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From Games to Change Connecting the dots between Behavioural Psychology, Games and Persuasive-design Principles to show how real change can happen in health care. August 9, 2014 Full Indie SummitMorning Session
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From Games to Change: Full Indie Summit presentation Aug 9 2014

Jun 22, 2015

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Health & Medicine

Mavis Dixon

In this presentation I connect the dots between Behavioral Psychology, Games and Persuasive-design Principles to show how real change can happen in health care.
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Page 1: From Games to Change: Full Indie Summit presentation Aug 9 2014

From Games to ChangeConnecting the dots between Behavioural Psychology,

Games and Persuasive-design Principles to show how real change can happen in health care.

August 9, 2014 Full Indie SummitMorning Session

Page 2: From Games to Change: Full Indie Summit presentation Aug 9 2014

Ayo+Go: two of the world’s oldest symbolic games

Ayo Go

Page 3: From Games to Change: Full Indie Summit presentation Aug 9 2014
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Bridge from Play to Games

Games structure and intensification play by adding: • Goal/Win State• Rules• Feedback System• Voluntary participation

Page 5: From Games to Change: Full Indie Summit presentation Aug 9 2014

Playing a game is the voluntary attempt to overcome unnecessary obstacles. -Bernard Suits

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Video games use the science of telemetry, data mining and analytics to perfect their understanding of how players experience play and formalize that into repeatable game components.

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Dopamine

Stimulus

ActionFeedback

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Habit Loop

Trigger

ActionFeedback

Flow

Habit

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Flow: The Psychology of Optimal Experience, Csíkszentmihályi

There are nine component states of achieving flow (Fullagar & Kelloway):• challenge-skill balance, • merging of action and awareness, • immediate and unambiguous feedback, • concentration on the task at hand, • paradox of control, • transformation of time, • loss of self-consciousness, • autotelic [intrinsically-rewarding] experience.”

Page 10: From Games to Change: Full Indie Summit presentation Aug 9 2014

Engagement

DopamineAnticipation

OxytocinSocial

bonding

SerotoninGood gut

Tryptophan

EndorphinsPower-through

DOSE: Four Chemicals that Activate Happiness & Engagement

Source: Nicole Lazarro, XeoDesign

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vs.

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When do serious games make sense?

There’s time to playThere’s a reason to deepen engagementThere’s a discrete player behaviour to motivateThere’s risk to overcome in experimenting with the newRote learning is ineffective Context counts

When fun matters….

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Motivation underlies Change GamesWhat is motivating:• Cognitive biases (Behavioural Psychology)• The 90% Success Threshold (CBT- Motivational

Interviewing)• the Zone of Proximal control; Goal Gradient (CBT)• Agency: voluntary, autonomous, personalized, choice• Goal setting (CBT)• Commitment, reciprocal social obligation• Novelty, changing cues and triggers• Feedback on incremental progress (CBT)• Challenge interspersed with easy delight

Behavioral Psychology & Cognitive Behavioural Therapy

Page 15: From Games to Change: Full Indie Summit presentation Aug 9 2014

“The best games have at least 3 out of 4 keys.”

Four Keys to Fun

• Oxytocin• Amusement• Moving together,

gestures• Teasing, Encouraging

• Dopamine• Progress• Completion• Feedback• Meaningful

• Control• Creativity• Exploration• Fantasy

• Endorphins, dopamine

• Frustration, obstacles

• Fiero \o/• Relief

Hard Fun

Easy Fun

People Fun

Serious Fun

Source: Nicole Lazarro, XEO design

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Page 17: From Games to Change: Full Indie Summit presentation Aug 9 2014

The Ayogo Model

Progressive Mastery

CompletionFeedbackMeaningful

NarrativeExploration

Delight

SocialIncoming MessagesEncourageChallenge

Page 18: From Games to Change: Full Indie Summit presentation Aug 9 2014

Ayogo’s Design Pillars

● Stories● Imagery● Themes● Game

characters● Avatars

● Peer-to-peer communication

● Reciprocal social obligation

● Gifting● Encouragement

Narrative Social Connectivity

● Gamification● Education● Repetition● Increasing

difficulty

Progressive Mastery

Page 19: From Games to Change: Full Indie Summit presentation Aug 9 2014

User-Centered Design

Player Part

Business model

Client Part

Don’t try to do it all!

Smart Part

feedback, social & narrative

Hard Part

Emotion: Fear down, Fun up

Fun Part

Short burst of extrinsic

Addictive Part

Not found = not played

Obvious Part

The Ayogo Model Rules for Behavior Change Games

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Connect with me on LinkedInlinkedin.com/in/mavisdixon

[email protected]

Thank you!

Page 21: From Games to Change: Full Indie Summit presentation Aug 9 2014

Connect with me on LinkedInlinkedin.com/in/mavisdixon

[email protected]

Samples of Work

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Habit Building - Personalization

● In T2T, users can choose what areas of their health they want to focus on

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Didja Do-It System (aka tracking)

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“Think of points and badges being to games what page numbers and chapter headings are to literature. Sure – they can give you a sense of how far you've come and how many pages you have to go, but what's the story?”

-Michael Fergusson, CEO of Ayogo Health.

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…they’re immediately rewarded with a piñata

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Smash piñatas, collect monster “ingredients”, combine to unlock new monsters…

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