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A Rhetorical Approach to
Gameful Design
Paul Coulton
Changing behaviour
through design
Banksy
PIXELS
by Patrick Jean
1 Billion
“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
The Magic Circle
‘the place dedicated to the
performance of an act apart’
Huizinga
The Magic Circle Myth
game play
ludic activities
being playfulAgon Alea Mimicry Illinx
Paida
Ludus
Salen and ZimmermannRoger Callois
Phillip
Toledano
Gamification
Serious 

Games
Games for 

Change
Persuasive

Games
Paths
generally break down problems into simple
personal goals often expressed through self
interest arguments
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.
persuasion example
Accuracy 83% 50 Points
3rd Time Tonight Bonus 10 Points
!
Poppinsification
in every job that
can be done
there is an
element of fun…
OMG!
twig collecting is
just not letting
me grow as a
Robin
“Games aren't the monosodium
glutamate of fun that you can
simply add to an activity to make
motivating and engaging”
Will Wright
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
Designing games through which players can
rehearse possible/ plausible futures
Rhetor Audience
Speech
Intent
Expectations
Rhetoric
Visual
Rhetoric
Rhetor Audience
Image
Intent
Expectations
Rhetorical
Design
Designer Users
Product
Intent
Expectations
“design is rhetoric”
Richard
Buchanan
Procedural
Rhetoric
“a games basic
representational mode is
procedurality (rule-based
representations and
interactions)”
Ian Bogost
Game Designer Player
Game
Rules
Interaction
Rhetorical
Design
Tools
Aristotle
Pathos
(empathy)
Ethos
(credibility)
Logos
(logic)
CONTEXT
Climate Change
Weather
Flow
Storage
Scale
Charles and Ray Eames
Powers of 10
BARTER
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
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
choose wisely!
QUESTIONS
Banksy

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A rhetorical approach to gameful design