Your Brain on Games: The 4 Keys to Fun. Casual Connect 100n20110720


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Nicole Lazzaro's Slides from Casual Connect Panel.
Your Brain on Games:

In this panel, Demetri Detsaridis (General Manager, Zynga New York), Michael Fergusson (CEO, Ayogo) and Nicole Lazzaro (CEO, XEODesign) will discuss the overlap between behavioral psychology and game design and development, as well as the possibilities of better employing psychological insights in the creation of games. As dramatic as the impact of statistical analysis and behavioral economics has been on gaming and the games industry, applied psychology has largely remained the province of player research departments at AAA console developers...or been overlooked entirely. Bringing this field to the fore could be another sea change for the industry, pushing gaming even further into the mass market or (depending on your perspective) pulling games one more step away from becoming art. What can we learn from psychology, how can we use it to understand what we're already doing, and can it help us build better games in the future?

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  • Basket ball would not be fun if the hoop were large and waist high.Games focus attention with a goal and some constraints. Mastering these systems is a big part of what makes games fun.Let’s look into how games create Hard Fun and more emotions like Fiero* for players.Hard Fun is the balance between difficulty and skill. Too hard and players leave because they are frustrated. Too easy and players quit because they are bored. Fiero only happens when the player is about ready to throw the mobile phone out the window.Mobile games tend to be less challenging because they only have a portion of player’s attentionAngle should be less steep for mobile and for casual game players=====First drawn by Csikszentmihalyi we’ve added additional emotions and mechanics involved in engagement through structuring attention through goals, and power ups and bonus points to create mini-fieros in the player.
  • Your Brain on Games: The 4 Keys to Fun. Casual Connect 100n20110720

    1. 1. XEODesign<br />®<br />®<br />™<br />™<br />Putting Emotion into Play<br />You Brain on Games<br />The 4 Keys to Fun and Engagement<br />Nicole Lazzaro<br />XEODesign, Inc.<br />Casual Connect<br />July 20, 2011<br />Twitter<br />@NicoleLazzaro<br /><br />© 2011 XEODesign, Inc.<br />
    2. 2. 2<br /><br />© 2010 XEODesign, Inc.<br />GAME Plan<br />2<br />Putting Emotion into Play™<br />Goals Actions Motivations Emotions<br />
    3. 3. 4 Keys to Fun<br />The 4 Keys to Fun<br /><br />
    4. 4. 4<br /><br />© 2010 XEODesign, Inc.<br />4<br />Putting Emotion into Play™<br />Easy Fun: Novelty > Curiosity<br /><br />
    5. 5. Joy of controls<br />Easy Fun Controls: Tilt World<br />
    6. 6. 6<br /><br />© 2010 XEODesign, Inc.<br />6<br />Putting Emotion into Play™<br />Hard Fun: Challenge > Fiero<br /><br />
    7. 7.
    8. 8. 8<br /><br />© 2010 XEODesign, Inc.<br />People Fun: Social > Amusement<br />8<br />Putting Emotion into Play™<br /><br />
    9. 9. People Plants Pets: Tilt World<br />
    10. 10. 10<br /><br />© 2010 XEODesign, Inc.<br />Serious Fun: Aspire > Meaning<br />10<br />Putting Emotion into Play™<br /><br />
    11. 11. $<br />#<br />Serious Fun Eco-Recovery Simulator Tilt World<br />
    12. 12. 12<br /><br />© 2010 XEODesign, Inc.<br />12<br />Putting Emotion into Play™<br />Tag You’re It!<br />Nicole Lazzaro<br />Email:<br />Twitter: @NicoleLazzaro<br />Game:<br />White Papers and Slides: <br /><br /><br /> <- Downloads <br />Book Chapters:<br />1. Beyond Game Design, Bateman<br />2. Game Usability, Isbister<br />3. Human-Computer Interaction Handbook, Jako and Sears<br />Sign Up for Tilt World Beta!<br /><br />Game On! o/<br />