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Seriously fun

  1. 1. Gamification: Seriously Fun TTI Vanguard 2011 Jesse Schell
  2. 2. Seriously Fun: Agenda • 8:30-9:00: Lecture A: Intro to Games and Gamification • 9:00-9:15: Exercise 1: (team) Meet your teammates • 9:15-9:45: Exercise 2: (all) What problems could gamification solve? • 9:45-10:00: Exercise 3: (team) Pick a problem to solve • 10:00 -10:30: Lecture B: Game Brainstorming 101 • 10:30-10:50: BREAK • 10:50-11:30: Exercise 4: (team) Brainstorm potential solutions • 11:30-11:50: Lecture C: Narrowing the Game Idea Space • 11:50-12:10: Exercise 5: (team) Choosing one solution • 12:10-1:00: LUNCH • 1:00-1:30: Lecture D: Developing Your Game Idea • 1:30-2:30: Exercise 6: (team) Develop a Three Minute Pitch • 2:30-3:10: Pitch session! All teams give their pitches! • 3:10-3:30: Lecture E: Final Thoughts
  3. 3. LEVEL
  4. 4. Lecture A: Introduction
  5. 5. Games Real Life
  6. 6. The voyage of discovery is not in seeking new landscapes but in having new eyes. – Marcel Proust
  7. 7. Magic Words • I am a game designer. • Who is a game designer? • I am a game designer. • No you’re not. • I am a game designer. • What kind of designer? • I am a game designer. • You mean you play games. • I am a game designer.
  8. 8. What does “game design” mean? Game Design is the act of deciding what a game should be.
  9. 9. What skills does Game Designer need to be good at? • Animation • History • Anthropology • Interface Design • Architecture • Management • Art • Mathematics • Brainstorming • Music • Business • Psychology • Cinematography • Public Speaking • Communication • Sound Design • Creative Writing • Technical Writing • Economics • Visual Arts • Engineering • …and much more!
  10. 10. What is the most important skill for a game designer? ?
  11. 11. ? Team Client Game Self Audience
  12. 12. Experimental Film by TMBG • I already know the ending / • it’s the part that makes your face implode / • I don’t know what makes your face implode / • but that’s the way the movie ends.
  13. 13. The Lens of the Essential Experience
  14. 14. Choco-fication!
  15. 15. “Hafta” “Wanna” Duty Fun Work Play Slavery Freedom Efficiency Pleasure
  16. 16. “Work consists of whatever a body is obliged to do, and play consists of whatever a body is not obliged to do.” - Mark Twain
  17. 17. Games are special because… • They are interactive • They are designed ENTIRELY for pleasure
  18. 18. Games provide: • Clear Feedback • A Sense of Progress • The Possibility of Success • Mental and Physical Exercise • A Chance to Satisfy Your Curiosity • A Chance to Solve a Problem • A Feeling of Freedom
  19. 19. Laughter Discovery Thrill Fantasy Story Triumph Expression Challenge Sensation
  20. 20. The Lens of Pleasure
  21. 21. What is a game, anyway? A game is: a problem solving activity, approached with a spirit of curiosity.
  22. 22. The Lens of Curiosity
  23. 23. The Lens of Problem Solving
  24. 24. LEVEL
  25. 25. The Lens of the Team
  26. 26. Exercise 1: Meet Your Teammates 1. What is your name? 2. What is your company and role there? 3. What is your favorite ice cream flavor? 4. When you were ten years old, what was your favorite game? 5. How do you hope to use what you learn in today’s session? Finish by 6. One question from a teammate. 9:15am
  27. 27. LEVEL
  28. 28. The Lens of the Problem Statement
  29. 29. Exercise 2: What Problem to Solve?
  30. 30. LEVEL
  31. 31. Exercise 3: Pick one! 1. Pick a problem that you personally are interested in solving – write it down 2. Get everyone’s written ideas up on the easel 3. Come to consensus one which one you will pursue Finish by 10:00am
  32. 32. LEVEL
  33. 33. Lecture B: Game Brainstorming 101
  34. 34. Idea  Game 1) Think of an idea. 2) Try it out. 3) Keep changing it and testing it until it seems good enough.
  35. 35. The Lens of the Problem Statement
  36. 36. Reasons for a clear problem statement 1) Broader creative space 2) Clear measurement of success 3) Better communication
  37. 37. The best way to have a good idea is to have a lot of ideas. - Linus Pauling
  38. 38. Nine Brainstorming Tips 1. Yes, and… 2. Write down EVERYTHING 3. Number your lists! 4. Acknowledge the power of the marker 5. Jot notes if interrupting is hard 6. Use Images 7. Crack Jokes 8. Listen to your subconscious 9. Mix and Match categories
  39. 39. Ray Bradbury
  40. 40. The Elemental Tetrad Aesthetics Mechanics Story Technology
  41. 41. The Lens of the Elemental Tetrad
  42. 42. Technology Aesthetics Story Mechanics
  43. 43. LEVEL
  44. 44. BREAK til 10:50
  45. 45. Exercise 4: Brainstorm Solutions! 1. Yes, and… Finish by 11:30am 2. Write down EVERYTHING 3. Number your lists! 4. Acknowledge the power of the marker 5. Jot notes if interrupting is hard 6. Use Images 7. Crack Jokes 8. Listen to your subconscious 9. Mix and Match categories
  46. 46. LEVEL
  47. 47. Lecture C: Narrowing
  48. 48. Which idea should I pick?
