" optimizing motivation, learning and behavior change in your serious game" by scott rigby...

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Scott Rigby speaks about "Optimizing Motivation, Learning and Behavior Change in your Serious Game" at the 2012 Serious Play Conference ABSTRACT: The goal of serious games is not the game itself. The game mechanics are but a tactic to the true goals of creating a deeper sustained engagement with users that results in deeper learning, greater behavior change, and sustained value. As such, the real key to understanding how to strategize, design, and deploy serious games in domains such as health, education, and training lies in understanding the basic psychological needs of users, designing experiences that facilitate these needs to intrinsically deepen motivation and achieve the desired goals. This session will review a highly validated applied model of motivation - the "Player Experience of Need Satisfaction" - that is based in 30 years of behavioral science research using a leading theory of motivation (Self-Determination Theory). Examples of practical application in education, health care, and other domains will be given throughout the talk to provide the audience with clear, practical takeaways.

TRANSCRIPT

Scott Rigby, Ph.D.Immersyve, Inc.

www.immersyve.com

Integrating Media and EmpiricismIntegrating Media and Empiricism

Health Care•Deeper and Broader Reach•Lifestyle/Preventative Health•Greater Adherence

Training•Greater Engagement•Deeper Processing•Greater Productivity/Expertise

Education•Chalk vs. iPads•Effective Learning•Global Competition

We need to We need to motivate and sustain engagement motivate and sustain engagement in a in a world of increasing choice and volitionworld of increasing choice and volition

Core Model: Basic Psychological NeedsCore Model: Basic Psychological Needs

The satisfaction of these needs leads to more value The satisfaction of these needs leads to more value and positive outcomesand positive outcomes

• Sustained Engagement

• Value

• Deeper Learning

• Vitality/Energy

Autonomy

Competence

Relatedness

Facilitating these needs is associated Facilitating these needs is associated with…with…Sustained health (physical and mental)Increased Creativity Greater VitalityDeeper information processing (learning and training)Greater satisfaction at work and in relationshipsAnd…

““Player Experience of Need Satisfaction” Player Experience of Need Satisfaction” (PENS)(PENS)

Gamification:Gamification:Need Satisfaction vs. “Fun”Need Satisfaction vs. “Fun”

PENS predicts sustained engagement over nine months. “Fun” does not

This also supports the idea that Need satisfaction (PENS) is explaining fun at a deeper level

MultipleRegression

Analysis

** means that statistically there is a greater than 99% chance PENS is predicting these outcomes

Study Example: 800+ players

GRANULAR Competence Feedback

GRANULAR Competence Feedback

SUSTAINED competence feedback

SUSTAINED competence feedback

CUMULATIVE Competence

Feedback

CUMULATIVE Competence

Feedback

This is meaningful because it is

opening up new opportunities and a sense of power

and ability

This is meaningful because it is

opening up new opportunities and a sense of power

and ability

Tank Healer

Nice shot Bob

I’ve got your back…

Motivation is a continuumMotivation is a continuum

Intrinsic Motivation

• Inherent Satisfaction

• Autotelic

• Inherent Satisfaction

• Autotelic

ExtrinsicMotivation

External Introjected Identified Integrated

-Control with rewards & punishments-Compliance

-Control with rewards & punishments-Compliance

-Guilt/Shame-Self-pressure-Ego-involvement

-Guilt/Shame-Self-pressure-Ego-involvement

-Self truly endorses & values goal

-Self truly endorses & values goal

-Goals are integrated-Goals are integrated

You’ve Just Won the

“I’ve Won A Lot of Badges”

Badge!

You’ve Just Won the

“I’ve Won A Lot of Badges”

Badge!

The Undermining Effect: Deactivation of Bilateral Striatum as a Function of Rewards in

Subsequent Performance

The Undermining Effect: Deactivation of Bilateral Striatum as a Function of Rewards in

Subsequent Performance

Control Group

Reward Group

The Undermining Effect: Deactivation of Bilateral Striatum as a Function of Rewards in

Subsequent Performance

The Undermining Effect: Deactivation of Bilateral Striatum as a Function of Rewards in

Subsequent Performance

Control Group

Reward Group

Why the “Biggest Loser” model is the Biggest Loser Why the “Biggest Loser” model is the Biggest Loser Extrinsic rewards have a strong negative impact on

sustained healthy change as well as satisfaction

Kill Puppy

Kill Puppy

Intrinsic vs. Extrinsic IncentivesIntrinsic vs. Extrinsic Incentives

Intrinsic Motivation is a

stronger predictor of

sustained engagement

Intrinsic Motivation is a

stronger predictor of

sustained engagement

Motivational Metrics in Interactive Entertainment:Motivational Metrics in Interactive Entertainment:“Player Experience of Need Satisfaction” (PENS)“Player Experience of Need Satisfaction” (PENS)

Metric Example Target Questions

Competence • Is the player satisfied with the level of challenge in the game?• Do they feel they have the opportunity to stretch themselves,

but also to express their mastery (e.g. dominate)?

