Post on 27-May-2020
transcript
The 5 Domains of Play Jason VandenBerghe Creative Director, Ubisoft
Novelty
Challenge
Stimulation
Harmony
Threat
The 5
Domains of
Play
The Point
Game Design
Decision Model
The Point
Player Motivation
Model
Game Design
Decision Model
Babel Fish
Let’s do a talk!
“The 4 Domains of Play”
Prof. Hemovich ● “Why are you using
all these old models?”
● “How does the Big 5 fit in to this?”
I showed it to my sister.
Thanks, sis.
My talk.
The ‘Big 5’ (or, O.C.E.A.N.) Other Models Big 5
● Dozens of researchers
● Copyrighted, closed, often unchanging
● Several studies, some data
● Hundreds (thousands?) of researchers
● Public domain, open, evolving
● A crap-alanche of science.
Data?
The (Revised) Talk
The Big 5 (O.C.E.A.N.)
The 5 Domains of Play
Openness to Experience
Conscientiousness
Extraversion
Agreeableness
Neuroticism
The Big 5 (O.C.E.A.N.)
Openness to Experience Closedness-
Conscientiousness Un-Conscientiousness
Extraversion Introversion
Agreeableness Disagreeableness
Neuroticism Stability
Competition Achievement
Exploration Socialization
=
=
A Riddle What’s the opposite of an Achievement Player?
Achievement Player
Contentment Player
Me
= =
Openness to Experience Distinguishes imaginative, creative motivations
from down-to-earth, conventional ones.
Conscientiousness Deals with the way we control, regulate, and direct our impulses.
Extraversion Deals with the tendency to seek out stimulation
and the company of others.
Agreeableness Reflects differences in concern with cooperation and social harmony.
Neuroticism Reflects a tendency to experience (or not experience)
negative emotions.
Openness to Experience
Conscientiousness
Agreeableness
Neuroticism
Extraversion
How?
The Big 5 (O.C.E.A.N.)
The 5 Domains of Play
Research
This one.
There’s a test.
Openness
Conscientiousness
Extraversion
Agreeableness
Neuroticism
“Qualitative Research”
The Big Question Do your motivations in life determine your style of play?
Openness to Experience
Conscientiousness
Agreeableness
Neuroticism
Extraversion
Novelty
Challenge
Stimulation
Harmony
Threat
Novelty (Openness to Experience)
Distinguishes open, imaginative experiences from repeating, conventional ones.
Challenge (Conscientiousness)
Deals with how much effort and/or self-control the player is expected to use.
Stimulation (Extraversion)
Deals with the stimulation level and social engagement of play.
Harmony (Agreeableness)
Reflects the rules of player-to-player interactions.
Threat (Neuroticism)
Reflects the game’s capacity to trigger negative emotions in the player.
Novelty
Challenge
Stimulation
Harmony
Threat
Novelty
Challenge
Stimulation
Harmony
Threat
Novelty-seeker
Challenge-seeker
Stimulation-seeker
Harmony-seeker
Threat-seeker
How Does This Help?
Imagina-tion
Artistic Interest
Emotional-ity
Adventur- ousness
Intellect
Liberal-ism
Openness to
Experience ==
Facets
Imagination
Artistic Interest
Emotionality
Adventur-
ousness
Intellect
Liberalism
Orderliness
Dutifulness
Achievement-
Seeking
Self-Disciplin
e
Cautiousness
Self-Efficacy
Gregariousness
Assertiveness
Activity Level
Excitement-
Seeking
Cheerfulness
Friendliness
Trust
Straightforwardn
ess
Altruism Accomodation
Modesty
Sympathy Anxiety
Angry-Hostility
Depression
Self-Conciousness
Immoderation
Vulnerability Facets of
Motivation (30)
Remember the test
Openness
Conscientiousness
Extraversion
Agreeableness
Neuroticism
Imagination Fact-Orientation
Openness to Experience
Artistic Interests Practical Interests
Openness to Experience
Emotionality Unemotionality
Openness to Experience
Adventurousness Desire for Routine
Openness to Experience
Intellect People & Things
Openness to Experience
Liberalism Traditionalism
Openness to Experience
Imagination Fact-Orientation
Artistic Interests Practical Interests
Emotionality Unemotionality
Adventurousness Desire for Routine
Intellect People & Things
Liberalism Traditionalism
Openness to Experience
Self-Efficacy Un-Self-Efficacy
Orderliness Disorganization
Dutifulness Resistance
Achievement-Striving Contentment
Self-Discipline Procrastination
Cautiousness Impulsiveness
Conscientiousness
Friendliness Reservedness
Gregariousness Non-gregariousness
Assertiveness Receptiveness
Activity-Level (high) Activity Level (low)
Excitement-Seeking Excitement-Aversion
Cheerfulness Inexpressiveness
Extraversion
Trust Skepticism
Straightforwardness Guardedness
Altruism Non-Altruism
Accommodation Competition
Modesty Immodesty
Sympathy Indifference
Agreeableness
Anxiety Fearlessness
Angry-Hostility Calm
Depression Resilience
Self-Consciousness Lack of Self-Consciousness
Immoderation Temperateness
Vulnerability Poise
Neuroticism
Agreeableness
Conscientious- Extraversion Openness
Neuroticism
So…
The 30 Facets of
Motivation
The 30 Facets of
Play
Qualitative Research
Agreeableness
Conscientious- Extraversion Openness
Neuroticism
= Novelty? = Challenge? = Stimulation?
