18. 1. »Human beings act toward things on the basis of
the meanings that the things have for them.«
2. »The meaning of such things is derived from ... the
social interaction that one has with one‘s fellows.«
3. »These meanings are handled in, and modified
through, an interpretive process used by the person in
dealing with the things he/she encounters.«
Herbert Blumer
symbolic interactionism (1969: 2)
20. how does code shape conduct,
mediated by social meanings?
(and vice versa)
21. W OG
OR R
PR
K ES
IN S
frames
social norms & understandings
appropriate, configure, frame
offloaded & stabilized in
cues, facilitates
re-cues, resists
situated conduct
affordances experience
code
material rules, cues, capabilities
22. Sociotechnical systems
Information ecologies
Situated action
Embodied interaction
Social contextures
...
This is not a new question
23.
24. »What if we decided to use
everything we know about
game design to fix what‘s
wrong with reality?«
Jane McGonigal
reality is broken (2011: 7)
30. persuasive technology
Using computing technology to
change attitudes and behaviours
gamification
Using game design elements in
non-game contexts
video game play
The interaction of play as a frame
and digital games as artefacts
31. »Gamification
is bullshit.«
Ian Bogost
gamification is bullshit (2011)
http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
32. »By putting game design elements into
non-game contexts, gamification is a
perfect natural experiment to study how
code shapes conduct, mediated by social
meanings (and vice versa) – and thus,
move game design research forward.«
Me
here (now)
http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
33. two moves forward
1. From games as interventions in systems to
the gameful redesign of systems
2. From designing game artefacts to the
playful (re)framing of situations
39. »Fun is just another word
for learning.«
Raph Koster
a theory of fun for game design (2005)
40. »Fun from games arises out of mastery. It
arises out of comprehension. It is the act
of solving puzzles that makes games fun.
With games, learning is the drug.«
Raph Koster
a theory of fun for game design (2005)
41. »An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
Edward Deci, Richard Ryan
the what and why of goal pursuit (2000)
42. »An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
Edward Deci, Richard Ryan
the what and why of goal pursuit (2000)
43. Con(fusion) #1
The fun in playing games
chiefly arises from
intrinsic enjoyment, not
extrinsic incentives.
44. si on
fu 2
Con #
You can »just add« game elements
http://www.flickr.com/photos/apartmentlife/6559123353/
45.
46. Game Atoms
model/skill goal
actions
rule system
success! / failure!
challenge
feedback
immediate/progress
51. 2 motivational affordances
How do game design elements
interact with social contexts to afford
intrinsic motivation?
52. Practice Data
Designer-driven Analytics-driven
Heuristics, methods Tests, predictive models
Taxonomy Theory
Researcher-driven Researcher-driven
Patterns Models (PENS, flow, …)
53. Practice Data
Designer-driven Analytics-driven
Heuristics, methods Tests, predictive models
mostly anecdotal evidence
little explanatory grounding
Taxonomy Theory
Researcher-driven Researcher-driven
Patterns Models (PENS, flow, …)
54. Practice Data
Designer-driven Analytics-driven
Heuristics, methods Tests, predictive models
trapped in local maxima/
not generative
no explanatory grounding
no learnable understanding
Taxonomy Theory
Researcher-driven Researcher-driven
Patterns Models (PENS, flow, …)
55. Practice Data
Designer-driven Analytics-driven
Heuristics, methods Tests, predictive models
not granular enough
no actionable form
Taxonomy Theory
Researcher-driven Researcher-driven
Patterns Models (PENS, flow, …)
56. Practice Data
Designer-driven Analytics-driven
Heuristics, methods Tests, predictive models
either descriptive or
assumption-based, then
prone to post hoc and
success fallacies
no explanatory grounding
Taxonomy Theory
Researcher-driven Researcher-driven
Patterns Models (PENS, flow, …)
57. Practice Data
Designer-driven Analytics-driven
Heuristics, methods Tests, predictive models
Motivational Affordances
Theoretically grounded, empirical,
granular, actionable game design
Taxonomy Theory
Researcher-driven Researcher-driven
Patterns Models (PENS, flow, …)
61. motivational affordances
1. How can we connect design patterns to
psychological research (and generate new)?
2. How do pattern variations empirically
affect experience, motivation, behaviour?
3. How do patterns interact in their effects?
4. How are pattern effects mediated by
frames (and other context factors)?
