the gamer brain using psychology in game design to boost fun and profitability erik asmussen

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The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

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Page 1: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

The Gamer Brain

Using psychology in game design to boost fun and profitability

Erik Asmussen

Page 2: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Topics!

•Using psychology to make games fun

•Using psychology to make money

•A case study (in progress)

Page 3: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Who’s this guy?•Started developing iOS in

March 2010

•Left regular job in July 2010

•13 published apps, 2 in active development, a bunch more in planning stages

•No formal CS background

•Studied Psychology and Neuroscience instead

Page 4: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Using Psychology to make games

fun

Page 5: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Why do we game?•We spend thousands of

hours/dollars gaming every year, for limited benefit.

•Gaming has a very high level of intrinsic reward.Why are games

fun?

i.e. “Fun”

Page 6: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Our Rat Brain

Page 7: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Rat Brain Psychology

•Motivation comes from the “Four F’s”:

- Feeding

- Fleeing

- Fighting- Reproduction

• Gaming emulates the conditions that trigger these responses

Page 8: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Rat Brain Games: Feeding

•Games that require planning for the future, allocation of resources, and constant attention to maintain stasis

Page 9: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Rat Brain: Fleeing/Fighting•Games that create (and

resolve) tense emotional states, require fast reflexes and heightened attention levels

Page 10: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Rat Brain: Reproduction

•Exaggerated Physical Characteristics

•Competition and Dominance

Page 11: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Skinner Boxes•But simple stimulus/response behavior can

not explain (the majority) of games’ appeal

Page 12: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Higher-level Motivation

•Three main sources:

•Autonomy

•Mastery

•Purpose

Drive, Daniel H. Pink, 2009

Page 13: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Autonomy•Having the ability to direct your

own actions, explore where you want, determine your own tactics

Page 14: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Mastery•Self-improvement, purposeful

training, learning from feedback, becoming more proficient

•Gaining an understanding of a novel environment and its rules

•Telling < Showing < Self-discovery

Page 15: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Purpose

•Achieving something that ‘matters’

Page 16: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Flow• A state of consciousness of

concentration and deep enjoyment

• Triggered by ideal challenge level and high motivation

• Happens with work too (e.g. Game Development)

• It’s the context that determines motivation, not the action itself

• Developers can control games’ context

• But the real world is too complex for optimal autonomy/mastery/purpose scenarios

Page 17: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Using Psychology to Make Money

Page 18: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Emerging Revenue Models

•Classic Model:- Make a game players enjoy- They will tell their friends, and buy future games- Profit!!

• New model:- Make a free game that players will check out- Hook them and make them spend real money to purchase in-game items- Profit!!

Page 19: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Freeconomics

Page 20: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Manipulation and Morality

•Freemium games are where these boundaries of game design morality are really getting tested

•Good game design will frequently tap into a number of these (human and rat brain) sources of intrinsic motivation

•Using motivation to increase game satisfaction vs. using motivation to increase revenue

Page 21: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Manipulation and Morality

•They are not inherently ‘good’ or ‘evil’

•Too much rat brain motivation begins to feel like manipulation...

•...but if the gamer ultimately enjoys the experience, is there a problem?

•Lots of grey area

Page 22: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

The Basics

•People will pay for things that have value to them

•If you want to make money, you need to add or create value

•Value is heavily dependent on context

Page 23: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Creating perception of value

•Value can be created by applying expertise in order to process raw materials into an end product of higher function or aesthetic appeal

•But game designers can create value from thin air

Page 24: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

How do you create value in a game?

•Enhances gameplay/empowers player- Bigger guns, novel maps, new challenges

•Remove barrier or something annoying- Faster reloading, fast travel, bypass grinding

•Scarcity

•Opportunity Cost (double XP)

•Save real-world time- “Smurfberries”

Page 25: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Smurfberries (cont’d)

•Any in-game currency that saves you time, and can purchase powerful in-game items

•Can only be earned in rare situations, by completing annoying tasks, or by paying real money

•Your own time has extremely high value

= Selling your own time back to you

Page 26: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

The false dilemma

•Player can either:- Wait for a really long time- Do some annoying thing- Pay real money

•Of course, player can also:- Not play the game

•“Do you want to clean you room before or after dinner?”

Page 27: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Anchoring•One option that is

cheap, another that is more expensive but a ‘better value’

•One very expensive option to make the other ones seem cheaper

Page 28: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Player Disempowerment

•First five or six levels progress extremely fast

•Next level takes a MUCH longer time to complete (“The Wall”)

•Player becomes accustomed to positive reinforcement of leveling, it is now withdrawn, feels urge to speed up process

Page 29: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Reinforcement Schedules

BOOORR

RINNGG

BOOORR

RINNGG

Page 30: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Reinforcement Schedules

•Reward timing is very critical

•Random Rewards = extremely high response

•They just have to not know it’s coming

Page 31: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Don’t be evil

•These tactics are effective, but are they moral?

•How will you balance making money vs. making the game you want to build?

Page 32: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

The Arms Race•Need to make money! But more and

more resistance to paying upfront.

•Both gamers and developers making the ‘rational choice’

Page 33: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

The Arms Race•So how much will game design change

in order to make money?

•Can you still design the game you want to build, while incorporating these elements?

•Will players begin resisting freemium as well?

•What’s the next phase of this battle?

Page 34: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

A Case Study

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Initial Challenges

•No Money

•Do everything myself

•Don’t know what I’m doing

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Progression

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Earnings

•Rough equivalent of minimum-wage job

Page 38: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

What have I learned?

• Single-player experience is important

• Polish is critical (e.g. visual feedback)

• Small & focused is a better approach

• Turn-based much better than simultaneous multiplayer

• Users are (almost) never happy = scope creep

• Good reviews ≄ High Sales

• Game forums are your friend

• Good idea to supplement with other work

Page 39: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Pricing Strategies

•Paid

•Free

•Free->Paid

•Paid and Free

•Paid->Free->Paid->Free->Paid->Free (Periodic Sales) works the best

Page 40: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

The power of app sales• Get picked up by twitter-bots and auto-blogs on mainstream

media sites

• Helps if you have a few contacts in the media to magnify

• 60k free downloads in a weekend vs. 20k lifetime (paid and free)

Page 41: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

The power of app sales

•Hilariously, Colony Lite (which was free the whole time) had about 50 downloads during the same period

Page 42: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Other Tips

•Download top app store games and see what they do well

Page 43: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Other Tips•Iterate! Keep building new stuff all

the time

Source: www.streamingcolour.com dev survey

Page 44: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Other Tips

•Get an artist

vs.

Luigi GuatieriMe

Page 45: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

A New Approach•Extremely

simple mechanic

•Designed to make the primary action as rewarding as possible using psychological principles

Page 46: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

A New Approach

Page 47: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Will it work?

•TBD

•But it’s a great game design exercise

•Pros:- This perspective can help solve game design challenges

•Cons: - Artistic Compromise? Maybe evil? Or just being practical?

Page 48: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Summary• As a game developer, you have entire control

over the motivational context for players

• The Four F’s and Autonomy, Mastery, and Purpose, can increase user enjoyment and revenue

• Create value for your players

• There are other, sneakier tactics you can use to affect players’ behavior, please use responsibly

• Game design is being changed based on new revenue models

• Iterate, start small, polish, and try app sales

Page 49: The Gamer Brain Using psychology in game design to boost fun and profitability Erik Asmussen

Thanks!

[email protected]

@82apps

www.82apps.com