  49. 49. Pick something!
  50. 50. A plan is a real thing.
  51. 51. The Lens of the Eight Filters
  52. 52. The Eight Filters of “Good Enough” 1) Artistic Impulse – Does this game feel right? 2) Demographics – Will the intended audience like this game? 3) Experience Design – Is this a well-designed game? 4) Innovation – Is this game novel enough? 5) Business and Marketing – Will this game be profitable? 6) Engineering – Is it technically possible to build this game? 7) Social / Community – Does this game meet our social and community goals? 8) Playtesting – Do the playtesters enjoy this game enough?
  53. 53. Rewards can Backfire
  54. 54. LEVEL
  55. 55. Exercise 5: Choose one solution 1. Each person pick 3-5 you like, and write them down 2. Go through each, one at a time, and mark down the votes 3. Come to consensus on a solution that you will go forward with 4. Write it down on a piece of paper, and give it to me Finish by 12:10pm
  56. 56. LEVEL
  57. 57. LUNCH!
  58. 58. LEVEL
  59. 59. Lecture D: Developing Your Game Idea
  60. 60. Pleasure is COMPLEX
  61. 61. The Lens of Fun
  62. 62. What is fun, anyway? Fun is pleasure with surprises.
  63. 63. The Lens of Surprise
  64. 64. Player Experience of Needs Satisfaction (www.immersyve.com) Competence Autonomy Relatedness I want to be I want I want to good at what freedom! connect to I do! others!
  65. 65. The Lens of Control
  66. 66. Freedom The Lens of Freedom
  67. 67. The Lens of Community
  68. 68. Age Demographics • 0-3 Infant / Toddler • 4-6 Preschooler • 7-9 Kids • 10-12 Tweens • 13-18 Teen • 19-24 Young Adult • 25-34 Adult • 35-49 Thirties and Forties • 50+ Fifties and Up
  69. 69. Gender Preferences • Male • Female – Mastery – Emotion – Competition – Real World – Destruction – Nurturing – Spatial Puzzles – Dialog and Verbal Puzzles – Trial and Error – Learning by Example
  70. 70. The Lens of the Player
  71. 71. The Lens of Judgment
  72. 72. Crossing the street Suxxors Roxxors!
  73. 73. The Lens of Feedback
  74. 74. LEVEL
  75. 75. The Lens of Visible Progress
  76. 76. Four Keys for Gamifying Before After
  77. 77. Key 1: Make it Engaging
  78. 78. Key 2: Make it Effortless
  79. 79. Key 3: Make it Uncheatable
  80. 80. Key 4: Make it Not Embarrassing
  81. 81. LEVEL
  82. 82. Exercise 6: Develop Your Pitch! • You will create a three minute Powerpoint presentation that explains your idea • But… • Your powerpoint will have NO WORDS!
  83. 83. Exercise 6: Develop Your Pitch! Finish by 1. What problem are you solving? 2:25pm 2. Why is this problem worth solving? 3. Who is the audience for your solution? 4. How does your solution work? (Walk us through an example of it being used) 5. Is there a compulsion loop? What drives it? 6. What are the key moments? 7. What are the social forces? 8. Why is this a good investment of time and resources?
  84. 84. LEVEL
  85. 85. Pitches! 1. What problem are you solving? 2. Why is this problem worth solving? 3. Who is the audience for your solution? 4. How does your solution work? (Walk us through an example of it being used) 5. Is there a compulsion loop? What drives it? 6. What are the key moments? 7. What are the social forces? 8. Why is this a good investment of time and resources?
  86. 86. LEVEL
  87. 87. Final Thoughts
  88. 88. You CAN make your experiences better • Ask yourself these simple questions: – Given what I know about my guests… – Why will they like this experience? – How can I get them to like it more?
  89. 89. Persuaders Fulfillers Artists Humanitarians
  90. 90. Persuaders
  91. 91. Fulfillers
  92. 92. Artists
  93. 93. Humanitarians
  94. 94. Persuaders Fulfillers Artists Humanitarians
  95. 95. “Long experience has taught me that the crux of my fortunes is whether I can radiate good will toward my audience. There is only one way to do it and that is to feel it. You can fool the eyes and minds of the audience, but you cannot fool their hearts.” - Howard Thurston
  96. 96. LEVEL 10000 00000
  97. 97. Thanks! Email: jesse@schellgames.com Twitter: @jesseschell Slides: jesseschell.com

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