or enjoyment in the task itself • Intrinsic motivation exists within the individual, rather than relying on external pressures or a desire for reward Extrinsic Intrinsic
tend to be driven by a need to grow and gain fulfilment • It proposes three psychological needs that if satisfied, allow for optimal function and growth as human beings • Autonomy, Competency, Relatedness http://www.selfdeterminationtheory.org/theory/ Self-Determination Theory
high quality form of motivation and engagement for activities • Can you think of an activity which supports these three things well? Self-Determination Theory
time Intrinsically rewarding Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
underlying a problem • Developed by Sakichi Toyoda, it was used within the Toyota Motor Corporation during the evolution of its manufacturing methodologies 5 Whys Seiter, C. (2014) The 5 Whys Process We Use to Understand the Root of Any Problem.
is dead • Why? The alternator is not functioning. • Why? The alternator belt has broken. • Why? The alternator belt was well beyond its useful service life and not replaced. • Why? The vehicle was not maintained according to the recommended service schedule. Example Seiter, C. (2014) The 5 Whys Process We Use to Understand the Root of Any Problem.
about reality • Peril #2: What is true of one person’s experiences may not be true for others Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
world or that exist only in their dreams, test thoughts and desires in a safe and controlled environment – extends to fantasy, simulation and boundary breaking.
of game qualities picked out from various definitions. • Games are entered wilfully • Games have goals • Games have conflict • Games have rules • Games can be won and lost • Games are interactive • Games have challenge • Games can create their own internal value • Games engage players • Games are closed, formal systems Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
to get more points than the other team •Find a way to get to the finish line before the other players •Find a way to get the golf ball into the hole •Find a way to destroy the other player before they destroy you Some examples from The Art of Game Design, Jesse Schell, 2008
Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
amount of territory or resources (e.g., Risk) • Prediction. Often found in party or gambling games and luck is involved in making a prediction. (e.g., Roulette) • Spatial Reasoning. Often you need to consider how your game pieces work together to create a successful winning strategy (e.g., Tetris). • Survival. This core banks on our natural instincts to survive and is found in many action games. (e.g., Dark Souls) • Destruction. A game with this core allows players to wreck havoc on most things in the game. (E.g., FPS)
is a core of many games. (E.g., Minecraft or Sim City) • Collection. The need to collect, own and match things is deeply ingrained in humans. (E.g., Pokemon) • Chasing or Evading. This appeals to our fight-or- flight response and often works as a driving core in games. (E.g., Pac-man) • Trading. Players will often to exchange resources and negotiate with one another. (e.g., Settlers of Catan) • Race-to-the-end. This core dynamic is very simple to implement (e.g., Car racing games).
territory or resources (e.g., Risk) •Prediction. Often found in party or gambling games and luck is involved in making a prediction. (e.g., Roulette) •Spatial Reasoning. Often you need to consider how your game pieces work together to create a successful winning strategy (e.g., Tetris). •Survival. This core banks on our natural instincts to survive and is found in many action games. (e.g., Dark Souls) •Destruction. A game with this core allows players to wreck havoc on most things in the game. (E.g., FPS)
core of many games. (E.g., Minecraft or Sim City) • Collection. The need to collect, own and match things is deeply ingrained in humans. (E.g., Pokemon) • Chasing or Evading. This appeals to our fight-or- flight response and often works as a driving core in games. (E.g., Pac-man) • Trading. Players will often to exchange resources and negotiate with one another. (e.g., Settlers of Catan) • Race-to-the-end. This core dynamic is very simple to implement (e.g., Car racing games). Mechanics
ideas 2. The cards are there to help, pick one card from each pile 3. Use a different post-it note for each idea 4. Focus on interactive ideas 5. No idea is silly!