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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.
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Scott Rigby, Ph.D. Immersyve, Inc. www.immersyve.com
Integrating Media and Empiricism Integrating Media and Empiricism
Health Care •Deeper and Broader Reach •Lifestyle/Preventative Health •Greater Adherence Education •Chalk vs. iPads •Effective Learning •Global Competition Training •Greater Engagement •Deeper Processing •Greater Productivity/Expertise
We need to We need to motivate and sustain engagement motivate and sustain engagement in a world of increasing choice and volition world of increasing choice and volition in a
Core Model: Basic Psychological Needs Core Model: Basic Psychological Needs
The satisfaction of these needs leads to more value The satisfaction of these needs leads to more value and positive outcomes and positive outcomes Autonomy • Sustained Engagement • Value Competence • Deeper Learning • Vitality/Energy Relatednes s
Facilitating these needs is associated Facilitating these needs is associated with… with… Sustained health (physical and mental) Increased Creativity Greater Vitality Deeper information processing (learning and training) Greater satisfaction at work and in relationships And…
“ “Player Experience of Need Satisfaction” Player Experience of Need Satisfaction” (PENS) (PENS)
Gamification: Gamification: Need Satisfaction vs. “Fun” Need Satisfaction vs. “Fun” Study Example: 800+ players PENS predicts sustained engagement over nine months. “Fun” does not Multiple Regression Analysis ** means that statistically there is a greater than 99% chance PENS is predicting these outcomes This also supports the idea that Need satisfaction (PENS) is explaining fun at a deeper level
CUMULATIVE Competence CUMULATIVE Competence Feedback Feedback SUSTAINED competence SUSTAINED competence feedback feedback GRANULAR Competence GRANULAR Competence Feedback Feedback
This is meaningful because it is opening up new opportunities and a sense of power This is meaningful because it is opening up new opportunities and a sense of power and ability and ability
Tank Healer
Nice shot Bob I’ve got your back…
Motivation is a continuum Motivation is a continuum Extrinsic Motivation Intrinsic Motivation External Introjected Identified Integrated • Inherent Satisfaction • Autotelic -Control with rewards & punishments -Compliance -Guilt/Shame -Self-pressure -Ego-involvement -Self truly endorses & values goal -Goals are integrated
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