4. A little bit about myself
▪ Game Producer
▪ One Upon Light IGF China 2013 Best Game
▪ USSHHN5 Halloween Mobile Game tie up
with Universal Studios Singapore
▪ Assistant Director of Game Lab
▪ Persuasive Games
14. Flow Theory
The mental state of operation in which
a person performing an activity is fully
immersed in its process.
15. 1940
1958
NIM-atron
First computer game with “AI”
@ New York World’s Fair Westinghouse
TENNIS FOR TWO
First game with graphical display
Real-world to Fantasy
19. 1940
1958
1978
NIM-atron
First computer game with “AI”
@ New York World’s Fair Westinghouse
TENNIS FOR TWO
First game with graphical display
Real-world to Fantasy
SPACE INVADERS
Early success of modern gaming
Inspired by Star Wars
21. 1940
1958
1978
1980
NIM-atron
First computer game with “AI”
@ New York World’s Fair Westinghouse
TENNIS FOR TWO
First game with graphical display
Real-world to Fantasy
SPACE INVADERS
Early success of modern gaming
Inspired by Star Wars
ARMY BATTLEZONE
First serious game
Bradley Fighting Vehicle
23. Core Principles of Game Design
▪ Progression
▪ Aesthetic
▪ Player Experience
▪ Realism
24. 1940
1958
1978
1980
NIM-atron
First computer game with “AI”
@ New York World’s Fair Westinghouse
TENNIS FOR TWO
First game with graphical display
Real-world to Fantasy
SPACE INVADERS
Early success of modern gaming
Inspired by Star Wars
ARMY BATTLEZONE
First serious game
Bradley Fighting Vehicle
The Era of Great
Video Games
Real-world to Fantasy Fantasy to Real-world
25. 1940
1958
1978
2001
1980
NIM-atron
First computer game with “AI”
@ New York World’s Fair Westinghouse
TENNIS FOR TWO
First game with graphical display
Real-world to Fantasy
SPACE INVADERS
Early success of modern gaming
Inspired by Star Wars
ARMY BATTLEZONE
First serious game
Bradley Fighting Vehicle
OPERATION FLASHPOINT
Converted to VBS1
Used by U.S. Marines
The Era of Great
Video Games
Real-world to Fantasy Fantasy to Real-world
27. 1940
1958
1978
2001
1980
2005
NIM-atron
First computer game with “AI”
@ New York World’s Fair Westinghouse
TENNIS FOR TWO
First game with graphical display
Real-world to Fantasy
SPACE INVADERS
Early success of modern gaming
Inspired by Star Wars
ARMY BATTLEZONE
First serious game
Bradley Fighting Vehicle
OPERATION FLASHPOINT
Converted to VBS1
Used by U.S. Marines
WORLD OF WARCRAFT
Corrupted Blood Glitch
Widespread virtual epidemic
The Era of Great
Video Games
Real-world to Fantasy Fantasy to Real-world
28. Corrupted
Blood (2005)
A disease, that once inflicted, causes
damage over time to a player and will
infect other players at close proximity
30. Insights into real pandemics
“… the incident raised the possibility for valuable scientific content to be gained
from this unintentional game error.”
Nina Fefferman and Eric Lofgren of the Tufts University School of Medicine,
Lancet Infectious Diseases journal (2007)
31. Parallels between Real and Fantasy Worlds
“…similar to the role of air travel in the rapid global spread of severe acute
respiratory syndrome (SARS)”
Professor Ran Balicer,
Director of Ben-Gurion University & Clalit Research Institute
32. The Human Factors
“What made Corrupted Blood so interesting was the way players responded
providing an insight into the psychological response to plague that most
computer models can never hope to capture.”
http://uk.reuters.com/article/2009/04/27/us-flu-virtual-idUKTRE53Q4HI20090427
38. Octalysis: A Gamification Framework
Chou, Yu-kai (13 May 2015). Actionable Gamification: Beyond
Points, Badges and Leaderboards
39. Octalysis Motivational Drives
▪ Epic Meaning & Calling
▪ Development & Accomplishment
▪ Empowerment of Creativity &
Feedback
▪ Ownership & Possession
▪ Social Influence & Relatedness
▪ Scarcity & Impatience
▪ Unpredictability & Curiosity
▪ Loss & Avoidance
40. Octalysis of Farmville
• Extrinsic Motivation
• Players are motivated by rewards,
goals, milestones, points, recognition
• Negative Motivation
• Players are actively engaged based
on uncertainty and fear
• Players lack control of their own
actions
41. Advanced Types of Gamification
▪ Education + Simulation
▪ Simulation + Engagement
Raise Awareness
Improve Lives or Adoption
50. Behaviour Considerations
▪ What behaviours are we expecting to modify?
