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Better than Fun?

Better Than Fun? - Bitspiration 2012

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Slides from my talk at Bitspiration 2012. Posing the question if fun is a helpful concept in game testing and what alternatives there are. Giving a case study of an indie action game and showing further implications.

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Better than Fun?

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Fun

sucks!

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Video Games

Divorce kid of

Psychology and

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Electric grid

Speaker

Lever

User Experience Research

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Game Design

Sensory

Elements

Technical

Flaws

Challenge

Rewards

Fun

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Fun

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Beliefs

Perception

Memory

Needs

Behavior

Emotion

Motivation

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Perceived Competence

Self-Control

Needs and Incentives

Social Norms

Learning Experience

Dispositions

Intelligence

Reaction Time

Heart Rate

Genetics

Preferences

Upbringing

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Fun

Behavior

Games

Perception

Evaluations

Reactions Feelings

Attitudes

Biography

Genetics

Interpretation

Reception

Verbal Output

Belief Forming

Experience

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Fun

Can we measure it? Does it help us predict behavior? Is it specific enough to help us improve our products?

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Gamification

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Psychology on games

Incentive theories

Flow Experience

Cognitive theories

Self-Determination Theory

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Cognitive theories

Self-Determination Theory

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Richard M. Ryan

Edward L. Deci

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Self-Determination

Satisfaction of

fundamental needs

Intrinsic motivation

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Self-Determination

Satisfaction of

The need for Competence

Intrinsic motivation

The need for Autonomy

The need for Relatedness

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Competence The need for

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The need to feel effective

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Meaningful Feedback

Optimal Challenge

Mastery Experience

Context

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Too Easy/Hard

Control Issues

Unspecific Feedback

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The need for Autonomy

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The need to feel volitional

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Unique Identity

Opportunities for Action

Choice of Paths

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Forced Action

Fake Opportunities

Loss of Control

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Autonomy = Choices

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The need for Relatedness

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The need for meaningful relations

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Being Acknowledged

Receiving Support

Making an Impact

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Isolation

Hostility

Indifference

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Self-Determination Theory

Product Improvement

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TankWars

• What it is

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Tank Deathmatch

Real-time Multiplayer

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Unity 3D

Crossplatform

Facebook

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Indie Developer

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Usability GameFlow

Heuristics

Me

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Developer Training

Player Questionnaire

Motivational Review

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„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?“

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InGaME

• User Assessment

– Questionnaire

– What it measures

– How it is constructed

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InGaME

• User Assessment

– Questionnaire

– What it measures

– How it is constructed

„When I failed I knew why.“

„I was satisfied with my performance.“

„The goals were clear to me.“

„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.“

I strongly agree

1 2 3

„When I failed I knew why.“

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InGaME

• User Assessment

– Questionnaire

– What it measures

– How it is constructed

1

2

3

4

5

6

7

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Community Analysis &

Player Typology

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Thank you for listening!

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Questions?

References?

Feedback?

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bj.dressler@

@BenDressler

Ben Dressler

.com