The 5 Domains of Play Motivational Ergonomics Jason VandenBerghe Creative Director, Ubisoft

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The 5 Domains of Play Motivational Ergonomics Jason VandenBerghe Creative Director, Ubisoft. “The 4 Domains of Play”. I showed it to my sister. Prof. Hemovich. “Why are you using all these old models?” “ How does the Big 5 fit in to this? ”. My talk. Thanks, sis. - PowerPoint PPT Presentation

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The 5 Domains of PlayMotivational Ergonomics

Jason VandenBergheCreative Director, Ubisoft

“The 4 Domains of Play”

Prof. Hemovich• “Why are you using

all these old models?”

• “How does the Big 5fit in to this?”

I showed it to my sister.

Thanks, sis.

My talk.

Openness to Experience

Conscientiousness

Extraversion

Agreeableness

Neuroticism

The Big 5(O.C.E.A.N.)

Data?

“What’s it good for?”

What part of psychologyis so important to games that every designer must learn it?

A psychological model is required to analyze any and all player behavior.

We all start with the same model.

“Other people are like me!”

User Test Interpretation

KnowledgeTaste

“Motivational Ergonomics”

Instinctive Conscious

User Test Interpretation

Play-Acting

KnowledgeTaste

Domains ofMotivation

(5)

Openness to Experience

Conscien-tiousness Extraversion

Agreeable-ness Neuroticism

ImaginationArtisticInterestEmotionalityAdventur-

ousnessIntellectLiberalism OrderlinessDutifulnessAchievement-SeekingSelf-DisciplineCautiousnessSelf-Efficacy GregariousnessAssertivenessActivity LevelExcitement-SeekingCheerfulnessFriendliness

TrustStraightforwardnessAltruismAccomodationModestySympathy AnxietyAngry-HostilityDepressionSelf-ConciousnessImmoderationVulnerability

Facets ofMotivation

(30)

Science!

This one.

“Qualitative Research”

Openness to ExperienceDistinguishes imaginative, creative motivations

from down-to-earth, conventional ones.

NoveltyDistinguishes open, imaginative experiences

from repeating, conventional ones.

(Openness to Experience)

ImaginationFact-OrientationArtistic InterestsPractical Interests

EmotionalityUnemotionalityAdventurousnessDesire for Routine

IntellectPeople & ThingsLiberalismTraditionalism

Openness to Experience

ImaginationFact-Orientation

AdventurousnessDesire for Routine

Openness to Experience

ImaginationFact-Orientation

Openness to Experience

AdventurousnessDesire for Routine

Openness to Experience

ConscientiousnessDeals with the way we control, regulate, and direct our impulses.

ChallengeDeals with how much effort and/or self-control the player is expected

to use.

(Conscientiousness)

Self-EfficacyUn-Self-EfficacyOrderlinessDisorganizationDutifulnessResistance

Achievement-StrivingContentmentSelf-DisciplineProcrastinationCautiousnessImpulsiveness

Conscientiousness

Self-EfficacyUn-Self-Efficacy

Achievement-StrivingContentment

Conscientiousness

ExtraversionDeals with the tendency to seek out stimulation

and the company of others.

StimulationDeals with the stimulation level and social engagement of

play.

(Extraversion)

FriendlinessReservednessGregariousnessNon-gregariousness

AssertivenessReceptivenessActivity-Level (high)Activity Level (low)Excitement-SeekingExcitement-Aversion

CheerfulnessInexpressiveness

Extraversion

GregariousnessNon-gregariousness

Excitement-SeekingExcitement-Aversion

Extraversion

AgreeablenessReflects differences in concern with cooperation and social harmony.

HarmonyReflects the rules of player-to-player interactions.

(Agreeableness)

TrustSkepticismStraightforwardnessGuardedness

AltruismNon-AltruismAccommodationCompetition

ModestyImmodestySympathyIndifference

Agreeableness

AccommodationCompetition

SympathyIndifference

Agreeableness

NeuroticismReflects a tendency to experience (or not experience)

negative emotions.

ThreatReflects a tendency to quit when the game is otherwise enjoyable.

Openness to ExperienceNovelty

ConscientiousnessChallenge

ExtraversionStimulation

NeuroticismThreat

AgreeablenessHarmony

Play Metrics

Measuring Playtesters

Designing for Demographics

Play-Acting

Learn to play like people you don’t naturally understand.

Implement

PlayAnalyze

Design

Implement

PlayAnalyze

Design

The Q-Claw

The Model?Shooter players don’t look up.

“Motivational Ergonomics”

Killers

AchieversExplorers

Socialisers

The Bartle Types

The Q-Claw

User Test Interpretation

Play-Acting

KnowledgeTaste

Designer Play-Acting

Openness to Experience

Conscientiousness

Neuroticism

Extraversion

Agreeableness

Openness to Experience

Conscientiousness

Neuroticism

Extraversion

Empathy Blind-Spots

Agreeableness

Fantasy vs. Realism (Imagination)

Building vs. Exploring (Adventurousness)

Easy Play vs. Hard Play (Self-Efficacy)

Contentment vs. Achievement (Achievement-Striving)

Solo vs. Groups (Gregariousness)

Relaxation vs. Excitement (Excitement-Seeking)

Competition vs. Collaboration (Cooperativeness)

Indifference vs. Sympathy (Sympathy)

Fantasy vs. Realism (Imagination)

Building vs. Exploring (Adventurousness)

Novelty(Openness to Experience)

Easy Play vs. Hard Play (Self-Efficacy)

Contentment vs. Achievement (Achievement-Striving)

Challenge(Conscientiousness)

Solo vs. Groups (Gregariousness)

Relaxation vs. Excitement (Excitement-Seeking)

Stimulation(Extraversion)

Competition vs. Collaboration (Cooperativeness)

Indifference vs. Sympathy (Sympathy)

Harmony(Agreeableness)

Anxiety

Anger-Hostility

Depression

Self-Consciousness

Immoderation

Vulnerability

Threat(Neuroticism)

Designer Play-Acting• Improves production efficiency• Lowers costs• Increases quality• Little (if any) risk

• Completely optional

Conclusion• Psychological models allows us to interpret

user behavior.

• Designers must challenge and replace their incorrect models.

• Learning to play-act is kittens and rainbows.

Make great games.

The Big 5 test:http://www.personal.psu.edu/~j5j/IPIP/

jason.vandenberghe@ubisoft.com@the_darklorde

Thank You

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