/
Acting Like Players Acting Like Players

Acting Like Players - PowerPoint Presentation

mitsue-stanley
mitsue-stanley . @mitsue-stanley
Follow
371 views
Uploaded On 2017-03-16

Acting Like Players - PPT Presentation

Applying the 5 Domains of Play Jason VandenBerghe Creative Director The Big 5 OCEAN Gamer O penness to E xperience C onscientiousness E xtraversion A greeableness N euroticism ID: 525032

stimulation novelty harmony challenge novelty stimulation challenge harmony skilled work play pvp team mechanics context experience solo realism fantasy

Share:

Link:

Embed:

Download Presentation from below link

Download Presentation The PPT/PDF document "Acting Like Players" is the property of its rightful owner. Permission is granted to download and print the materials on this web site for personal, non-commercial use only, and to display it on your personal computer provided you do not modify the materials and that you retain all copyright notices contained in the materials. By downloading content from our website, you accept the terms of this agreement.


Presentation Transcript

Slide1

Acting Like PlayersApplying the 5 Domains of Play

Jason

VandenBerghe

Creative DirectorSlide2

The Big 5 (OCEAN)

(Gamer)

O

penness to

Experience

Conscientiousness

Extraversion

A

greeableness

Neuroticism

Imagination

Artistic Interests

Emotionality

Adventurousness

Intellect

LiberalismSlide3

5 Domains of Play

(Game)

The Big 5 (OCEAN)

(Gamer)

O

penness to E

xperienceN

ovelty

Conscientiousness

C

hallenge

E

xtraversion

Stimulation

A

greeableness

Harmony

N

euroticism

ThreatSlide4

MOAR Research!

Including this one.Slide5

5 Domains of Play

(Game)

The Big 5 (OCEAN)

(Gamer)

O

N

C

C

E

S

A

H

N

T

0.42

0.327

0.51

0.28

0.015Slide6

Neuroticism

Reflects a tendency to experience

(or not experience)negative emotions.Slide7

Threat

Anxiety

Fearlessness

Anger-Hostility

Calm

Depression

Resilience

Self-Consciousness

Confidence

Immoderation

Temperateness

Vulnerability

Poise

Intimidation

Ragequit

Despair

Addiction

Judgement

Hurt

(Neuroticism)Slide8

Threat

Reflects the parts of the game that

may cause a player may stop playing when they are otherwise enjoying it

.

(Neuroticism)Slide9

5 Domains of Play

(Game)

The Big 5 (OCEAN)

(Gamer)

O

penness to Experience

Novelty

C

onscientiousness

Challenge

E

xtraversion

Stimulation

A

greeableness

Harmony

N

euroticism

T

hreatSlide10

“What’s it good for?”Slide11

= Game

= GamerSlide12

= Game

= GamerSlide13

“What’s it good for?”

“So what?”Slide14

Developing

Accurate EmpathySlide15

Developing

Accurate EmpathySlide16

Developing

Accurate EmpathySlide17

All Gamers

My Players

(not to scale)

Players I

Naturally

Understand

Players I

Want

To

UnderstandSlide18

Developing

Accurate Empathy

Overcoming Personal Bias

≅Slide19

A

greeableness

E

xtraversion

C

onscientiousness

O

penness

to Experience

‘Empathy Blind Spots’Slide20

‘Player-Acting’

Learn to play games as though you were someone else.Slide21

Killers

Achievers

Explorers

Socialisers

The Bartle Types

http://www.gamerdna.com/quizzes/

http://www.mud.co.uk/richard/hcds.htm

Richard BartleSlide22

Fiero

Hard Fun

Curiosity

Easy

Fun

Relaxation

Serious

fun

Amusement

People

Fun

The Four Fun Keys

http://www.xeodesign.com/

Nicole LazzaroSlide23

Sensation

Game as sense-pleasure

Fantasy

Game as make-believe

Narrative

Game as unfolding story

Challenge

Game as obstacle course

Fellowship

Game as social framework

DiscoveryGame as uncharted territory

Expression

Game as soap box Submission

Game as mindless pastime

Eight Kinds of Fun

http://8kindsoffun.com/

Marc LeBlancSlide24

“How do I learn all this?”

8Slide25

Process

Pick an archetype

Pretend to play as that archetype for that session

Next session, pick a new archetypeSlide26

Rules

4 games per week, minimum

1 hour playtime

required

New thing = + 1 hour playtimeSlide27

LearningWWII Shooters Are Fun“Realism” doesn’t mean ‘boring’

Horses and farms are a big deal“Serene” doesn’t mean ‘boring’The Sims is a blast“No story” doesn’t mean ‘boring’Slide28

‘Player-Acting’

It’s for developing accurate empathy.Slide29

Which games? Which motivations?Yeah, those are good questions.Slide30

Domains of Play

(Game)

The Big 5

(Gamer)

O

penness to Experience

Novelty

C

onscientiousness

C

hallenge

E

xtraversion

Stimulation

A

greeableness

H

armonySlide31
Slide32

Harmony

(Agreeableness)

Challenge

(Conscientiousness)

Novelty

(Openness to Experience)

Stimulation

(Extraversion)Slide33

Novelty

Challenge

Stimulation

HarmonySlide34

Are there ‘primary’ motivations for gaming?