▪ What behaviours do we want to improve?
▪ Examples:
▪ Taking precaution, i.e. move important items to higher ground, during a flood
▪ Change our perception of marginalised population
51. Influencing Behaviours
▪ List down objective and expected behaviour(s)
▪ Simplify the process of what needs to be taught
▪ Emphasize contents (mechanics) for subconscious learning
▪ Experience cause and effect
52. Octalysis Motivational Drives
▪ Epic Meaning & Calling
▪ Development & Accomplishment
▪ Empowerment of Creativity &
Feedback
▪ Ownership & Possession
▪ Social Influence & Relatedness
▪ Scarcity & Impatience
▪ Unpredictability & Curiosity
▪ Loss & Avoidance
54. A genre defines what actions and/or interactions your audience take
In turn, it helps to streamline how you would like to “gamify”
55. When player’s actions or interactions is defined
You are shaping the behaviours that are expected of them
56. Genre affects your audience’s reach
All these while, we assume that the target audience plays all kinds of genre
What if you factor the % that each genre can reach out to?
57.
58. Platform Considerations
▪ Which platform is my target audience comfortable with?
▪ Is it widely available?
▪ How does it affect my mechanics?
▪ Controller
▪ Touchscreen
▪ Mouse & Keyboard
59. Mechanic Considerations
▪ How can we simplify the mechanics such that players understand?
▪ How can we create progression for the mechanics?
▪ Examples:
▪ Monitor your spending habits to stretch your dollar
▪ Flood effects outside your home – how do you cope?
60. Dynamic Considerations
▪ How (un)realistic should our dynamics be?
▪ What dynamics work best for players for their game progression?
▪ Examples:
▪ Lethality / Destruction
▪ Reward / Productivity
61. Aesthetic Considerations
▪ What do you want players to experience?
▪ How to have them remain engaged?
▪ Examples:
▪ Kindness! Strength!
▪ Difficulty! Self Discovery!
62. Do read up about MDA
▪ Mechanic
▪ Dynamic
▪ Aesthetic
63. #3 Real versus Realistic
How games influence behaviours?
67. Game as a Tool
▪ Engage
▪ Educate
▪ Simulate
Escape from Reality
A safe environment
Understand Behaviours
68. Possible Types of Gamification
▪ MOTIVATION & RETENTION
▪ TRAINING
▪ BEHAVIOUR MODIFICATION
▪ AWARENESS & EMPATHY
▪ IMPROVE LIVES & ADOPTION
69. Four Stages of Competence
▪ Unconscious Incompetence
▪ Conscious Incompetence
▪ Conscious Competence
▪ Unconscious Competence
70. Resistance
Unconscious Incompetence
▪ Individual does not understand or
know how to do something
▪ Doesn’t recognize his/her lacking
Conscious Incompetence
▪ Individual does not understand or
know how to do something
▪ Does recognize his/her lacking
71. Resistance
Unconscious Incompetence
▪ Individual does not understand or
know how to do something
▪ Doesn’t recognize his/her lacking
Conscious Incompetence
▪ Individual does not understand or
know how to do something
▪ Does recognize his/her lacking
ENGAGE
72. Learn through Experience
Conscious Incompetence
▪ Individual does not understand or
know how to do something
▪ Does recognize his/her lacking
Conscious Competence
▪ Individual understands or knows
how to do something
73. Learn through Experience
Conscious Incompetence
▪ Individual does not understand or
know how to do something
▪ Does recognize his/her lacking
Conscious Competence
▪ Individual understands or knows
how to do something
EDUCATE
74. Practice makes Perfect
Conscious Competence
▪ Individual understands or knows
how to do something
Unconscious Competence
▪ Individual has had so much practice,
it becomes “second nature”
75. Practice makes Perfect
Conscious Competence
▪ Individual understands or knows
how to do something
Unconscious Competence
▪ Individual has had so much practice,
it becomes “second nature”
SIMULATE
Personal Belief: Opposite of Play was Work, until I watched a TedX vid which highlighted that the Opposite of Play is NOT Work – but Depression.
When I delved deeper: Even those who have a natural appreciation and temperament for the benefits of play see play and work as separate.
Scientific data shows that playful ways of work lead to more creative, adaptable workers and teams.
A researcher, Marian Diamond, in her Response of the Brain to Enrichment work describes how “enriched” (read playful) environments powerfully shape the cerebral cortex – the area of the brain where the highest cognitive processing takes place.
NOT a new idea - product designers use extrinsic motivators: points, badges & leader boards to gamify serious/repetitive tasks
http://www.designatededitor.com/sxsw-gamification-octalysis/ Gamification via Octalysis
The past 5 years, we have successfully extracted several EXTRINSIC motivators of gaming into gamification.
