Nicole Lazzaro's Slides from Casual Connect Panel.
Your Brain on Games:
In this panel, Demetri Detsaridis (General Manager, Zynga New York), Michael Fergusson (CEO, Ayogo) and Nicole Lazzaro (CEO, XEODesign) will discuss the overlap between behavioral psychology and game design and development, as well as the possibilities of better employing psychological insights in the creation of games. As dramatic as the impact of statistical analysis and behavioral economics has been on gaming and the games industry, applied psychology has largely remained the province of player research departments at AAA console developers...or been overlooked entirely. Bringing this field to the fore could be another sea change for the industry, pushing gaming even further into the mass market or (depending on your perspective) pulling games one more step away from becoming art. What can we learn from psychology, how can we use it to understand what we're already doing, and can it help us build better games in the future?
Your Brain on Games: The 4 Keys to Fun. Casual Connect 100n20110720
1. XEODesign ยฎ ยฎ โข โข Putting Emotion into Play You Brain on Games The 4 Keys to Fun and Engagement Nicole Lazzaro XEODesign, Inc. Casual Connect July 20, 2011 Twitter @NicoleLazzaro www.xeodesign.com ยฉ 2011 XEODesign, Inc.
2. 2 www.xeodesign.com ยฉ 2010 XEODesign, Inc. GAME Plan 2 Putting Emotion into Playโข Goals Actions Motivations Emotions
10. 10 www.xeodesign.com ยฉ 2010 XEODesign, Inc. Serious Fun: Aspire > Meaning 10 Putting Emotion into Playโข 4K2F.com
11. $ # Serious Fun Eco-Recovery Simulator Tilt World
12. 12 www.xeodesign.com ยฉ 2010 XEODesign, Inc. 12 Putting Emotion into Playโข Tag Youโre It! Nicole Lazzaro Email: nlazzaro@xeodesign.com Twitter: @NicoleLazzaro Game: TiltWorld.com White Papers and Slides: xeodesign.com slideshare.com/NicoleLazzaro 4k2f.com <- Downloads Book Chapters: 1. Beyond Game Design, Bateman 2. Game Usability, Isbister 3. Human-Computer Interaction Handbook, Jako and Sears Sign Up for Tilt World Beta! TiltWorld.com Game On! /
Editor's Notes
Basket ball would not be fun if the hoop were large and waist high.Games focus attention with a goal and some constraints. Mastering these systems is a big part of what makes games fun.Letโs look into how games create Hard Fun and more emotions like Fiero* for players.Hard Fun is the balance between difficulty and skill. Too hard and players leave because they are frustrated. Too easy and players quit because they are bored. Fiero only happens when the player is about ready to throw the mobile phone out the window.Mobile games tend to be less challenging because they only have a portion of playerโs attentionAngle should be less steep for mobile and for casual game players=====First drawn by Csikszentmihalyi weโve added additional emotions and mechanics involved in engagement through structuring attention through goals, and power ups and bonus points to create mini-fieros in the player.