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While waiting… Launch & Play

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While waiting…Launch & Play

Media Kit 2016 http://www.slideshare.net/phaepang/sutdgl-media-kit2016

Innovative GamesBeyond Entertainment

A little bit about myself

▪ Game Producer

▪ One Upon Light IGF China 2013 Best Game

▪ USSHHN5 Halloween Mobile Game tie up with Universal Studios Singapore

▪ Assistant Director of Game Lab

▪ Persuasive Games

What Is The Opposite of Play?

Human-Focused Design Vs Function-Focused Design

▪ Applying game design elements into non-gaming contexts

▪ Emphasis on Human Motivation

Gamification Elements

▪ Points

▪ Badges

▪ Leader Boards

Is that all?A quick visit of game history – Mastery of Human-Focused Design

What is a Game?

A form of COMPETITIVE ACTIVITY or sports played according to RULES

An activity that one engages in for AMUSEMENT

Combining the Definition

An activity played according to RULES, be it for AMUSEMENT or COMPETITION

Core Principles of Game Design

19

40

NIM-atron

First computer game with “AI”

@ New York World’s Fair Westinghouse

Progression(Frustration)

NIMatron won 90% of the time

Its defeats were by administrators

Flow Theory

The mental state of operation in which a person performing an activity is fully immersed in its process.

19

40

19

58

NIM-atron

First computer game with “AI”

@ New York World’s Fair Westinghouse

TENNIS FOR TWO

First game with graphical display

Real-world to Fantasy

Aesthetic

Provide the right representation and accurate focus

First-PersonPerspective

IsometricPerspective

19

40

19

58

19

78

NIM-atron

First computer game with “AI”

@ New York World’s Fair Westinghouse

TENNIS FOR TWO

First game with graphical display

Real-world to Fantasy

SPACE INVADERS

Early success of modern gaming

Inspired by Star Wars

PlayerExperience

A sense of control or the illusion of choice

19

40

19

58

19

78

19

80

NIM-atron

First computer game with “AI”

@ New York World’s Fair Westinghouse

TENNIS FOR TWO

First game with graphical display

Real-world to Fantasy

SPACE INVADERS

Early success of modern gaming

Inspired by Star Wars

ARMY BATTLEZONE

First serious game

Bradley Fighting Vehicle

Realism

A believable and relatable experience

Core Principles of Game Design

▪ Progression

▪ Aesthetic

▪ Player Experience

▪ Realism

19

40

19

58

19

78

19

80

NIM-atron

First computer game with “AI”

@ New York World’s Fair Westinghouse

TENNIS FOR TWO

First game with graphical display

Real-world to Fantasy

SPACE INVADERS

Early success of modern gaming

Inspired by Star Wars

ARMY BATTLEZONE

First serious game

Bradley Fighting Vehicle

The Era of Great

Video Games

Real-world to Fantasy Fantasy to Real-world

19

40

19

58

19

78

20

01

19

80

NIM-atron

First computer game with “AI”

@ New York World’s Fair Westinghouse

TENNIS FOR TWO

First game with graphical display

Real-world to Fantasy

SPACE INVADERS

Early success of modern gaming

Inspired by Star Wars

ARMY BATTLEZONE

First serious game

Bradley Fighting Vehicle

OPERATION FLASHPOINT

Converted to VBS1

Used by U.S. Marines

The Era of Great

Video Games

Real-world to Fantasy Fantasy to Real-world

First 3DMilitary Tactics“Serious” Game

Multiplayer

Live Communication (Radio)

Simulated Scenarios

19

40

19

58

19

78

20

01

19

80

20

05

NIM-atron

First computer game with “AI”

@ New York World’s Fair Westinghouse

TENNIS FOR TWO

First game with graphical display

Real-world to Fantasy

SPACE INVADERS

Early success of modern gaming

Inspired by Star Wars

ARMY BATTLEZONE

First serious game

Bradley Fighting Vehicle

OPERATION FLASHPOINT

Converted to VBS1

Used by U.S. Marines

WORLD OF WARCRAFT

Corrupted Blood Glitch

Widespread virtual epidemic

The Era of Great

Video Games

Real-world to Fantasy Fantasy to Real-world

CorruptedBlood (2005)

A disease, that once inflicted, causes damage over time to a player and will infect other players at close proximity

Glitch toWidespread Pandemic

Infected in-game pets

Teleportation

Insights into real pandemics

“… the incident raised the possibility for valuable scientific content to be gained from this unintentional game error.”

Nina Fefferman and Eric Lofgren of the Tufts University School of Medicine,

Lancet Infectious Diseases journal (2007)

Parallels between Real and Fantasy Worlds

“…similar to the role of air travel in the rapid global spread of severe acute respiratory syndrome (SARS)”

Professor Ran Balicer,

Director of Ben-Gurion University & Clalit Research Institute

The Human Factors

“What made Corrupted Blood so interesting was the way players responded

providing an insight into the psychological response to plague that most

computer models can never hope to capture.”

http://uk.reuters.com/article/2009/04/27/us-flu-virtual-idUKTRE53Q4HI20090427

Closing the Loop

FantasyReal World

Octalysis: A Gamification Framework

Chou, Yu-kai (13 May 2015). Actionable Gamification: Beyond

Points, Badges and Leaderboards

Let’s Play 15 Mins

What did you learn?Felt like you gained any insights?

What brought you enjoyment?Was it fun? What kept you immersed in the play experience?

