1/69
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced | Call with Kai |
|---|
No analytics yet
Send a link to your students to track their progress
Psychology in Gaming
Studies human mind and behavior (cognition, emotion, and motivation)
Helps understand what drives players & what makes games enjoyable
Helps tailor game experiences that align with how the brain processes information,
Neuro Science in Gaming
Studies how the nervous system develops, its structure and what it does
Helps understand what drives players & what makes games enjoyable
Helps tailor game experiences that align with how the brain processes information
User Experience
Studies how the user interacts with a product and the emotions and behaviors elicited via this interaction by using knowledge from psychology and neuroscience
To ensure the experience is the same as the way its makers intended by shaping the product to fit the human using it
Considered earliest interactive electronic games
Catho-Ray Tube Amusement Device
First Two-player game
Tennis for two
Dates of major accomplishments
1962: Spacewar! First video game for a digital computer
1972: Atatri; A video game company that made the first commercial successful video game
1972: Magnavox Odyssey; First Home console
Sensorimotor play (child development)
Practice motor skills ex: throwing ball, pushing a car
Symbolic/Representational play (Child development)
Abstract thinking ex: playing house, using stick as a sword
Games with Rules (child development)
Practice logical thinking ex: sports, board games etc
Mental models
Internal representations
PredictiveI utility
Guiding behavior
Internal Representation
internal representations of external reality to make sense of the world
Predictive Utility
predict future events and understand the cause-and-effect relationships
Guiding Behavior
Guide decision-making and behavior by simulating potential outcomes of actions
The 3-Level Process
Loop of Sensation, perception, and cognition
Gestalt Principles
Figure/Ground
Multistability
Closure
Proximity
Similarity
Symmetry
Similarity
tend to group up dots into columns rather than rows based on colors
Proximity
Tending to perceive groups
Good Continuation
Tend to see a connection between shapes if one if blocking the middle
Closure
Tend to perceive a shape with a missing parts i.e. a triangle
Simplicity
Tend to interpret a form in the simplest way possible
Affordances
Physical
Cognitive
Sensory
Functional
Maslow’s Hierarchy of Needs
Self-Actualization
Esteem
Love and Belonging
Safety Needs
Physiological Needs
Implicit Motivation
Spontaneous Processes and Physiological Events
“Homeostasis”
Biological drives: hunger, thirst, sleep, sex, pain
Power motive
Drive to dominate
Affiliation motive
Drive to form social relationships
Achievement motive
Drive to improve
Extrinsic Motivation
Driven by external rewards
Behavior - reinforcement - probability UP
Behavior - punishment - probability DOWN
Rewards
We have learned that: accomplishing these tasks will bring us direct or indirect rewards of value, such as food, housing, or entertainment
Jenkins et al
Heyman and Ariely
Fixed interval rewards
Given at a set time interval. (ex: daily login rewards)
Variable Interval Rewards
given at unpredictable time intervals. (ex: random spawning of mobs)
Fixed Ratio Rewards
given after a specific number of actions. (ex: skill tree unlock)
Variable Ratio Rewards
given after an unpredictable number of actions (ex, slot machine, loot boxes)
Intrinsic Motivation
Occurs when we engage in a task for our own sake
“doing it because we like doing it”
Impact of INtrinsic nad Extrinsic Motivation
Lepper et al. (1973) found that schoolchildren who were rewarded for drawing were less likely to draw spontaneously later on
The overjustification effect: The overjustification effect occurs when an expected external incentive such as money or prizes decrease, a person's intrinsic motivation to perform a task.
Self-Determination Theory
Three innate psychological needs
Competence
Autonomy
Relatedness
Engagement Reawrds
These incentives given for simply engaging in task
Completion Reward
Rewards for completing a task
Performance Rewards
Given for attaining a certain level of achievement
Non-contingent Incentives
Not related to any specific behavior
External Regulation
doing something purely to gain a reward or avoid punishment
Introjected Regulation
acting from internal pressure, like guilt or obligation
Identified regulation
Recognizing and accepting the personal value of the activity
Integrated regulation
Where the activity alignment with one’s identity and values, even if it’s not inherently enjoyable
The Over-justification Effect is strongest when
Tangible
Expected
Task-contingent
PENS
Player Experience of Need Satisfaction
Game enjoyment and sustained engagement are driven by the degree to which a game satisfies the three basic psychological needs – During gameplay
In-Game Competence
mastery, feedback, optimal challenge
Przybylski, Rigby, and Ryan (2010)
In Game Autonomy
meaningful choices, volitional engagement
In-Game Relatedness
Social play, cooperative/competitive interactions, narrative attachment
Mihaly Csikszentmihalyi
One of the Founders of Positive Psychology
Studied people who would pour energy into activities with no obvious external reward
The Nine Dimensions of Flow Pt 1
Challenge-Skill Balance
Clear Goals
Immediate Feedback
Action-Awarness Merging
Concentration
The Nine Dimensions of Flow Pt 1
Sense Of control
Loss of Self-Consciousness
Time Transformation
Autotelic Experience
Experiance Sample (ESM)
Random beeps throughout the day; participants report in real time
Flow State Scale (FSS-2)
Retrospective self-report after activity covers all 9 dimensions
Game Experience questionnaire (GEQ)
Includes flow sub scale; widely used in games research
Testing Flow: The tetris study
Keller and Bless
3 conditions: adaptive vs. too easy. too hard
Results: the adaptive condition produced significantly higher flow than either extreme
Game Flow
Concentration
Challenge
Player Skills
Control
Clear goals
Feedback
Immersion
Social interaction
It’s Not about winning
Abuhamdeh & Csikszentmihalyi (2012) asked: what matters more: challenge-skill balance or whether you expect to win?
Implication for game design: The goal of a good matchmaking algorithm isn't to give you easy wins - it's to give you close games.
Team Flow
Most flow research is individual. But games are increasingly social: raids. ranked matches, cooperative survival
Skills and roles are effectively distributed
Team shares collective ambition
Flow Theory
Difficult Curve: Not too hard/Easy
Clear Goals and Feedback: clear goals and immediate feedback
Concentration and Immersion: minimal distractions
Control and Mastery: a sense of control over their actions within the game
Meaningful engagement: the narrative, challenges, and activities should be meaningful to the players
Engagement
Vigor
Dedication
Absorption
Four levers
Goal Setting
Feedback
Social Info
Growth Mindset
Lever 1: Goal Setting
Directs attention
Requires more effort
Requires effort overtime
Requires developing better strategies
Zeigarnik Effect
People remember unfinished or interrupted tasks better than completed tasks
The Endowed Progress Effect
Artificial, initial advancement toward a goal increases their motivation to compete it
Lever 2: Feedback
Abandon the goal
Reject the feedback
Alter the goal
Develop better strategies
Increase your effort
Good Feedback
Are specific, not general
Focus on behaviors and not the player
Are Immediate and frequent
Give information about progress
Frog Pong Effect
Individuals evaluate themselves as worse than they actually are when in a group of higher-performing individuals
Lever 4: Growth Mindset
You can learn to do things better
Growth Mindset
the belief that abilities and intelligence can be developed through dedication, effort, and learning
Fixed mindset
the belief that intelligence, talent, and abilities are innate, static traits that cannot be developed