Unfortunately, we’ve stopped short there and haven’t progressed much since then.
Game developers constantly remember that players have feelings, insecurities and reasons for why they want/do not want to do certain things; therefore the game (experience) is optimized for their feelings, motivations and engagement.
First, let’s do a quick visit to what game is and its history.
First, let’s do a quick visit to what game is and its history.
There are many principles but most games do not deviate from the following cores that I will highlight.
I will also share some game history that shaped these principles
Progression = path (beginning > end) player takes
Game of Nim – turning off the lights; aim: to be the last player to turn off the final light
By simulating simplified real-world systems – Bradley Fighting Vehicle
Between 1940 to 2000, we have been bringing real-world experience into the Fantasy world
VBS1: Virtual Battlefield Systems 1: military simulator
Used for Iraq War training
The end boss, Hakkar the Soulflayer cast a spell called Corrupted Blood on players.
Spell only intended to last seconds, function within the area, soon spread across the virtual world
Players did what they could to avoid infection
Conditions & reactions of the event attracted the attention of epidemiologists for its implications of how human populations could react to a real-world epidemic.
The Corrupted Blood incident was described as a fascinating yet accidental case study of modeling disease origins and control.
They compared it to a real-life epidemic:
it originated in a remote, uninhabited region
was carried by travelers to larger regions
hosts were both human and animal, comparing it to the avian flu
it was passed through close contact
people, in this case non-playable characters, who could contract it but were asymptomatic
Drawing parallels between real and fantasy world
Player responses varied but resembled real-world behaviors.
Some characters with healing abilities volunteered their services,
some lower-level characters who could not help would direct people away from infected areas,
some characters would flee to uninfected areas, and some characters attempted to spread the disease to others.
Players in the game reacted to the disease as if there was real risk to their well-being
The major towns and cities were abandoned by the population as panic set in and players rushed to evacuate to the relative safety of the countryside, leaving urban areas filled to the brim with corpses, and the city streets literally white with the bones of the dead
One aspect of the epidemic that was not considered by epidemiologists in their models was curiosity, describing how players would rush into infected areas to witness the infection and then rush out. This was paralleled to real-world behavior, specifically with how journalists would rush toward a problem to cover it, and then rush back out
Human Focused Design, Function Focused Design
This framework categorizes gamification design elements into 8 core drives to differentiate various types of motivation
This framework categorizes gamification design elements into 8 core drives to differentiate various types of motivation
Left Side: Associated with Extrinsic Motivation (rewards, money, goals, milestones, badges, points, recognition)
Right Side: Drives Associated with Intrinsic Motivation (internal factors – creativity & feeling appreciated; activity is own reward)
Top core are what Chou deemed the White Hat Gamification drives – Positive Motivations
Involves motivations that engage the user on expressing creativity & achievement through skill mastery > resulting in higher sense of accomplishment
Lower Core: Black Hat Gamification – motives that drive active engagement based on uncertainty & gear; nurture negative emotions due to the lack of control (gatcha; rolette)
Meaning – ‘Special’mission / chose to take action
Development – Challenge > Skill mastery
Creativity – Creative problem solving, Feedback
Ownership
Social elements – competition, envy, mentorship, social acceptance, companionship
Drive to want something – extremely rare, exclusive, immediately unattainable
Constantly being engaged (unpredictable)
Avoidance of something negative happening
Use their experience playing Spent to discuss the 8 Drives
Purpose for Gamification
What are some intrinsic motivators we can activate?
Think back on Spent – empowerment (creative ways to optimise your earnings for the month); meaning
Meaning – ‘Special’mission / chose to take action
Development – Challenge > Skill mastery
Creativity – Creative problem solving, Feedback
Ownership
Social elements – competition, envy, mentorship, social acceptance, companionship
Drive to want something – extremely rare, exclusive, immediately unattainable
Constantly being engaged (unpredictable)
Avoidance of something negative happening
What does action and interaction reminds you of? Dynamics and behaviours
These genre survey is taken for console games. There are also other genres and % for mobile games.
Deployment
Rule-based systems
What kind of decisions you have to make
Let us consider the example of driving a car. When you first learn to drive, your focus is directed to your car’s gear and clutch. You concentrate on the entire process. You notice every bump, every pothole and every obstacle. As you become skilled, your subconscious mind registers your actions and you drive without making conscious effort. You automatically avoid obstacles, change gears automatically while performing other actions at the same time such as listening to music, or talking on the phone. As your proficiency increases, the driving process becomes natural and your decisions are automatic.
Gamification is in its nascent stage
As the world saturates itself with digital content, we need to move beyond extrinsic motivations
Intrinsic motivation is the challenge