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
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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
armonySlide31Slide32
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
StimulationSlide57Slide58
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.