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"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2015)

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#Metagame Book Club
“Game Design: Creating Psychological Experiences”
Sherry Jones | Games & Psychology Instructor | Fall ...
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"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2015)

Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.

The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!

Metagame Book Club
http://bit.ly/metagamebookclub

Nov. 12, 2015 - This presentation on "Game Design: Creating Psychological Experiences," is created for the Metagame Book Club.

The Metagame Book Club is a free resource for K-12 and college educators and students interested in game-based learning, gamification, and game studies. Join today!

Metagame Book Club
http://bit.ly/metagamebookclub

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"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2015)

  1. 1. #Metagame Book Club “Game Design: Creating Psychological Experiences” Sherry Jones | Games & Psychology Instructor | Fall 2015 | Twitter @autnes | http://bit.ly/gamepsych1 Life is Strange Flappy Bird V.S.
  2. 2. Watch the Live Webinar!
  3. 3. 1. Meier, Sid. “Psychology of Game Design: Everything You Know Is Wrong.” Game Developer Conference. 2010. 2. “Behavioral Game Design” by John Hopson for Gamasutra. 27 April 2011. 3. Fetterman, Adam K., Tianwai Liu, and Michael D. Robinson. “Extending Color Psychology to the Personality Realm: Interpersonality Hostility Varies by Red Preferences and Perceptual Biases.” Journal of Personality. February 2015. Texts in Focus
  4. 4. 4. Iakovides, Stefanos A. “Psychophysiology and Psychoacoustics of Music: Perception of Complex Sound in Normal Subjects and Psychiatric Patients.” Ann Gen Hosp Psychiatry. 29 March 2004. 5. Tan, Siu-Lan. “Video Games: Do You Play Better With the Sound On or Off?: The Role of Music and Sound Effects in Video Games.” Psychology Today. 5 Feb. 2014. 6. Baron, Sean. "Cognitive Flow: The Psychology of Great Game Design." Gamasutra. 22 March 2012. Texts in Focus
  5. 5. Why are Game Developers Interested in Psychology?
  6. 6. “Gameplay is a psychological experience: I base my games on things like railroads, pirates, and history, and I try to make the games I design true and real. The more historical, the more realistic, and the more factual, the better. The more railroady and piratey, the better. But what I thought I knew was wrong. During the early days of my career, I hadn’t taken into account what was in the player’s head. By acknowledging that simple concept–that gameplay is a psychological experience–it can make your games better.” (Sid Meier) Gameplay is a Psychological Experience 1
  7. 7. “People who play games are egomaniacs. It says on the box you get to control armies, discover new technology, and create entire civilizations. So, right away, you’re an egomaniac.” (Sid Meier) Gameplay is a Psychological Experience 2
  8. 8. “Player psychology has nothing to do with rational thought. My background is in mathematics. In CIV REV (Civilization Revolution, the console-only Civilization game), we found interesting reactions to what seemed to me very rational situations. For instance when we pit civilized militia against uncivilized barbarians, and their points were 1.5 to 0.5, respectively, we heard players complain. Even when players were in a battle with 1: 3 odds, they felt they could win. I watched these testers and players, and they would say, ‘I had the lower number, and I felt I could win in a 1:3 battle.’ It made sense to the player that they could win. I thought, ‘Something is going on there. But it’s not mathematics.’ Right around 3:1 to 4:1 area, the player felt like he or she should have the chance to win.” (Sid Meier) Gameplay is a Psychological Experience 3
  9. 9. “Every computer game is designed around the same central element: the player. While the hardware and software for games may change, the psychology underlying how players learn and react to the game is a constant. The study of the mind has actually come up with quite a few findings that can inform game design, but most of these have been published in scientific journals and other esoteric formats inaccessible to designers. Ironically, many of these discoveries used simple computer games as tools to explore how people learn and act under different conditions.” (Hopson) Gameplay is a Psychological Experience 4
  10. 10. Psychology of Attention and Games
  11. 11. 1. Human beings have attentional systems based on the senses. 2. Attentional Spotlight Metaphor - Our ability to pay attention to our environment can be explained using the “attentional spotlight metaphor.” We “attend” to a small amount of information at a time in order to “remember” that information. Attention and memory are connected. Spotlight Model of Attention
  12. 12. 1. Sensory Cues - Designers should create sensory cues to help the player understand what to do next to finish a level. The cues serve as feedback that player is doing the “right thing.” 2. Game Design Goals? - 1) Alleviate player frustration with not knowing what to do in a game; 2) Direct the player to the place he/she needs to go; 3) Give player a sense of progress (that are well timed). Attention and Game Design Implications?
  13. 13. 1. Priming - The process of attending to certain information that we already “remember.” Such as responding to someone when they call your name. 2. Gameplay and Priming? - A player knows how to play a new game if it displays familiar sensory cues played. A player learns to navigate through a game based on memories of previous game of similar genre. Let’s see an example! ---> Gameplay Affects Memory?
  14. 14. Infamous Bathroom Scenes Resident Evil - Bathroom Surprise Source: http://lparchive.org/Resident-Evil-1/Update%206/ Silent Hill - Bathroom Surprise Source: http://silenthillwelcomesyou.tumblr.com/page/60
  15. 15. Seeing Platformer Double Super Mario Brothers - Underwater Level Flappy Bird
  16. 16. Psychology of Color and Games
