41. »Learning is one of the fundamental reasons games are
so engaging. The more you learn, the better you are at
something. The better you are, the more engaging it is.
If you can help people have more of that feeling, they
won't talk about how good you are – they'll talk about
how much they kick ass. And that's a powerful formula
for creating passionate users.«
Kathy Sierra
upgrade your users, not your product (2005)
42. Raph Koster
»Fun is just another
word for learning.«
a theory of fun for game design (2005)
43. »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)
44.
45.
46. Edward Deci, Richard Ryan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
47. »This pattern is what we call the
progress principle: of all the positive
events that influence inner work life,
the single most powerful is progress in
meaningful work.«
Teresa M. Amabile
the progress principle (2012: 76)
48. Teresa M. Amabile
»Truly effective video game designers
know how to create a sense of progress
for players within all stages of the
game. Truly effective managers know
how to do the same for their
subordinates.«
the progress principle (2012: 88)
74. Edward Deci, Richard Ryan
»An understanding of human
motivation requires a consideration of
innate psychological needs for
competence, autonomy, and
relatedness.«
the what and why of goal pursuit (2000)
83. Donald T. Campbell
»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.«
assessing the impact of planned social change (1976)
95. »It is the nature of a fun community to care
more about the players than about the
game. ... We are having fun. We are caring.
We are safe with each other. This is what
we want.«
Bernie de Koven
the well-played game (1978: 19-20)
96. Edward Deci, Richard Ryan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
101. work play
Other-determined Self-determined
Means to an end End in itself
Consequential Inconsequential
Regulated Open
Care for results Care for each other
Motivation serves function Function serves motivation
work play playful work
Other-determined Self-determined Autonomy-supporting
Means to an end End in itself Learning and quality-oriented
Consequential Inconsequential
Inviting risk-taking and
failure
Regulated Open Open, trust-based
Care for results Care for each other Socially oriented
Motivation serves function Function serves motivation Value-oriented
Principle
#2
113. your mission, should you choose to accept it
https://www.flickr.com/photos/benimoto/2084853203
114. A possible joint agenda
• Government, enterprise, end users: explore
game design for well-being, productivity,
learning, engagement, …
• Industry and university researchers:
Identify and validate systemic architectures
for motivation, methods for designing them
• Design agencies, software houses: Develop
and deploy methods and tools