“Which game features,if they don’t fit your preferences,will cause you to

not play?”Slide35

Novelty

Challenge

Stimulation

HarmonySlide36

Harmony

Challenge

Novelty

(Openness to Experience)

Stimulation

Realism vs. Fantasy

Building vs. Exploring

Easy vs. Hard

Work vs. Impulse

Groups vs. Solo

Thrilling vs. Serene

PvP

vs

Team

Context vs. Mechanics

(Imagination)

(Adventurousness)

(Self-Efficacy)

(Self-Discipline)

(Gregariousness)

(Excitement-Seeking)

(

Accomodation

)

(Sympathy)Slide37

Harmony

Challenge

Stimulation

Easy vs. Hard

Work vs. Impulse

Groups vs. Solo

Thrilling vs. Serene

PvP

vs

Team

Context vs. Mechanics

(Self-Efficacy)

(Self-Discipline)

(Gregariousness)

(Excitement-Seeking)

(

Accomodation)

(Sympathy)

Explores

Builds

Fantasy

Realism

NoveltySlide38

Harmony

PvP

vs

Team

Context vs. Mechanics

(

Accomodation

)

(Sympathy)

Explores

Builds

Fantasy

Realism

Novelty

Skilled

Less Skilled

Work

Challenge

Not Work

Stimulation

Groups vs. Solo

Thrilling vs. Serene

(Gregariousness)

(Excitement-Seeking)Slide39

Harmony

PvP

vs

Team

Context vs. Mechanics

(

Accomodation

)

(Sympathy)

Explores

Builds

Fantasy

Realism

Novelty

Skilled

Less Skilled

Work

Challenge

Not Work

Thrill

Calm

Multiplayer

Solo

StimulationSlide40

Team

PvP

Harmony

Context

Mechanics

Skilled

Less Skilled

Work

Challenge

Not Work

Explores

Builds

Fantasy

Realism

Novelty

Thrill

Calm

Multiplayer

Solo

StimulationSlide41

Explores

Builds

Fantasy

Realism

Investigator

Architect

Novelty

(Openness to Experience)

Adventurer

InventorSlide42

Adventurer

Explores

Builds

Fantasy

Realism

Novelty

(Openness to Experience)

Investigator

Architect

ImagineerSlide43

Skilled

Less Skilled

Work

Challenge

Not Work

Explores

Builds

Fantasy

Realism

Novelty

Thrill

Calm

Multiplayer

Solo

Stimulation

Team

PvP

Harmony

Context

MechanicsSlide44

Work Play

Impulse Play

Skilled Play

Less Skilled Play

Perseverer

Dabbler

Challenge

(Conscientiousness)

Masterer

TalentSlide45

Work Play

Impulse Play

Skilled Play

Less Skilled Play

Perseverer

Dabbler

Challenge

(Conscientiousness)

Masterer

TalentSlide46

Skilled

Less Skilled

Work

Challenge

Not Work

Novelty

Thrill

Calm

Multiplayer

Solo

Stimulation

Team

PvP

Harmony

Context

MechanicsSlide47

Excitement

Serenity

Multiplayer

Solo

Lone Wolf

Hermit

Stimulation

(Extraversion)

Party Animal

ShepherdSlide48

Excitement

Serenity

Multiplayer

Solo

Lone Wolf

Hermit

Stimulation

(Extraversion)

Party Animal

ShepherdSlide49

Challenge

Novelty

Thrill

Calm

Multiplayer

Solo

Stimulation

Team

PvP

Harmony

Context

MechanicsSlide50

Context

Mechanics

Team

PvP

Knight

Killer

Harmony

(Agreeableness)

Sport

SoldierSlide51

Context

Mechanics

Team

PvP

Knight

Killer

Harmony

(Agreeableness)

Sport

SoldierSlide52

Team

PvP

Harmony

Mechanics

Context

Challenge

Novelty

StimulationSlide53

“What’s it good for?”Slide54

A

greeableness

E

xtraversion

C

onscientiousness

O

penness

to Experience

‘Empathy Blind Spots’Slide55

Team

PvP

Harmony

Context

Mechanics

Skilled

Less Skilled

Work

Challenge

Not Work

Explores

Builds

Fantasy

Realism

Novelty

Thrill

Calm

Multiplayer

Solo

StimulationSlide56

Team

PvP

Harmony

Context

Mechanics

Skilled

Less Skilled

Work

Challenge

Not Work

Explores

Builds

Fantasy

Realism

Novelty

Thrill

Calm

Multiplayer

Solo

StimulationSlide57
Slide58

Developing

Accurate EmpathySlide59

Harmony

Challenge

Novelty

StimulationSlide60

256 Player Types from 4 Domains

Develop

Accurate Empathy

Make

Great GamesSlide61

What’s Next?

More focused quantitative studies on individual facet/element correlationsSlide62

“What’s it good for?”

“Are you using it on your game?”Slide63

The Big 5 test:http

://www.personal.psu.edu/~j5j/IPIP/

jason.vandenberghe@ubisoft.com

@

the_darklorde

Thank You

Make great games.