Autonomy • Does the player feel a sense of volition during play? Do they perceive choice and opportunity in what to do and how to do it? (“Opportunities for Action”)

• Does the player feel “volitional engagement” in the game’s story and path of action?

Relatedness • Does the player feel like NPC characters care about them/that they “matter”?

• Do multiplayer mechanics and design structures encourage support and meaningful collaboration in coop play?

• Do competitive mechanics maximize informational feedback for all players (even after a loss), and minimize shame?

Control Mastery • Does the player feel a sense of mastery of the controls, such that they can easily translate their intentions into action, easily and intuitively?

Feature and Trade-off AnalysisFeature and Trade-off Analysis

e.g. Features/Content PENS AnalysisSustained Enjoyment

Game Mechanic 1

Game Mechanic 2 - -

Game Mechanic 3 -

Game Mechanic 4 - -

Game Mechanic 5 - -

Game Mechanic 6Comp. Aut. Rel.

PENS testing assists with trade-off analyses

Assists in understanding why customers are enjoying/not enjoying features and content

Facilitating Need SatisfactionFacilitating Need Satisfaction

Intrinsic Motivation

• Inherent Satisfaction

• Autotelic

• Inherent Satisfaction

• Autotelic

ExtrinsicMotivation

External Introjected Identified Integrated

-Control with rewards & punishments-Compliance

-Control with rewards & punishments-Compliance

-Guilt/Shame-Self-pressure-Ego-involvement

-Guilt/Shame-Self-pressure-Ego-involvement

-Self truly endorses & values goal

-Self truly endorses & values goal

-Goals are integrated-Goals are integrated

Relations between Autonomous Motivation and Relations between Autonomous Motivation and Academic Goals, Values, & Learning StrategiesAcademic Goals, Values, & Learning Strategies

Note. * p < .05, ** p < .01, *** p < .001; Yamauchi & Tanaka (1998)

.13*.16**.40***.38***Surface Process

.56***.54***.27***-.04Deep Process

Learning Strategies

.58***.49***.24***-.02Valuing of outcomes

-.42***-.37***-.02.19***Work-Avoidance Orientation

*

.62***.58***.37***.15**Learning Orientation

Goal Orientation

IntrinsicIdentifiedIntrojectedExternalSubscales

Correlations of motivational constructs and Total Moderate-Intensity Exercise per ACSM/AHA guidelines

External Regulation

-.18

Introjected Regulation

.22

Identified Regulation

.45***

Intrinsic Motivation

.34*

Controlled Motivation

.05

Autonomous Motivation

.42**

Autonomy Support

Control

Amotivation

ExternalRegulation

IdentifiedRegulation

IntrojectedRegulation

IntrinsicMotivation

Persistence10 mo.

Persistence 22 mo.

-.38

.44

.54

.25

-.41

.34

-78

.28

.48

.35

.28

.43

.21

-.28

-.67

-.87

Persistence as a Function of Coaching Climate Persistence as a Function of Coaching Climate and Motivationand Motivation

BehavioralBehavioral

MotivationalMotivational

Does X Does X

Why?Why?

I did X because I should…

I did X because I should…

X is awesome!X is awesome!

X is dull, but will get me Y…X is dull, but

will get me Y…

BehavioralBehavioral MotivationalMotivational

Scott Rigbyscott@immersyve.com

www.immersyve.comTwitter: @csrigby

Other Resources

Presentations and Papers:

www.immersyve.com/downloads

Latest Book: “Glued to Games”

Other Resources

Presentations and Papers:

www.immersyve.com/downloads

Latest Book: “Glued to Games”

Useful Links:

www.seriousplayconference.comwww.seriousgamesdirectory.comwww.seriousgamesassociation.com

Contact:

sbohle@seriousgamesassociation.com

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