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Incentives - cs.cornell.edu

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CS/INFO 4154: Analytics-driven Game Design Incentives Class 12:
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Page 1: Incentives - cs.cornell.edu

CS/INFO 4154:Analytics-driven Game Design

Incentives

Class 12:

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Mon Wed Fri

9/29Alpha Testing 2

9/20Incentives

9/27Alpha Testing 1

10/2Alpha Testing 2

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Alpha three functioning levels: easy, medium, hard core game mechanics for these levels minimal art/UX integration a list of input keys

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Review: Flow

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Now: Achievement

Washington State Algebra Challenge

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Outline1. Setting the stage2. A brief history of video game incentives3. Experiments regarding incentives4. Group activity: incentives

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Outline1. Setting the stage2. A brief history of video game incentives3. Experiments regarding incentives4. Group activity: incentives

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Pair activity: quick discussion Pick your favorite game (again)

How many hours have you played it? What motivated you to play that long? What were you doing for most of that time?

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Outline1. Setting the stage2. A brief history of video game incentives3. Experiments regarding incentives4. Group activity: incentives

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In the beginning, there were arcades

Pacman (1980)

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In the beginning, there were arcades

Pacman (1980)

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Then there were side quests…

Main Narrative Track

Side Quest Side Quest Side Quest

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Then there were side quests…

Elder Scrolls IV: Oblivion (2006)

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Then there were achievements…

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Then there was busy work…

Assassin’s Creed (2007)

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Progress Quest

(2002)

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Farmville

(2009)

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Cow Clicker

Ian Bogost (2010)

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Clicker Heroes

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Outline1. Setting the stage2. A brief history of video game incentives3. Experiments regarding incentives4. Group activity: incentives

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Distribution of Play Time

Bauckhage et al. Computational Intelligence in Games 2012

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% of players

Visualizing Engagement100

0

Time (minutes)

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% of players

Pair Activity: pick one game and plot

10

0.01

Time (hours)

1

0.1

1 10 100 1000

BF2: Battlefield Bad Company 2CR2: CrysisMOH: Medal of HonorJC2: Just Cause 2TRU: Tomb Raider: Underworld

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Distribution of Play Time

BF2: Battlefield Bad Company 2CR2: CrysisMOH: Medal of HonorJC2: Just Cause 2TRU: Tomb Raider: Underworld

Bauckhage et al. Computational Intelligence in Games 2012

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GSN Games: Video Bingo

Revenue +13.9%

Jesse Hull, A Holistic Approach to A/B Testing, GDC 2011

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Revenue +11%

Jesse Hull, A Holistic Approach to A/B Testing, GDC 2011

GSN Games: Video Bingo

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Jesse Hull, A Holistic Approach to A/B Testing, GDC 2011

GSN Games: Video Bingo

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Jesse Hull, A Holistic Approach to A/B Testing, GDC 2011

GSN Games: Video Bingo

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Revenue +12.3%Bounce Rate -25.8%

Jesse Hull, A Holistic Approach to A/B Testing, GDC 2011

GSN Games: Video Bingo

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Returning to this question…

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Returning to this question…

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Players

24,000 players 3,000 players

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With coins, engagement…

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With coins, engagement…

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With coins, engagement…

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With coins, engagement…

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With coins, engagement…

no change no change

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Levels Completed

% of players

100

0

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Levels Completed

% of players

With Coins

The Hope: people play longer

100

0

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Levels Completed

% of players

With Coins

100

0

Reality: coins distracted players

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Time

% of players

100

0

With Coins

The Hope: people play longer

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Time

% of players

100

0

With Coins

Reality: some do, some do not

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Making things easier

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Making things easier

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Time

% of players

100

0

On-path Coins

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Israeli Daycare

Gneezy and Rustichini “A Fine is a Price” Journal of Legal Studies 2000

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Normal Side Quests

Main Narrative Track

Side Quest Side Quest Side Quest

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Final Fantasy XIII (2009)

Main Narrative Track

Side Quests

Linear

Erik’s furthest progress

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Key Lesson of this Class #4

incentive design is tricky

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Braid’s Slow-moving Cloud

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Outline1. Setting the stage2. A brief history of video game incentives3. Experiments regarding incentives4. Group activity: incentives

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Group Activity Consider incentive design for your game

Extra points? Score? Side quests? Badges? Achievements?

How do you prevent them from distracting the player?


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