= Harmony? = Threat?
? ? ? ? ? ?
Imagination Fact-Orientation
Openness to Experience Fantasy
Imagination
Artistic Interests
Emotionality
Adventurousness
Intellect
Liberalism
Novelty (Openness to Experience)
Abstraction
Message
Melodrama
Artistry
Fantasy
Predictability
Fact-Orientation
Practical Interests
Unemotionality
Desire for Routine
People & Things
Traditionalism
Novelty (Openness to Experience)
Abstraction
Message
Melodrama
Artistry
Fantasy
Predictability
Imagination
Artistic Interests
Emotionality
Adventurousness
Intellect
Liberalism
Fact-Orientation
Practical Interests
Unemotionality
Desire for Routine
People & Things
Traditionalism
Self-Efficacy Un-Self-Efficacy
Orderliness Disorganization
Dutifulness Resistance
Achievement-Striving Contentment
Self-Discipline Procrastination
Cautiousness Impulsiveness
Challenge (Conscientiousness)
Order
Work
Caution
Obligation
Achievement
Difficulty
Challenge (Conscientiousness)
Order
Work
Caution
Obligation
Difficulty
Achievement
Self-Efficacy Un-Self-Efficacy
Orderliness Disorganization
Dutifulness Resistance
Achievement-Striving Contentment
Self-Discipline Procrastination
Cautiousness Impulsiveness
Friendliness Reservedness
Gregariousness Non-gregariousness
Assertiveness Receptiveness
Activity-Level (high) Activity Level (low)
Excitement-Seeking Excitement-Aversion
Cheerfulness Inexpressiveness
Stimulation (Extraversion)
Thrill
Joy
Role
Crowds
Expression
Pace
Friendliness Reservedness
Gregariousness Non-gregariousness
Assertiveness Receptiveness
Activity-Level (high) Activity Level (low)
Excitement-Seeking Excitement-Aversion
Cheerfulness Inexpressiveness
Stimulation (Extraversion)
Thrill
Joy
Role
Crowds
Expression
Pace
Trust Skepticism
Straightforwardness Guardedness
Altruism Non-Altruism
Accommodation Competition
Modesty Immodesty
Sympathy Indifference
Harmony (Agreeableness)
Glory
Compassion
Help
Integrity
Trust
Competitiveness
Harmony (Agreeableness)
Glory
Compassion
Help
Integrity
Trust
Competitiveness
Trust Skepticism
Straightforwardness Guardedness
Altruism Non-Altruism
Accommodation Competition
Modesty Immodesty
Sympathy Indifference
Anxiety Fearlessness
Angry-Hostility Calm
Depression Resilience
Self-Consciousness Lack of Self-Consciousness
Immoderation Temperateness
Vulnerability Poise
Threat
Addiction
Danger
Gloom
Provocation
Tension
Humiliation
Threat
Addiction
Danger
Gloom
Provocation
Tension
Humiliation
Anxiety Fearlessness
Angry-Hostility Calm
Depression Resilience
Self-Consciousness Lack of Self-Consciousness
Immoderation Temperateness
Vulnerability Poise
Novelty
Challenge
Stimulation
Harmony
Threat
Fantasy, Artistry, Melodrama, Predictability,
Abstraction, Message Difficulty, Order,
Obligation, Achievement, Work, Caution
Expression, Crowd, Role, Pace,
Thrill, Joy Trust, Integrity,
Help, Competitiveness, Glory, Compassion
Tension, Provocation, Gloom, Humiliation,
Addiction, Danger
The 5
Domains of
Play
The 30
Facets of
Play
Novelty
Challenge
Stimulation
Harmony
Threat
Imagination
Novelty (Openness to Experience)
Fantasy
Fact-Orientation
Novelty (Openness to Experience)
Fantasy
Imagination Fact-Orientation
Harmony
Challenge Stimulation Novelty
Threat
Challenge Stimulation Novelty
Harmony Threat
Novelty
Challenge
Stimulation
Harmony
Threat
? Conclusions
Conclusion #1:
We tend to play for the same reasons we live.
Harmony
Challenge Stimulation Novelty
Threat
Challenge Stimulation Novelty
Harmony Threat
Harmony
Challenge Stimulation Novelty
Threat
Conclusion #2:
Game design has techniques for targeting most of human motivation.
(We may not be using them in every genre.)
Challenge Stimulation Novelty
Harmony Threat
Conclusion #3:
To reach a large audience, target both sides of each spectrum.
(This may not be possible for every facet)
Amazing Change #1:
“Players want ____________”. “True – half of them! And the other half want _____________!”
Achievement Player
Contentment Player
= =
Next Steps? ● More research
● We have a draft survey!
● Figure out how Neuroticism/Threat work
● More application to reveal usage
Thx ● Prof. Vanessa Hemovich
● Stephane Bura
● Project Horseshoe (esp. Ken Rolston)
The Big 5 test: http://www.personal.psu.edu/~j5j/IPIP/
jason.vandenberghe@ubisoft.com @the_darklorde
Thank You
Novelty-seeker
Challenge-seeker
Stimulation-seeker
Harmony-seeker
Threat-seeker
Novelty-seeker
?-seeker
Quiet-seeker?
Conflict-seeker
?-seeker