Published on March 18, 2009
WORK PLAY MEETS KES SAMPANTHAR GAME DESIGN in the WORKPLACE
BUSINESS MEETS DESIGN
BUSINESS LOGIC MEETS GAME DESIGN
WHY DOES BUSINESS CARE ABOUT GAMES?
GAMES ARE FUN!!
GAMES ARE ADDICTIVE
GAMES ARE IMMERSIVE
WHAT ABOUT WORK ?
WORK IS DULL
WORK IS BORING
WORK IS URGGHH!
WHEN WAS THE LAST TIME YOU LOST YOURSELF AT WORK ?
NO… REALLY LOST YOURSELF!
GAMES FUN WORK NOT
AREN’T GAMES JUST FOR KIDS?
THE TRUSTED CHOICE FOR ONLINE BUSINESS™ Page 49% 25% 26% 18 - 49 years 50+ years Under 18 years Source: ESA ‘Essential Facts’ 2008 35 Average Age of Game Player
YOUR EMPLOYEES PLAY GAMES !
GAMES HAVE CHANGED!
THESE AREN’T GRANMA’S GAMES !
GAMES HAVE EVOLVED!
THESE GAMES CAN BE PLAYED FOR… DAYS
THESE GAMES CAN BE PLAYED FOR… WEEKS
THESE GAMES CAN BE PLAYED FOR… MONTHS
THESE GAMES CAN BE PLAYED FOR… YEARS
THESE GAMES CAN BE PLAYED FOR… MILLENIUMS
OK… MAYBE NOT THAT LONG… MILLENIUMS
BUT… PEOPLE LIVE IN THESE GAMES …
SO… WHAT MAKES GAMES FUN?
THEORY TIME FO R S OME
DON’T FALL ASLEEP YET!
GAME DESIGN FUNDAMENTALS FLOW IS THE MENTAL STATE OF BEING FULLY IMMERSED IN AN ACTIVITY PROPOSED BY MIHALY CSIKSZENTMIHALYI AFTER RESEARCHING ARTISTS
ANXIETY BOREDOM NOT IN FLOW If the challenge and skills don’t match you get ANXIETY OR BOREDOM
FLOW BALANCES SKILLS & CHALLENGES
8 PRINCIPLES OF FLOW Pre-Requisites of Flow A challenging Activity that requires skills Clear Goals Clear Feedback Control Results of Flow Autotelic – an activity that is pleasurable in its self Concentration Loss of self consciousness Transformation of time
Pre-Requisites of Flow
A challenging Activity that requires skills
Results of Flow
Autotelic – an activity that is pleasurable in its self
Loss of self consciousness
Transformation of time
CONDITIONING Classical Conditioning - Operant Behavior Positive Reinforcements i.e. Pavlov’s Dog Negative Reinforcements
Classical Conditioning - Operant Behavior
Positive Reinforcements i.e. Pavlov’s Dog
CONDITIONING BUT… HOW DO YOU MAKE PEOPLE DROOL?
WINNING “ It’s surprising how many developers forget that it’s the victories and treasures –not the obstacles– that make people interested in playing in the first place. If you stop giving out carrots that will keep players excited, or even worse, if you start punishing curiosity, you’re only going to drive away the very people who want to enjoy games” – Neal and Jana Hallford
REWARDS Rewards of Glory – End goals, Winning the game Rewards of Sustenance – The rewards for maintenance – i.e. food, health packs etc. Rewards of Access – Access new levels, resources Rewards of Facility – Reward with new abilities, tools etc.
Fixed Reinforcement – Rewards occur at a steady pace. Fixed ratio – rewarded a fixed number of times Fixed Interval – rewarded at a fixed interval Variable Reinforcement Rewards happening at an irregular interval Variable Ratio – the outcome happens after an irregular number of times (Training dolphins to jump) Variable Interval – rewards happen at a variable amount of time REWARD SCHEDULES
Fixed Reinforcement – Rewards occur at a steady pace.
Fixed ratio – rewarded a fixed number of times
Fixed Interval – rewarded at a fixed interval
Rewards happening at an irregular interval
Variable Ratio – the outcome happens after an irregular number of times (Training dolphins to jump)
Variable Interval – rewards happen at a variable amount of time
GAMBLING IS THIS WHY GAMBLING IS ADDICTIVE?
YES YES YES
SO… PLAY POKER AT WORK?
THINK USER EXPERIENCE DESIGN UX
UX PLUS PLUS UX
UX PLUS… PLUS UX
UX PLUS FUN PLUS UX FUN FUN FUN FUN
FUN TIONAL DESIGN FUN X TIONAL DESIGN
MIX MATCH & GAME ELEMENTS Fixed & Variable Reinforcement Challenges Goals Feedback Control
Fixed & Variable Reinforcement
FUN EXAMPLES FUN X EXAMPLES
NEXT PIECE HIGH SCORE 1,223,560 TETRIS Use Tetris to design email processing game
NO YES GETTING THINGS DONE STUFF IN ACTIONABLE ? FILE DO DELEGATE DEFER Getting Things Done – Time Management Framework
NEXT MAIL TIMER 23 mins 54 secs TETRI-MAIL READ HIGH SCORES FILE
ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT
ROLE PLAYING GAME (RPG) PROJECT MANAGEMENT QUESTS PROJECTS MINI QUESTS TASKS REWARDS DELIVERABLES POINTS MBO’S
FUN FUN X TIONAL DESIGN WHERE BUSINESS MEETS GAMES
KES SAMPANTHAR THIS IDEA WAS BROUGHT TO YOU BY TH!NKCUBE
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