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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