the 5 domains of play motivational ergonomics jason vandenberghe creative director, ubisoft
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The 5 Domains of Play Motivational Ergonomics Jason VandenBerghe Creative Director, Ubisoft. “The 4 Domains of Play”. I showed it to my sister. Prof. Hemovich. “Why are you using all these old models?” “ How does the Big 5 fit in to this? ”. My talk. Thanks, sis. - PowerPoint PPT PresentationTRANSCRIPT
The 5 Domains of PlayMotivational Ergonomics
Jason VandenBergheCreative Director, Ubisoft
“The 4 Domains of Play”
Prof. Hemovich• “Why are you using
all these old models?”
• “How does the Big 5fit in to this?”
I showed it to my sister.
Thanks, sis.
My talk.
Openness to Experience
Conscientiousness
Extraversion
Agreeableness
Neuroticism
The Big 5(O.C.E.A.N.)
Data?
“What’s it good for?”
What part of psychologyis so important to games that every designer must learn it?
A psychological model is required to analyze any and all player behavior.
We all start with the same model.
“Other people are like me!”
User Test Interpretation
KnowledgeTaste
“Motivational Ergonomics”
Instinctive Conscious
User Test Interpretation
Play-Acting
KnowledgeTaste
Domains ofMotivation
(5)
Openness to Experience
Conscien-tiousness Extraversion
Agreeable-ness Neuroticism
ImaginationArtisticInterestEmotionalityAdventur-
ousnessIntellectLiberalism OrderlinessDutifulnessAchievement-SeekingSelf-DisciplineCautiousnessSelf-Efficacy GregariousnessAssertivenessActivity LevelExcitement-SeekingCheerfulnessFriendliness
TrustStraightforwardnessAltruismAccomodationModestySympathy AnxietyAngry-HostilityDepressionSelf-ConciousnessImmoderationVulnerability
Facets ofMotivation
(30)
Science!
This one.
“Qualitative Research”
Openness to ExperienceDistinguishes imaginative, creative motivations
from down-to-earth, conventional ones.
NoveltyDistinguishes open, imaginative experiences
from repeating, conventional ones.
(Openness to Experience)
ImaginationFact-OrientationArtistic InterestsPractical Interests
EmotionalityUnemotionalityAdventurousnessDesire for Routine
IntellectPeople & ThingsLiberalismTraditionalism
Openness to Experience
ImaginationFact-Orientation
AdventurousnessDesire for Routine
Openness to Experience
ImaginationFact-Orientation
Openness to Experience
AdventurousnessDesire for Routine
Openness to Experience
ConscientiousnessDeals with the way we control, regulate, and direct our impulses.
ChallengeDeals with how much effort and/or self-control the player is expected
to use.
(Conscientiousness)
Self-EfficacyUn-Self-EfficacyOrderlinessDisorganizationDutifulnessResistance
Achievement-StrivingContentmentSelf-DisciplineProcrastinationCautiousnessImpulsiveness
Conscientiousness
Self-EfficacyUn-Self-Efficacy
Achievement-StrivingContentment
Conscientiousness
ExtraversionDeals with the tendency to seek out stimulation
and the company of others.
StimulationDeals with the stimulation level and social engagement of
play.
(Extraversion)
FriendlinessReservednessGregariousnessNon-gregariousness
AssertivenessReceptivenessActivity-Level (high)Activity Level (low)Excitement-SeekingExcitement-Aversion
CheerfulnessInexpressiveness
Extraversion
GregariousnessNon-gregariousness
Excitement-SeekingExcitement-Aversion
Extraversion
AgreeablenessReflects differences in concern with cooperation and social harmony.
HarmonyReflects the rules of player-to-player interactions.
(Agreeableness)
TrustSkepticismStraightforwardnessGuardedness
AltruismNon-AltruismAccommodationCompetition
ModestyImmodestySympathyIndifference
Agreeableness
AccommodationCompetition
SympathyIndifference
Agreeableness
NeuroticismReflects a tendency to experience (or not experience)
negative emotions.
ThreatReflects a tendency to quit when the game is otherwise enjoyable.
Openness to ExperienceNovelty
ConscientiousnessChallenge
ExtraversionStimulation
NeuroticismThreat
AgreeablenessHarmony
Play Metrics
Measuring Playtesters
Designing for Demographics
Play-Acting
Learn to play like people you don’t naturally understand.
Implement
PlayAnalyze
Design
Implement
PlayAnalyze
Design
The Q-Claw
The Model?Shooter players don’t look up.
“Motivational Ergonomics”
Killers
AchieversExplorers
Socialisers
The Bartle Types
The Q-Claw
User Test Interpretation
Play-Acting
KnowledgeTaste
Designer Play-Acting
Openness to Experience
Conscientiousness
Neuroticism
Extraversion
Agreeableness
Openness to Experience
Conscientiousness
Neuroticism
Extraversion
Empathy Blind-Spots
Agreeableness
Fantasy vs. Realism (Imagination)
Building vs. Exploring (Adventurousness)
Easy Play vs. Hard Play (Self-Efficacy)
Contentment vs. Achievement (Achievement-Striving)
Solo vs. Groups (Gregariousness)
Relaxation vs. Excitement (Excitement-Seeking)
Competition vs. Collaboration (Cooperativeness)
Indifference vs. Sympathy (Sympathy)
Fantasy vs. Realism (Imagination)
Building vs. Exploring (Adventurousness)
Novelty(Openness to Experience)
Easy Play vs. Hard Play (Self-Efficacy)
Contentment vs. Achievement (Achievement-Striving)
Challenge(Conscientiousness)
Solo vs. Groups (Gregariousness)
Relaxation vs. Excitement (Excitement-Seeking)
Stimulation(Extraversion)
Competition vs. Collaboration (Cooperativeness)
Indifference vs. Sympathy (Sympathy)
Harmony(Agreeableness)
Anxiety
Anger-Hostility
Depression
Self-Consciousness
Immoderation
Vulnerability
Threat(Neuroticism)
Designer Play-Acting• Improves production efficiency• Lowers costs• Increases quality• Little (if any) risk
• Completely optional
Conclusion• Psychological models allows us to interpret
user behavior.
• Designers must challenge and replace their incorrect models.
• Learning to play-act is kittens and rainbows.
Make great games.