gamification 071992 dongju_jeong

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Gamification Dynamics C C hoi hoi c c e” e” Digital Contents 071992 Dongju Jeong

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Page 1: Gamification 071992 dongju_jeong

Gamification Dynamics

““CChoihoicce”e”

Digital Contents071992

Dongju Jeong

Page 2: Gamification 071992 dongju_jeong

CONTENTS

1. Choice

2. Impulse in Games

3. Influence in Games

4. Morality in Games

5. Conclusion

Page 3: Gamification 071992 dongju_jeong

1. Choice Choice: “the freedom to choose and the freedom to act” Every autonomous choice implies three potential considerations:

ImpulseImpulse

InfluenceInfluence

MoralityMorality

“the desire to effect change”• To act on a sensation / Free to do as we please• Most of our impulses go unfulfilled and we restrain ourselves.

“understanding the results of that change”

• For an action, there’ll be a reaction; for a choice, there’ll be a result.• Have an effect on ourselves, others, and our environment

“the moral implications of those results”• There are universally acknowledged right and wrong options.• Not always be in agreement / personal gain vs. social approval

Page 4: Gamification 071992 dongju_jeong

2. Impulse in Games There is very little a player can do inside a game, but people often

find games more liberating than real life.

Impulse covers the dimension of decoration. - Not limited to virtual d0llhouse; let the player change or evolve their in-game appearance

As games become deeper and more realistic, impulsive choice is a powerful aspect of games. - players will be enabled to indulge a wider range of impulses without risk of consequences.

WHY?

WHY?

• The thousands of things we can’t do are out of the scope of the game. They aren’t acknowledged as limitations.

• The game sets the expectation of being able to do something.

Grand Theft Auto III, google image

Page 5: Gamification 071992 dongju_jeong

SimCity, google image

3. Influence in Games The player is represented through an avatar, but sometimes a god,

influencing the game world. Players can’t act impulsively and without consequence. “Influence: actions having lasting effects”

- Decisions carry greater weight, and the fictional world feels more real

• Free to decide the lasting fate of others and steer the fate of a society

• SimCity: To build cities and not destroy them

The player is a god.The player is a god.

‘living’ worlds‘living’ worlds

Page 6: Gamification 071992 dongju_jeong

Mass Effect 2 , google image

4. Morality in Games Much closer to modeling our real world

- it becomes easier to project the morals of our real world onto the game world.

Introducing simple morality or karma systems into gameplay- The player is labeled as either ‘good’ or ‘evil’.

Because morals are inherently personal, it's advisable to approach them objectively.

XX force subjective ‘good’ and ‘evil’ labels on players

OOprovide opportunities to draw parallels to real-world moral dilemmas and then give your players the freedom to choose without persuasion.

Page 7: Gamification 071992 dongju_jeong

Individuals are daily faced with conflicting demands: selfish demands vs. moral demands

For this vicarious experience to be effective, the game environment must be able to accurately model the real-world choices.- The focus will most likely need to be narrow and explicitly designed.

5. Conclusion

GAMEGAME

• Players have the opportunity to play with power.• Players have the freedom to explore choices reality does not afford. (influence and responsibility)

““Virtual Environment”Virtual Environment”

Page 8: Gamification 071992 dongju_jeong

THANK YOU.

* Source: http://www.gamasutra.com/view/feature/134936/gamification_dynamics_choice_and_.php