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The 5 Domains of Play Motivational Ergonomics Jason VandenBerghe Creative Director, Ubisoft

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.

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The 5 Domains of Play Motivational Ergonomics Jason VandenBerghe Creative Director, Ubisoft

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  1. The 5 Domains of PlayMotivational ErgonomicsJason VandenBergheCreative Director, Ubisoft

  2. “The 4 Domains of Play”

  3. I showed it to my sister. Prof. Hemovich • “Why are you usingall these old models?” • “How does the Big 5fit in to this?”

  4. My talk. Thanks, sis.

  5. Openness to Experience Conscientiousness Extraversion The Big 5 (O.C.E.A.N.) Agreeableness Neuroticism

  6. Data?

  7. “What’s it good for?”

  8. What part of psychologyis so important to games that everydesigner must learn it?

  9. A psychological model is required to analyze any and all player behavior.

  10. We all start with the same model. “Other people are like me!”

  11. “Motivational Ergonomics”

  12. Instinctive Conscious

  13. Openness to Experience Conscien-tiousness Extraversion Neuroticism Agreeable-ness Domains of Motivation (5)

  14. Facets of Motivation (30)

  15. Science! This one.

  16. “Qualitative Research”

  17. Openness to Experience Distinguishes imaginative, creative motivations from down-to-earth, conventional ones.

  18. Novelty (Openness to Experience) Distinguishes open, imaginative experiences from repeating, conventional ones.

  19. Openness to Experience Fact-Orientation Imagination Artistic Interests Practical Interests Unemotionality Emotionality Adventurousness Desire for Routine Intellect People & Things Liberalism Traditionalism

  20. Openness to Experience Fact-Orientation Imagination Adventurousness Desire for Routine

  21. Openness to Experience Fact-Orientation Imagination

  22. Openness to Experience Adventurousness Desire for Routine

  23. Conscientiousness Deals with the way we control, regulate, and direct our impulses.

  24. Challenge (Conscientiousness) Deals with how much effort and/or self-control the player is expected to use.

  25. Conscientiousness Un-Self-Efficacy Self-Efficacy Disorganization Orderliness Resistance Dutifulness Contentment Achievement-Striving Procrastination Self-Discipline Impulsiveness Cautiousness

  26. Conscientiousness Un-Self-Efficacy Self-Efficacy Contentment Achievement-Striving

  27. Extraversion Deals with the tendency to seek out stimulationand the company of others.

  28. Stimulation (Extraversion) Deals with the stimulation level and social engagement of play.

  29. Extraversion Reservedness Friendliness Non-gregariousness Gregariousness Receptiveness Assertiveness Activity Level (low) Activity-Level (high) Excitement-Aversion Excitement-Seeking Inexpressiveness Cheerfulness

  30. Extraversion Non-gregariousness Gregariousness Excitement-Aversion Excitement-Seeking

  31. Agreeableness Reflects differences in concern with cooperation and social harmony.

  32. Harmony (Agreeableness) Reflects the rules of player-to-player interactions.

  33. Agreeableness Skepticism Trust Guardedness Straightforwardness Non-Altruism Altruism Competition Accommodation Modesty Immodesty Sympathy Indifference

  34. Agreeableness Competition Accommodation Sympathy Indifference

  35. Neuroticism Reflects a tendency to experience (or not experience)negative emotions.

  36. Threat Reflects a tendency to quit when the game is otherwise enjoyable.

  37. Novelty Openness to Experience Challenge Conscientiousness Stimulation Extraversion Harmony Agreeableness Threat Neuroticism

  38. Play Metrics

  39. Measuring Playtesters

  40. Designing for Demographics

  41. Play-Acting Learn to play like people you don’t naturally understand.

  42. The Q-Claw

  43. The Model? Shooter players don’t look up.

  44. “Motivational Ergonomics”

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