" Optimizing Motivation, Learning and Behavior Change in your Serious Game" By Scott Rigby - Serious Play Conference 2012
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Scott Rigby speaks about "Optimizing Motivation, Learning and Behavior Change in your Serious Game" at the 2012 Serious Play Conference
ABSTRACT:
The goal of serious games is not the game itself. The game mechanics are but a tactic to the true goals of creating a deeper sustained engagement with users that results in deeper learning, greater behavior change, and sustained value. As such, the real key to understanding how to strategize, design, and deploy serious games in domains such as health, education, and training lies in understanding the basic psychological needs of users, designing experiences that facilitate these needs to intrinsically deepen motivation and achieve the desired goals.
This session will review a highly validated applied model of motivation - the "Player Experience of Need Satisfaction" - that is based in 30 years of behavioral science research using a leading theory of motivation (Self-Determination Theory). Examples of practical application in education, health care, and other domains will be given throughout the talk to provide the audience with clear, practical takeaways.
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" Optimizing Motivation, Learning and Behavior Change in your Serious Game" By Scott Rigby - Serious Play Conference 2012
18. Health Care Education
•Deeper and Broader Reach •Chalk vs. iPads
•Lifestyle/Preventative Health •Effective Learning
•Greater Adherence •Global Competition
Training
•Greater Engagement
•Deeper Processing
•Greater Productivity/Expertise
20. We need to motivate and sustain engagement in a
world of increasing choice and volition
23. The satisfaction of these needs leads to more value
and positive outcomes
Autonomy
• Sustained
Engagement
Competence • Value
• Deeper Learning
• Vitality/Energy
Relatednes
s
24. Facilitating these needs is associated
with…
Sustained health (physical and mental)
Increased Creativity
Greater Vitality
Deeper information processing (learning and training)
Greater satisfaction at work and in relationships
And…
26. Gamification:
Need Satisfaction vs. “Fun”
Study Example: 800+ players
PENS predicts sustained engagement over nine months. “Fun” does not
Multiple
Regression
Analysis
** means that statistically there is a greater than 99%
This also supports the idea that chance PENS is predicting these outcomes
Need satisfaction (PENS) is explaining fun at a deeper level
53. Why the “Biggest Loser” model is the Biggest Loser
Extrinsic rewards have a strong negative impact on
sustained healthy change as well as satisfaction
59. Intrinsic vs. Extrinsic Incentives
Intrinsic
Motivation is a
stronger
predictor of
sustained
engagement
62. Motivational Metrics in Interactive Entertainment:
“Player Experience of Need Satisfaction” (PENS)
Metric Example Target Questions
Competence • Is the player satisfied with the level of challenge in the game?
• Do they feel they have the opportunity to stretch themselves,
but also to express their mastery (e.g. dominate)?
Autonomy • Does the player feel a sense of volition during play? Do they
perceive choice and opportunity in what to do and how to do
it? (“Opportunities for Action”)
• Does the player feel “volitional engagement” in the game’s
story and path of action?
Relatedness • Does the player feel like NPC characters care about them/that
they “matter”?
• Do multiplayer mechanics and design structures encourage
support and meaningful collaboration in coop play?
• Do competitive mechanics maximize informational feedback
for all players (even after a loss), and minimize shame?
Control Mastery • Does the player feel a sense of mastery of the controls, such
that they can easily translate their intentions into action, easily
and intuitively?
63. Feature and Trade-off Analysis
Sustained
e.g. Features/Content PENS Analysis Enjoyment PENS testing assists
with trade-off analyses
Game Mechanic 1
Game Mechanic 2 - -
Game Mechanic 3 -
Game Mechanic 4 - -
Game Mechanic 5 - -
Game Mechanic 6
Comp. Aut. Rel.
Assists in understanding why customers are
enjoying/not enjoying features and content
74. Other Resources
Presentations and Papers:
www.immersyve.com/downloads
Latest Book: “Glued to Games”
Scott Rigby
scott@immersyve.com
www.immersyve.com
Twitter: @csrigby