Applied Psychology

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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.
Openness to Experience
Conscientiousness
Extraversion
Agreeableness
Neuroticism
The Big 5
(O.C.E.A.N.)
Data?
“What’s it good for?”
What part of psychology
is 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
Knowledge
Taste
“Motivational Ergonomics”
Instinctive
Conscious
User Test Interpretation
Play-Acting
Knowledge
Taste
Openness to
Experience
Conscientiousness
Extraversion
Agreeableness
Domains of
Motivation
(5)
Neuroticism
Liberalis
m
Imagina
tion
Artistic
Interest
Intellect
Adventu
rousness
Emotion
ality
Sympat
hy
Trust
Modesty
Accomo
dation
Straightf
orwardn
ess
Altruism
SelfEfficacy
Cautious
ness
SelfDisciplin
e
Orderlin
ess
Dutifuln
ess
Achieve
mentSeeking
Facets of
Motivation
(30)
Friendli
ness
Cheerful
ness
Gregario
usness
Assertiv
eness
Excitem
entSeeking
Activity
Level
Vulnera
bility
Anxiety
Immode
ration
SelfConciou
sness
AngryHostility
Depressi
on
Science!
This one.
“Qualitative Research”
Openness to Experience
Distinguishes imaginative, creative motivations
from down-to-earth, conventional ones.
Novelty
(Openness to Experience)
Distinguishes open, imaginative experiences
from repeating, conventional ones.
Openness to Experience
Fact-Orientation
Practical Interests
Unemotionality
Desire for Routine
People & Things
Traditionalism
Imagination
Artistic Interests
Emotionality
Adventurousness
Intellect
Liberalism
Openness to Experience
Fact-Orientation
Desire for Routine
Imagination
Adventurousness
Openness to Experience
Fact-Orientation
Imagination
Openness to Experience
Desire for Routine
Adventurousness
Conscientiousness
Deals with the way we control, regulate, and direct our impulses.
Challenge
(Conscientiousness)
Deals with how much effort and/or self-control the player is
expected to use.
Conscientiousness
Un-Self-Efficacy
Self-Efficacy
Disorganization
Orderliness
Resistance
Dutifulness
Contentment
Achievement-Striving
Procrastination
Self-Discipline
Impulsiveness
Cautiousness
Conscientiousness
Un-Self-Efficacy
Contentment
Self-Efficacy
Achievement-Striving
Extraversion
Deals with the tendency to seek out stimulation
and the company of others.
Stimulation
(Extraversion)
Deals with the stimulation level and social engagement of
play.
Extraversion
Reservedness
Non-gregariousness
Receptiveness
Friendliness
Gregariousness
Assertiveness
Activity Level (low)
Activity-Level (high)
Excitement-Aversion
Excitement-Seeking
Inexpressiveness
Cheerfulness
Extraversion
Non-gregariousness
Gregariousness
Excitement-Aversion
Excitement-Seeking
Agreeableness
Reflects differences in concern with cooperation and social harmony.
Harmony
(Agreeableness)
Reflects the rules of player-to-player interactions.
Agreeableness
Skepticism
Trust
Guardedness
Straightforwardness
Non-Altruism
Altruism
Competition
Immodesty
Indifference
Accommodation
Modesty
Sympathy
Agreeableness
Competition
Accommodation
Indifference
Sympathy
Neuroticism
Reflects a tendency to experience (or not experience)
negative emotions.
Threat
Reflects a tendency to quit when the game is otherwise enjoyable.
Novelty
Challenge
Stimulation
Harmony
Threat
Openness to Experience
Conscientiousness
Extraversion
Agreeableness
Neuroticism
Play Metrics
Measuring Playtesters
Designing for Demographics
Play-Acting
Learn to play like people
you don’t naturally
understand.
Design
Implement
Analyze
Play
Design
Implement
Analyze
Play
The Q-Claw
The Model?
Shooter players don’t look up.
“Motivational Ergonomics”
Explorers
Achievers
The Bartle Types
Socialisers
Killers
The Q-Claw
User Test Interpretation
Play-Acting
Knowledge
Taste
Designer Play-Acting
Openness to Experience
Conscientiousness
Extraversion
Agreeableness
Neuroticism
Empathy Blind-Spots
Openness to Experience
Conscientiousness
Extraversion
Agreeableness
Neuroticism
Fantasy vs. Realism
Building vs. Exploring
(Imagination)
(Adventurousness)
Easy Play vs. Hard Play
Contentment vs. Achievement
Relaxation vs. Excitement
Solo vs. Groups
(Self-Efficacy)
(Achievement-Striving)
(Excitement-Seeking)
(Gregariousness)
Competition vs. Collaboration
Indifference vs. Sympathy
(Cooperativeness)
(Sympathy)
Novelty
(Openness to Experience)
Fantasy vs. Realism
Building vs. Exploring
(Imagination)
(Adventurousness)
Challenge
(Conscientiousness)
Easy Play vs. Hard Play
Contentment vs. Achievement
(Self-Efficacy)
(Achievement-Striving
Stimulation
(Extraversion)
Relaxation vs. Excitement
Solo vs. Groups
(Excitement-Seeking)
(Gregariousness)
Harmony
(Agreeableness)
Competition vs. Collaboration
(Cooperativeness)
Indifference vs. Sympathy
(Sympathy)
Threat
(Neuroticism)
Anxiety
Anger-Hostility
Depression
Self-Consciousness
Immoderation
Vulnerability
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.
Thank You
jason.vandenberghe@ubisoft.com
@the_darklorde
The Big 5 test:
http://www.personal.psu.edu/~j5j/IPIP/
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