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Index
Playful Design: Creating Game Experiences in Everyday Interfaces How to Use This Book
Who Should Read This Book? What’s in This Book?
Part I: Playful Thinking Part II: Designing Game Experiences Part III: Playful Design in User Experience
What Comes with This Book
Frequently Asked Questions
What do you mean when you refer to “video games”? Are you suggesting that UX designers should become game designers? Are video games really that important? Isn’t this just another way to say that we should try to make things more fun to use? Are you saying that everything people do should be turned into a game? How can I get involved with the best communities that are doing work in this area?
Foreword Introduction
Messification
I. Playful Thinking
1. Why We Should Care about Games
An Expanding Role Why Do Games Matter?
Games Can Solve Real Problems Overlap between Disciplines Creates Learning Opportunities Games Are Vastly Popular
Sales Data Demographic Data Cultural and Social Change
Games Drive Innovation
Why Us?
One Note of Caution
How Can Games Benefit Us?
By Reenvisioning Conventional Experiences as Games By Drawing Inspiration from Games By Just Making Games
Ready, Set, ...
2. Understanding Games
Defining Games
Characteristics of Games in General
Objectives Environmental Constraints Formal Constraints
A Very Simple Example
Objective Environmental Constraints Formal Constraints
Characteristics of Video Games in Particular
Machine-Based Arbitration
Games in the Real World
The Magic Circle Living Games
Ebay Is a Game Tests Are Games
Finding Useful Models
3. The Elements of Player Experience
Motivation Meaningful Choices Balance Usability Aesthetics What about Fun?
4. Player Motivations
Common Motivations
Immersion Autonomy Competence Catharsis Accomplishment Social Image Social Interaction Creativity [Insert Your Own Motivations Here]
Games Are More Than Just Having Fun
II. Designing Game Experiences
5. Ten Tips for Building a Better Game
1. Games Need to Be Games First 2. Playtest, Playtest, Playtest 3. Games Don’t Have to Be for Kids 4. Action Can Be Boring 5. Fit the Game into the Player’s Lifestyle 6. Create Meaningful Experience 7. Don’t Cheat 8. Skip the Manual 9. Make the Game Make Sense 10. Make It Easy to Try Again Play to Your Strengths
6. Developing a Game Concept
Your Objective
Common Objectives
To Generate Revenue To Encourage Action To Support Learning To Persuade
Your Players
Classifying Player Groups
Demographics Motivation Skill and Comfort with Games Access to Technology Time Available for Play
The Conflict
Examples of Game Conflicts Brainstorming Game Conflicts Considerations in Developing a Conflict
Interest Fairness Complexity Sustainability
Duration and Lifetime
Time to Complete Number and Duration of Sittings Replay Value
End State
Win, Lose, or Tie Inevitable Loss Open-Ended Games
Linearity
Single Path Multiple Paths
Player Interaction
Number of Players Location
Shared Space Remote Play
Timing
Synchronous Multiplayer Asynchronous Multiplayer
Familiarity
Friend-Based Association Open Association
Stance
Competitive Cooperative Neutral Hybrid
Roles and Power
Symmetrical Asymmetrical
Genre Putting It All Together
General Characteristics Conflict Characteristics Multiplayer Characteristics
Keeping Your Priorities Straight
7. Creating Game Prototypes
Paper Prototypes
What Works on Paper?
Balance Rules Puzzles Maps
Building a Paper Prototype
Strip the Gameplay Down to Its Core Don’t Be Too Literal Minimize Bookkeeping and Computation Replace Skill with Probability Make It a Real Game Iterate
Electronic Prototypes
Building an Electronic Prototype
Prepare Research Questions before Deciding What to Prototype Start as Small as You Can Work from Wireframes Don’t Overdesign Squeeze as Much Use Out of a Prototype as You Can Be Ready to Throw It All Away
Prototyping Saves Time and Money (Really!)
8. Playtesting
Classes of Problems General Guidelines
Recruit Selectively Emulate the Play Environment to the Best of Your Ability Sit Back and Stay Quiet Prepare an Observation Script Go Long Stay Flexible
Distinguishing Real Problems from Appropriate Challenges
Are Players Having a Hard Time for the Right Reasons? Do Players See the Challenge as Engaging or Discouraging? Is the Level of Challenge Appropriate for the Current Stage of the Game? What In-Game Actions Do Players Take in Response to the Challenge? How Do Players Reflect on the Challenge after Surmounting It?
