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/