Would the real Mary Poppins please stand up? Approaches and Methods in Gameful Design
- 1. would the real mary
poppins please stand up?approaches and method in gamification
Sebastian Deterding / @dingstweets
Digital Creativity Labs, University of York
January 27, 2017
c b
- 7. old idea: learn enjoyment design from games
Malone 1981, Carroll & Thomas 1983, Blythe et al. 2004
- 19. “just a spoonful of sugar helps the medicine go down”
aka fun as additive substance
- 28. gaMification
The use of game
design elements in
non-game contexts
Deterding et al. 2011
… which doesn’t bode well for this
- 31. “in every job that must be done, there is an element of fun”
aka fun as emergent systemic quality
- 38. Hunicke, LeBlanc & Zubek 2004
aesthetics
Frustrating
end game
mechanics dynamics
Slow
poverty gap
+$ !+
-$ !-
- 39. so how do you design that?*
Deterding et al. 2013
* obligatory visualisation of
ephemeral design work with
people pointing at post-its
- 42. if you want to know more
• Conceptual development of
requirements from literature
• Review of existing methods
against requirements
• Iterative design-based
development and evaluation of
method through 19 projects &
workshops with teams of 2-6
(n=335)
- 43. guiding questions
1. What are the enjoyable, motivating experiences
characteristic for gameplay?
2. What game structures and processes afford
these experiences?
3. How does game design create these structures
and processes?
4. How can we integrate this into design methods
for non-game systems?
- 44. raph koster
»Fun is just another word
for learning.«
a theory of fun for game design (2004)
#1
- 45. raph koster
»Fun from games arises out of
mastery. It arises out of
comprehension. It is the act of solving
puzzles that makes games fun.«
a theory of fun for game design (2004)
- 48. edward deci, richard ryan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
- 49. chief source of game enjoyment: overcoming challenges
Malone 1981, Csikszentmihalyi 1990, Koster 2005, Przybylski, Rigby, & Ryan, 2010, Klimmt & Blake 2012
- 51. raph koster
»Fun is just another word
for learning.«
a theory of fun for game design (2004)
through interesting challenges
- 61. Rainer Knizia
»The life blood of game design is testing. ...
Why are we playing games? Because it‘s
fun. You cannot calculate this. You cannot
test this out in an abstract manner. You
have to play it.«
shift run stop, episode 40 (2010)
- 63. central goal conflict of applied game design
Goal
conflict
game design
Enjoyable
inefficiency
interaction design
Usable
efficiency
#4
- 65. how do we make one support the other?
Goal
congruence
game design
Enjoyment
interaction design
Efficiency
- 68. john M. Carroll & John C. Thomas
»Tacking on ad hoc complications
will not evoke fun.«
fun (1988: 21)
- 71. Mihaly Csikszentmihalyi
»Mowing the lawn or waiting in a dentist’s
office can become enjoyable provided one
restructures the activity by providing goals,
rules, and the other elements of enjoyment
to be reviewed below.«
flow (1990: 51)
- 78. gaMification
The use of game
design elements in
non-game contexts
Deterding et al. 2011
TO DESIGN FOR GAMEFUL EXPERIENCES …