Evaluating Motivation: The PENS Model An Easy Transition
9. Behavioral Tools
A Quick Guide to Behaviorism
Consequences of Behavior
Reinforcement Punishment
Considerations in the Design of Consequences
Timing Extinction Defiance Trauma
Schedules of Reinforcement
Continuous Reinforcement Fixed-Ratio Schedules Variable-Ratio Schedules Fixed-Interval Schedules Variable-Interval Schedules
Behaviorism in Video Games
Pac-Man Left 4 Dead
What about Free Will?
10. Rewards in Games
Common Reward Systems
Praise Point Systems
Many Actions, One Measure Variation and Balance Leaderboards
Currencies
General and Specialized Currencies Scarcity Other Important Differences from Point Systems
Leveling
Structuring Gameplay Levels as a Reinforcement Schedule Extending Interest
Customization
Levels of Customization Pricing Social Rewards
Item Drops
Play Dynamics Drop Locations and Schedules Item Types
Collections
Means of Collection Size and Difficulty
Achievements
Flexibility Cheap and Easy Skill Level Known versus Hidden Objectives
Unlockables
Common Forms Maximizing the Benefit of Unlockables
Metarewards
Easter Eggs Cheats
External Rewards
Risks Games Must Be Intrinsically Rewarding
Combining Game Rewards
III. Playful Design in User Experience
11. Games for Action
Appraising a Game’s Efficiency Methods
Human Computation Other Examples
Games with a Purpose Yahoo! Answers
Best Practices for Design
The Game Experience Must Stand on Its Own Bolster Quality Watch Out for Cheats
Reframing
Examples
Foursquare Epic Win HiveMind
Best Practices for Design
Make It Easy to Play Along Create an Alternate Existence Focus on Varied and Fresh Rewards
Real-Time Reinforcement
Examples
Honda Insight Eco Assist The Pokéwalker Nike+
Best Practices for Design
Specialize Take Advantage of Reinforcement Schedules
Optional Advantages
Examples
CityVille Zynga Charitable Initiatives
Best Practices for Design
Build Investment in the Experience Keep Options Optional Create Disproportionate Rewards... ... but Don’t Allow Cheating
Scheduled Play
Examples
Amazon Gold Box CityVille Daily Bonus
Best Practices for Design
Validate the Schedule through Testing Offer Suitable Rewards
Different Is Good
12. Games for Learning
What Makes Games Suited to Learning?
Advantages to Learners
Agency and Mastery Failure-Based Learning Learning by Doing Role Playing
Advantages for Training and Instruction
Built-in Assessment Scaffolding and Differentiation Higher-Order Thinking Strategic Thinking Systems Thinking Working with Scarcity
Strategies for Using Games to Support Learning
To Impart Content
Remember That It’s a Game Specialize Factor Duration into the Design
To Introduce a New Mind-Set
Require Transformation Tough Is Good Usability Is Really Good
To Guide Experiential Learning
Get off the Beaten Path Create an Adventure Work with the Space
To Develop Skills
Be Forgiving Step It Up Mix It Up
To Foster Collective Intelligence
Force Collective Action Pool Individual Strengths Use Mystery
Playing Smarter
13. Games for Persuasion
This Is Not a New Idea
Historical Precedent Games for Change Developer Incentives
Procedural Rhetoric
Meaning in Games
Monopoly The Sims
Persuasive Messages in Games
The Landlord’s Game
Designing Persuasive Games
Define a Core Message
Write It Down Be Specific Get Everyone’s Buy-in Be Patient
Tie the Message to the Winning Strategy Offer Meaningful Choices Keep It Real Enable Self-Directed Discovery
Case Study: Fitter Critters
The Core Message The Winning Strategy Meaningful Choices Rooted in Reality Discovery
Changing Minds
14. How Games Are Changing
Five Trends
1. Mobility
Touch Screens GPS Cameras Microphones Accelerometers Connectivity
2. Social Interaction
Shared Presence Collaborative Communities
3. Casual Play
Short Learning Curves Short Engagements Short Completion Times High Replay Value
4. Radical Interfaces
Motion Control Linked Displays Experimental Interactions
5. Emotional Engagement
Game On
A. Acknowledgments B. About the Author Index
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