62. W OG
OR R
PR
K ES
IN S
frames
social norms & understandings
appropriate, configure, frame
offloaded & stabilized in
cues, facilitates
re-cues, resists
situated conduct
affordances experience
code
material rules, cues, capabilities
63. 3 gameful design
How to (re)structure a system to
facilitate motivation, using game
design as a lens?
64. »Still feels add-on to me …«
http://www.flickr.com/photos/apartmentlife/6559123353/
65. »These are two types of change: one that
occurs within a given system which itself
remains unchanged, and one whose
occurrence changes the system itself…
Second-order change is thus change of
change.«
Paul Watzlawick et al.
change (1974: 10)
66. »Mowing the lawn or waiting in a
dentist’s office can become enjoyable
provided one restructures the activity by
providing goals, rules, and the other
elements of enjoyment to be reviewed
below.«
Mihaly Csikszentmihalyi
flow (1990: 51)
67. »Mowing the lawn or waiting in a
dentist’s office can become enjoyable
provided one restructures the activity by
providing goals, rules, and the other
elements of enjoyment to be reviewed
below.«
Mihaly Csikszentmihalyi
flow (1990: 51)
68. How might we ...
restructure a system to support
intrinsic enjoyment, using
game design as a lens?
76. The Game Atoms of Classroom Learning
model/skill goal
actions
rule system
success! / failure!
challenge
feedback
immediate/progress
77. Goals: Intransparent; little choice; no small,
attainable goals
Rules: Often intransparent
Challenge: Not adjusted to individual skill
Feedback: Slow, demotivating decay instead of
http://www.flickr.com/photos/mike52ad/4675696269
building progress towards goals
78.
79. gameful design
1. What methods are currently in use in
designing games and gameful systems?
2. How can we ground the various methods
and their effects theoretically?
3. What are the effects of the different
methods – for designers and end products?
4. How can we iteratetively amend and test
game and gameful design methods?
89. »I need to be very routinized;
I mustn’t let myself drift.«
»I hammer it through.«
»Often, you have to force yourself to do it.«
»You’re under real pressure.«
»It’s extremely exhausting.«
»It wears you out.«
»My friends usually cannot comprehend how
stressful this is.«
90. »Sometimes, you have to
play, you have to get further –
and then, play is work.«
96. A frame is »the definition of a situation«:
»basic frameworks of understanding
available in our society for making sense
out of events (and) … principles of
organization which govern events ... and
our subjective involvement in them.«
Erving Goffman
frame analysis (1974: 8, 10-11)
101. »The magic circle jerk doesn’t exist.
Nobody really takes the hard line that
everyone wants to criticize. I’m sick of
the magic circle jerk. Let’s bury the
bastard.«
Eric Zimmerman
jerked around by the magic circle (2012)
102. »This has been a common thread in
criticisms of the magic circle: ... theorists
claim to counter Huizinga, Salen and
Zimmerman by stressing the exact social
nature of the magic circle that Huizinga,
Salen and Zimmerman also stress.«
Jesper Juul
the magic circle and the puzzle piece (2008: 59)
103. »The magic circle is the boundary that
players negotiate. (…)
Game scholarship should be about
analyzing the conventions of this
boundary, and how and when this
boundary is created and negotiated.«
Jesper Juul
the magic circle and the puzzle piece (2008: 62)
105. 5 framing video game play
What does the frame of video game
play entail, and how is it co-constructed
by users and artefacts?
106. »Sometimes, you have to
play, you have to get further –
and then, play is work.«
107. e nt
em 1
El #
»First and foremost,
all play is a voluntary
activity.«
Johan Huizinga
homo ludens (1938/1950: 7)
108. »The key element of an
optimal experience is that
it is an end in itself.«
Mihaly Csikszentmihalyi
flow (1990: 67)
109. »An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
Edward Deci, Richard Ryan
the what and why of goal pursuits (2000)
110. e nt
em 2
El #
Detached engrossment
http://www.flickr.com/photos/paulgorman/1392988135
111. e nt
em 3
El #
Shared autotelic focus
http://www.flickr.com/photos/lucianvenutian/439410200
112. »It is through a community of people
who care more about fun than winning
that the Well-Played game happens.«
Bernie de Koven
the well-played game (1978: 5)
113. e nt
em 4
El #
»Gamesmanship«
http://www.flickr.com/photos/paulgorman/1392988135
115. Chinese Gold Farming?
http://www.flickr.com/photos/juliandibbell/234192868/sizes/o/in/set-72157594279649151/
116. Keyings are »conventions by which a
given activity, ... meaningful in terms of
some primary framework, is transformed
into something patterned on this activity
but seen by the participants to be
something quite else.«
Erving Goffman
frame analysis (1974: 43-44)
117. For instance: A »rehearsal«
http://www.flickr.com/photos/900hp/3961828112/sizes/o/
118. leisurely game play keyings
E-Sports
Goldfarming
Modes/
Review play
creative agendas
Analytic play
...
