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The 5 Domains of Play Motivational Ergonomics Jason VandenBerghe Creative Director, Ubisoft. “The 4 Domains of Play”. I showed it to my sister. Prof. Hemovich. “Why are you using all these old models?” “ How does the Big 5 fit in to this? ”. My talk. Thanks, sis.
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The 5 Domains of PlayMotivational ErgonomicsJason VandenBergheCreative Director, Ubisoft
I showed it to my sister. Prof. Hemovich • “Why are you usingall these old models?” • “How does the Big 5fit in to this?”
My talk. Thanks, sis.
Openness to Experience Conscientiousness Extraversion The Big 5 (O.C.E.A.N.) Agreeableness Neuroticism
What part of psychologyis so important to games that everydesigner must learn it?
A psychological model is required to analyze any and all player behavior.
We all start with the same model. “Other people are like me!”
Instinctive Conscious
Openness to Experience Conscien-tiousness Extraversion Neuroticism Agreeable-ness Domains of Motivation (5)
Facets of Motivation (30)
Science! This one.
Openness to Experience Distinguishes imaginative, creative motivations from down-to-earth, conventional ones.
Novelty (Openness to Experience) Distinguishes open, imaginative experiences from repeating, conventional ones.
Openness to Experience Fact-Orientation Imagination Artistic Interests Practical Interests Unemotionality Emotionality Adventurousness Desire for Routine Intellect People & Things Liberalism Traditionalism
Openness to Experience Fact-Orientation Imagination Adventurousness Desire for Routine
Openness to Experience Fact-Orientation Imagination
Openness to Experience Adventurousness Desire for Routine
Conscientiousness Deals with the way we control, regulate, and direct our impulses.
Challenge (Conscientiousness) Deals with how much effort and/or self-control the player is expected to use.
Conscientiousness Un-Self-Efficacy Self-Efficacy Disorganization Orderliness Resistance Dutifulness Contentment Achievement-Striving Procrastination Self-Discipline Impulsiveness Cautiousness
Conscientiousness Un-Self-Efficacy Self-Efficacy Contentment Achievement-Striving
Extraversion Deals with the tendency to seek out stimulationand the company of others.
Stimulation (Extraversion) Deals with the stimulation level and social engagement of play.
Extraversion Reservedness Friendliness Non-gregariousness Gregariousness Receptiveness Assertiveness Activity Level (low) Activity-Level (high) Excitement-Aversion Excitement-Seeking Inexpressiveness Cheerfulness
Extraversion Non-gregariousness Gregariousness Excitement-Aversion Excitement-Seeking
Agreeableness Reflects differences in concern with cooperation and social harmony.
Harmony (Agreeableness) Reflects the rules of player-to-player interactions.
Agreeableness Skepticism Trust Guardedness Straightforwardness Non-Altruism Altruism Competition Accommodation Modesty Immodesty Sympathy Indifference
Agreeableness Competition Accommodation Sympathy Indifference
Neuroticism Reflects a tendency to experience (or not experience)negative emotions.
Threat Reflects a tendency to quit when the game is otherwise enjoyable.
Novelty Openness to Experience Challenge Conscientiousness Stimulation Extraversion Harmony Agreeableness Threat Neuroticism
Play-Acting Learn to play like people you don’t naturally understand.
The Model? Shooter players don’t look up.