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Designing for Motivation 093906 UI-JIN JEON

Designing for motivation

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Designing for Motivation

093906

UI-JIN JEON

Designing for Motivation

● PNRC Motivation

Player State In general, shoot'em up and beat'em up style games are based on the

player state.

Needs The core of the game play in RTS is generally the source of the

motivation.

Reward The “reward system” is the fundamental base for all motivation

management

Challenge In fighting games and sports games, the motivation is related to the

challenge.

*Mixed => Most games build their motivation on the four PNRC functions.*

Designing for Motivation● PNRC system or the Motivation loop:

Designing for Motivation● PNRC mechanic advantages.

1. Score system

Score bonuses to experience pointsAchievements

Designing for Motivation● PNRC mechanic advantages.

2. Key system

Challenge + reward mechanicKey <= need and reward

Designing for Motivation● PNRC mechanic advantages.

3. Multi-choice

Gameplay => Giving a choice

4. Badges system

Foursquare & Gowalla => "check-in“ earn points and rewards

Reference

Designing for Motivationhttp://www.gamasutra.com/view/feature/129852/

designing_for_motivation.php?page=1

Persuasive Games: Check-Ins Check Outhttp://www.gamasutra.com/view/feature/132657/

persuasive_games_checkins_check_.php?page=1

Behavioral Game Designhttp://www.gamasutra.com/view/feature/

172409/10_years_of_behavioral_game_design_.php?page=1

Thank You!