119. leisurely game play keyings
E-Sports
Goldfarming
Modes/
Review play
creative agendas
Analytic play
...
autonomous in-autonomous
autotelic focus instrumental focus
gamesmanship professional norms
detached engrossment professional distance
as-if gearing into the world factual-material gearing
120. leisurely game play keyings
E-Sports
Goldfarming
Modes/
Review play
creative agendas
Analytic play
...
little norming high norming
autonomous in-autonomous
autotelic focus instrumental focus
gamesmanship professional norms
detached engrossment professional distance
as-if gearing into the world factual-material gearing
121. leisurely game play keyings
E-Sports
Goldfarming
Modes/
Review play
creative agendas
Analytic play
...
little norming high norming
autonomous in-autonomous
autotelic focus instrumental focus
gamesmanship professional norms
detached engrossment professional distance
as-if gearing into the world factual-material gearing
122. Modes of play
• Manifold, acquired in video game socialisation, historically
and culturally divergent
• Bind »motivational relevancies«, social setup, game genre
• Govern
• Inhabitable roles
• (Displayed) attentive engrossment
• (Displayed) emotion and attitude
• Values, norms, rules, cues for behaviour
• Transformation rules: Gearing into the world
125. perceived as thwarts
controlling autonomy
–
feedback motivation
+
perceived as supports
informing competence
126. Autonomy: Instrumental, not autotelic; little
meaningful choice, little connection to personal
goals and needs, often controlling feedback
Shared focus: Demonstrating proficiency,
avoiding failure, following rules, maximizing
grades
http://www.flickr.com/photos/mike52ad/4675696269
Gearing into the world: High factual stakes
127. W OG
OR R
PR
K ES
IN S
frames
social norms & understandings
appropriate, configure, frame
offloaded & stabilized in
cues, facilitates
re-cues, resists
situated conduct
affordances experience
code
material rules, cues, capabilities
128. 6 gaming the system
How does implementing explicit rule
systems affect framings?
137. »It is through a community of people
who care more about fun than winning
that the Well-Played game happens.«
Bernie de Koven
the well-played game (1978: 5)
138.
139. In short: a ludic framing
Paidia Ludus
play game
improvisation skill, effort
exploration strategizing
tumultuous ordered
immoderate rule-bound
Roger Caillois
man, play, and games (1958)
144. … and encourages »gaming the system«
http://www.flickr.com/photos/5tein/2347819903
145.
146. »The more a quantitative social indicator
is used for social decision-making, the
more subject it will be to corruption
pressures and the more apt it will be to
distort and corrupt the social processes it
is intended to monitor.«
Donald T. Campbell
assessing the impact of planned social change (1976)
147. gaming the system
1. What are the forms, causes, and effects of
gaming the system across social domains?
2. How does the design and social context of
systems invite a »ludic« framing?
3. How can we design socio-technical
systems to avoid and/or alleviate »gaming
the system«?
148. W OG
OR R
PR
K ES
IN S
frames
social norms & understandings
appropriate, configure, frame
offloaded & stabilized in
cues, facilitates
re-cues, resists
situated conduct
affordances experience
code
material rules, cues, capabilities
149. 7 Playful design
How can we design to invite a playful
framing and thus, playful conduct?
153. »How can I design a rigid
structure that facilitates
spontaneous behaviour?«
Sylvan Steenhuis
evoking playfulness in public space (2012: 6)
154.
155.
156.
157. playful design
1. What characterises a playful frame?
2. What are effective methods, strategies,
patterns for inviting a playful (re)framing?
3. How do the standing frames of different
contexts impact playful reframing, and how
to take them into account?
158. how does code shape conduct,
mediated by social meanings?
(and vice versa)
159. W OG
OR R
PR
K ES
IN S
frames
social norms & understandings
appropriate, configure, frame
offloaded & stabilized in
cues, facilitates
re-cues, resists
situated conduct
affordances experience
code
material rules, cues, capabilities
160. in summary
1. How can we (re)structure socio-technical
systems to afford intrinsic enjoyment?
2. What are the frames of (video game) play,
and how are they situationally produced?
3. How do we design socio-technical systems
to alleviate gaming the system?
4. How do we design to invite playful
(re)framing and thus, playful conduct?