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Better than Fun?
Fun
  sucks!
Divorce kid of

                    Psychology
              and
Video Games
User Experience Research


Speaker
Lever




 Electric grid
Game Design
Sensory


              Fun
 Elements
Technical
 Flaws
Challenge
Rewards
Fun
Beliefs
Perception
 Memory
  Needs
 Behavior
 Emotion
Motivation
Perceived Competence
     Self-Control
 Needs and Incentives
    Social Norms
 Learning Experience
     Dispositions
     Intelligence
    Reaction Time
      Heart Rate
       Genetics
     Preferences
     Upbringing
Games
        Perception        Interpretation
                                                     Genetics

                                           Evaluations

                     Attitudes                           Experience
                                  Reception
         Belief Forming
                             Feelings
             Biography                           Reactions

                                 Verbal Output
                                                                 Behavior
                                        Fun
Fun
Can we measure it?

Does it help us predict behavior?

Is it specific enough to help us improve our
products?
Gamification
Psychology on games
     Incentive theories

   Flow Experience

         Cognitive theories

   Self-Determination Theory
Cognitive theories


Self-Determination Theory
Richard M. Ryan




                  Edward L. Deci
Satisfaction of
           fundamental needs




         Intrinsic motivation
Satisfaction of
           The need for Competence
           The need for Autonomy
           The need for Relatedness


         Intrinsic motivation
The need for
Competence
The need to feel effective
Meaningful Feedback
Optimal Challenge
Mastery Experience
Context
Too Easy/Hard
Control Issues
Unspecific Feedback
The need for
Autonomy
The need to feel volitional
Unique Identity
Opportunities for Action
Choice of Paths
Forced Action
Fake Opportunities
Loss of Control
Autonomy = Choices
The need for
Relatedness
The need for
     meaningful relations
Being Acknowledged
Receiving Support
Making an Impact
Isolation
Hostility
Indifference
Self-Determination
           Theory




Product
   Improvement
TankWars
• What it is
Tank Deathmatch




Real-time Multiplayer
Unity 3D

Crossplatform

 Facebook
Indie Developer
Me




Usability              Heuristics
            GameFlow
Developer Training
Player Questionnaire
Motivational Review
„How many strategies lead to success?“

                                  „To what extent can players influence their
                                                  identity?“
„How frequently are mastery moments
             offered?“

     „What kind of feedback is given?“

                            „What elements of the game scale in
                                       difficulty?“

„How is the player‘s impact on the world
             made visible?“

                         „How is a supportive community
                                  encouraged?“
InGaME
• User Assessment
  – Questionnaire
  – What it measures
  – How it is constructed
InGaME               I strongly agree
                                                          1       2   3
• User Assessment
  „When I failed I knew why.“
  – Questionnaire
  „I was satisfied with my performance.“
  – What it measures
  „The goals were clear to me.“
  – How it is constructed
  „I felt supported by the other players.“

  „I felt free to express my own playstyle.“

  „I felt that my contributions were unique.“

  „The game allowed me to create a unique identity.“

  „When I failed I knew why.“
InGaME
• User Assessment
           7

  – Questionnaire
             6
             5
  – What it measures
             4

  – How it is3 constructed
            2
            1
Community Analysis
          &
        Player Typology
Thank you for listening!
Questions?

       References?

                 Feedback?
bj.dressler@   .com
@BenDressler
Ben Dressler

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