Octalysis: A Gamification Framework

Chou, Yu-kai (13 May 2015). Actionable Gamification: Beyond

Points, Badges and Leaderboards

Octalysis Motivational Drives

▪ Epic Meaning & Calling

▪ Development & Accomplishment

▪ Empowerment of Creativity & Feedback

▪ Ownership & Possession

▪ Social Influence & Relatedness

▪ Scarcity & Impatience

▪ Unpredictability & Curiosity

▪ Loss & Avoidance

Octalysis of Farmville

• Extrinsic Motivation

• Players are motivated by rewards, goals, milestones, points, recognition

• Negative Motivation

• Players are actively engaged based on uncertainty and fear

• Players lack control of their own actions

Advanced Types of Gamification

▪ Education + Simulation

▪ Simulation + Engagement

Raise Awareness

Improve Lives or Adoption

AgainIt’s Play-time!

SPENT

15 minutes

As you play, consider the Intrinsic VsExtrinsic Motivations:

• What did you learn?

• What made you enjoy the game?

#1 Extrinsic vs IntrinsicWhich is better?

Both are important!

Extrinsic

Short term motivation >> Short term retention

Intrinsic

Mid to Long term motivation >> Long term retention

Both are important!

Extrinsic

Short term motivation >> Short term retention

Intrinsic

Mid to Long term motivation >> Long term retention

HandoutGamification Model Canvas

A tool to shape your gamification idea

▪ Determine its feasibility

▪ See if the various game design thinking and elements can be applied

What is the issue?

What I want the game to achieve?

Identify your Problem Statement

Players Consideration

▪ Who are you targeting?

Behaviour Considerations

▪ What behaviours are we expecting to modify?

▪ What behaviours do we want to improve?

▪ Examples:

▪ Taking precaution, i.e. move important items to higher ground, during a flood

▪ Change our perception of marginalised population

Influencing Behaviours

▪ List down objective and expected behaviour(s)

▪ Simplify the process of what needs to be taught

▪ Emphasize contents (mechanics) for subconscious learning

▪ Experience cause and effect

Octalysis Motivational Drives

▪ Epic Meaning & Calling

▪ Development & Accomplishment

▪ Empowerment of Creativity & Feedback

▪ Ownership & Possession

▪ Social Influence & Relatedness

▪ Scarcity & Impatience

▪ Unpredictability & Curiosity

▪ Loss & Avoidance

#2 GenreWhat type of games suit my audience and my objective?

A genre defines what actions and/or interactions your audience take

In turn, it helps to streamline how you would like to “gamify”

When player’s actions or interactions is defined

You are shaping the behaviours that are expected of them

Genre affects your audience’s reach

All these while, we assume that the target audience plays all kinds of genre

What if you factor the % that each genre can reach out to?

Platform Considerations

▪ Which platform is my target audience comfortable with?

▪ Is it widely available?

▪ How does it affect my mechanics?

▪ Controller

▪ Touchscreen

▪ Mouse & Keyboard

Mechanic Considerations

▪ How can we simplify the mechanics such that players understand?

▪ How can we create progression for the mechanics?

▪ Examples:

▪ Monitor your spending habits to stretch your dollar

▪ Flood effects outside your home – how do you cope?

Dynamic Considerations

▪ How (un)realistic should our dynamics be?

▪ What dynamics work best for players for their game progression?

▪ Examples:

▪ Lethality / Destruction

▪ Reward / Productivity

Aesthetic Considerations

▪ What do you want players to experience?

▪ How to have them remain engaged?

▪ Examples:

▪ Kindness! Strength!

▪ Difficulty! Self Discovery!

Do read up about MDA

▪ Mechanic

▪ Dynamic

▪ Aesthetic

#3 Real versus RealisticHow games influence behaviours?

Real

Complex

Boring

Punishing

Inhibited

Realistic

Simplified

Engaging

Forgiving

Uninhibited

How to take a game seriously?

Interesting question!

Game facilitates subconscious learning

Our Subconscious Mind

Game as a Tool

▪ Engage

▪ Educate

▪ Simulate

Escape from Reality

A safe environment

Understand Behaviours

Possible Types of Gamification

▪ MOTIVATION & RETENTION

▪ TRAINING

▪ BEHAVIOUR MODIFICATION

▪ AWARENESS & EMPATHY

▪ IMPROVE LIVES & ADOPTION

Four Stages of Competence

▪ Unconscious Incompetence

▪ Conscious Incompetence

▪ Conscious Competence

▪ Unconscious Competence

Resistance

Unconscious Incompetence

▪ Individual does not understand or know how to do something

▪ Doesn’t recognize his/her lacking

Conscious Incompetence

▪ Individual does not understand or know how to do something

▪ Does recognize his/her lacking

Resistance

Unconscious Incompetence

▪ Individual does not understand or know how to do something

▪ Doesn’t recognize his/her lacking

Conscious Incompetence

▪ Individual does not understand or know how to do something

▪ Does recognize his/her lacking

ENGAGE

Learn through Experience

Conscious Incompetence

▪ Individual does not understand or know how to do something

▪ Does recognize his/her lacking

Conscious Competence

▪ Individual understands or knows how to do something

Learn through Experience

Conscious Incompetence

▪ Individual does not understand or know how to do something

▪ Does recognize his/her lacking

Conscious Competence

▪ Individual understands or knows how to do something

EDUCATE

Practice makes Perfect

Conscious Competence

▪ Individual understands or knows how to do something

Unconscious Competence

▪ Individual has had so much practice, it becomes “second nature”

Practice makes Perfect

Conscious Competence

▪ Individual understands or knows how to do something

Unconscious Competence

▪ Individual has had so much practice, it becomes “second nature”

SIMULATE

Subconsciously…

Certain cognitive processes become natural

Decisions are automatic