996), "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs,"<br />
  19. 19. Evolution<br />Development<br />Neurons<br />Hormones<br />Seconds<br />Days<br />Years<br />Eons<br />
  20. 20. Evolutionary Gameplay Motivations<br />
  21. 21. Immersion: storytelling, practicing theory of mind, adopting new viewpoints, imagining cause and effect, recognizing patterns, appreciating beauty.<br />Flickr Image by Express Monorail<br />
  22. 22. Achievement: mastering skills. <br />Csikszentmihalyi has created the theory of Flow to explain why people are happy when they’re applying skills that they’re good at. Evolutionary explanations for positive psychology are emerging.<br />
  23. 23. Flickr image by HaagsUitburo.<br />Cooperation: altruism, coordination, coalition-building, grouping.<br />
  24. 24. Competition: for attention, for resources, for recognition, for physical domination, mates, etc.<br />
  25. 25. Thank you!<br />Jon Radoff<br />CEO, Disruptor Beam<br />Email: jradoff AT disruptorbeam.com<br />Twitter: @jradoff<br />

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