  17. 17. “Light and colours are also involved in psychological theories. Rorschach developed a psychological test in which colours are an important issue, commonly known as inkblots test. He stated colours remit to emotions, and a more responsive behaviour towards colours indicates a greater affectivity. [15] Jung suggested chromatic experience as different ways of perception and expression, and stated an equivalency between colours and feelings. [16] Phototherapy is a therapy used for depression diagnosis, the patient is exposed to a potent source of light in order to make him/her feel better. It has been proved regions with long non-light periods have higher records of emotional disorders and suicides. [9].” (Zammitto 3) Color Emotions
  18. 18. “There are now a number of experimental investigations of the color red, most documenting the influence of exposure to red stimuli on subsequent outcomes such as achievement performance or personal attraction.” “There are several reasons for positing that the color red may be associated with hostility. The emotion that often follows from hostility is anger (Buss & Perry, 1992), and anger is metaphorically linked to the color red (e.g., “seeing red” is a common metaphor for anger; Gibbs, 1994). There is a physiological basis for this relationship in that angry faces are often redder in coloration due to increased facial flushing (Drummond, 1997; Levenson, 2003).” (Fetterman et. al. 107) The Color Red and Hostility
  19. 19. “Wearing the color red primes competitors to think more about being particularly aggressive and dominating. That is, it makes thoughts about those concepts come to mind quicker and more easily. In sports like boxing or tae kwon do where aggression makes you more competitive, this matters. Wearing red, the researchers argue, essentially makes it just a little easier for you to get pumped up and visualize the kind of behavior that wins bouts. And the competitor in blue might compound the effect by perceiving his/her red opponent as more intimidating or imposing. This might even all be subconscious. Probably is, in fact.” (Madigan) The Color Red and Achievements?
  20. 20. “Back in the 1980s Mark Frank and Thomas Gilovich looked at the number of penalties earned by teams in the National Football League and National Hockey League that wore black uniforms.4 They found that those wearing black –a color typically associated with the wardrobes of the villainous– were found by referees to be more guilty of infractions, fouls, and rule violations relative to those wearing light colored jerseys.” (Madigan) The Color Black and Villains
  21. 21. Colors can be used for directing the player’s attention! “We see color coding all the time in video games, often to aid us in navigation. The first person parkour game Mirror’s Edge offers an obvious example given how it made use of red objects –doors, ledges, pipes, tarps– to mark the ideal flow through an environment. But even while playing the much more plodding The Last of Us, I noticed how the designers subtly used the color yellow to direct me through the level by marking pathways with yellow caution paint, yellow lights, or yellow objects.” (Madigan) Color and Game Design Implications?
  22. 22. Color Coding in Games Mirror’s Edge - Red Objects The Last of Us - Outdoor Light
  23. 23. Psychology of Sound and Games
  24. 24. “Psychology of sound, also termed psychoacoustics, has its own distinct elements of pitch, intensity and [timbre.] Perception of sound and music is such that humans are able under certain circumstances to distinguish the harmonics of a complex periodic sound wave. The hearing sense provides human beings with data concerning their environment.” (Iakovides et. al.) Psychoacoustics
  25. 25. “A classic (if rather cruel) experiment is to play a certain tone to a rat just before it is given an electric shock. Before long, the rat gives a fear response to the tone, as it has been conditioned to associate the sound with pain.” “LeDoux eventually pinpointed the amygdala as the region that is crucial to a learned fear response. The central nucleus of the amygdala has links to parts of the brainstem that control autonomic functions such as breathing and heart rate. Neuroscientists believe the amygdala may act as an 'alarm bell' for the brain, blasting out a fear warning in response to certain sights and sounds - sometimes before we are even fully aware they've happened.” Sound and Fear Conditioning
  26. 26. “In our own research (published 2010 and 2012), my colleagues John Baxa and Matt Spackman and I found that people playing Twilight Princess (Legend of Zelda) performed worst when playing with both music and sound effects off. This game provides the player with rich auditory cues that function as warnings, clues for access points, feedback for correct moves such as successful attacks on enemies, and more. Many of these don’t just “double” what you see on the screen.” (Tan) Sound, Music, and Gameplay Performance
  27. 27. In games, audio effects and music can provide cues that give player information about the environment, such as information about whether a forest is dangerous and calming. The player then move about the environment accordingly (ex. walking normally vs. crutching and crawling in stealth mode). Audio effects and music also can influence player’s emotions and subsequent behaviors. “The best players seemed to be better at paying attention to—and meaningfully integrating—both audio and visual cues effectively—thus benefitting from the richest warnings/clues/feedback. While the typical player strongly favored one sense, the best players were truly playing an audio-visual game from the beginning. “ (Tan) Psychoacoustics and Game Design Implications?
  28. 28. Psychology of Flow and Games
  29. 29. “Csikszentmihalyi also outlined four characteristics found in tasks that drive an equilibrium between skill and difficulty, thus increasing the probability of Flow states. Specifically, these are tasks that: 1. Have concrete goals with manageable rules. 2. Demand actions to achieve goals that fit within the person's capabilities. 3. Have clear and timely feedback on performance and goal accomplishment. 4. Diminish extraneous distraction, thus facilitating concentration. It is these four task characteristics that game developers should consider if they want to increase the likelihood of causing Flow states in gamers playing their games. I will now go into more detail about each characteristic.” (Baron) Game Design and Challenge + Skill
  30. 30. (Baron) The Flow Theory and Game Design
  31. 31. Lecture By: Sherry Jones Philosophy | Rhetoric | Game Studies | Game Design & Psychology @autnes Writings & Webcasts Link to Slides: http://bit.ly/gamepsych1

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