Space to play

Tree by Pocketmonsterd on Flickr

The lan­guages you’ve mas­tered shape your think­ing. Nouns, verbs, adjectives…if you think of your day-to-day inter­ac­tions on the web it’s clear the lan­guage you’re using is (very) lim­it­ed. Does that lim­it your range of thoughts, and the things you’re able to express? Cer­tain­ly, I’d say.

A quote from an old Ben Cer­ve­ny bio found in the Doors of Per­cep­tion muse­um:

Cer­ve­ny is inter­est­ed in har­ness­ing the com­pu­ta­tion­al pow­er of plat­forms like Playstation2 to cre­ate sim­u­la­tions with basic rule-sets that allow com­plex­i­ties to emerge, form­ing pat­terns of behav­iour and inter­ac­tion that peo­ple instinc­tive­ly parse. He believes that this essen­tial human abil­i­ty to find pat­terns in com­plex sys­tems remains untapped by cur­rent “click on the smi­ley face to buy our prod­uct” inter­faces. “There is a cer­tain algo­rith­mic light­ness to a basic rule­set, like that of the game Go,” he argues. “Espe­cial­ly as it replaces a top-down spec­i­fi­ca­tion for human-com­put­er interactions.“ ‘

That was in 2001. Game-like inter­ac­tions have the poten­tial for expand­ing your think­ing. Sta­men—where I’m told Cer­ve­ny is spend­ing part of his time—is doing this with datasets. 

Recent­ly, I’ve been asked by sev­er­al peo­ple to come up with con­crete exam­ples for my “play­ful” shtick. I’m wor­ried that peo­ple expect stuff that makes a typ­i­cal UI more play­ful. Like a sauce. That’s nev­er been my intention.

The exam­ples I’m con­sid­er­ing (which I intend to describe as pat­terns) are of a more struc­tur­al kind. When I point to emer­gent behav­iour in games, I’m not kidding—the idea here is to allow for sur­pris­ing results. Results that you as a design­er have not fore­seen. Space to play. That’s what sets the typ­i­cal web inter­ac­tion apart from some­thing like Digg Labs.

Play is free move­ment with­in a more rigid struc­ture”. There is (almost) no free move­ment in your typ­i­cal web app. That’s why I would not call it play­ful. These apps are designed to fit pre­de­fined user sce­nar­ios and eval­u­at­ed based on how well they sup­port them. No sur­prise they turn out bor­ing in stead of fun. 

How­ev­er: Not every web app has to be play­ful, because not every web app is try­ing to teach you something.

In DOET Nor­man writes on p.124:

What are not every­day activ­i­ties? Those with wide and deep struc­tures, the ones that require con­sid­er­able con­scious plan­ning and thought, delib­er­ate tri­al and error: try­ing first this approach, then that—backtracking. Unusu­al tasks include […] intel­lec­tu­al games: bridge, chess, pok­er, cross­word puz­zles, and so on.“1

So that’s why I believe much of the foun­da­tions of human-cen­tered design are not applic­a­ble to play­ful experiences—the teach­ings of Nor­man are aimed at every­day activ­i­ties. The activ­i­ties that are not aimed at mak­ing you smarter, at giv­ing you new insights. 

On the web (and in com­put­ing in gen­er­al) we’ve moved beyond util­i­ty. If we keep design­ing stuff using meth­ods derived from Don­ald Nor­man’s2 (and oth­er’s) work, we’ll nev­er get to play­ful experiences.

  1. Nor­man has a blind spot for dig­i­tal games, although he does include a NES as an exam­ple in his book. About this he admits he made “a few attempts to mas­ter the game” (p.138). []
  2. I’ll be speak­ing at a con­fer­ence that has Mr. Nor­man as keynote speak­er. I mean no dis­re­spect. []

Adaptive design and transformative play

2006APR201648 by bootload on Flickr

Allow­ing peo­ple to change parts of your prod­uct is play­ful. It has also always ‘just’ seemed like a good thing to do to me. You see this with with peo­ple who become pas­sion­ate about a thing they use often: They want to take it apart, see how it works, put it back togeth­er again, maybe add some stuff, replace some­thing else… I’ve always liked the idea of pas­sion­ate peo­ple want­i­ng to change some­thing about a thing I designed. And it’s always been a dis­ap­point­ment when I’d find out that they did not, or worse—wanted to but weren’t able to.

Appar­ent­ly this is what peo­ple call adap­tive design. But if you Google that, you won’t find much. In fact, there’s remark­ably lit­tle writ­ten about it. I was put on the ter­m’s trail by Matt Webb and from there found my way to Dan Hill’s site. There’s a lot on the top­ic there, but if I can rec­om­mend one piece it’s the inter­view he did for Dan Saf­fer­’s book on inter­ac­tion design. Read it. It’s full of won­der­ful ideas artic­u­lat­ed 100 times bet­ter than I’ll ever be able to.

So why is adap­tive design con­ducive to the play­ful­ness of a user expe­ri­ence? I’m not sure. One aspect of it might be the fact that as a design­er you explic­it­ly relin­quish some con­trol over the final expe­ri­ence peo­ple have with your…stuff.1 As Matt Webb not­ed in an end-of-the-year post, in stead of say­ing to peo­ple: “Here’s some­thing I made. Go on—play with it.” You say: “Here’s some­thing I made—let’s play with it togeth­er.”

This makes a lot of sense if you don’t think of the thing under design as some­thing that’ll be con­sumed but some­thing that will be used to cre­ate. It sounds easy but again is sur­pris­ing­ly hard. It’s like we have been infect­ed with this hard-to-kill idea that makes us think we can only con­sume where­as we are actu­al­ly all very much cre­ative beings.2 I think that’s what Gen­er­a­tion C is real­ly about.

A side­track: In dig­i­tal games, for a long time devel­op­ments have been towards games as media that can be con­sumed. The real changes in dig­i­tal games are: One—there’s a renewed inter­est in games as activ­i­ties (par­tic­u­lar­ly in the form of casu­al games). And two—there’s an increase in games that allow them­selves to be changed in mean­ing­ful ways. These devel­op­ments make the term “replay val­ue” seem ready for extinc­tion. How can you even call some­thing that isn’t inter­est­ing to replay a game?3

In Rules of Play, Salen and Zim­mer­man describe the phe­nom­e­non of trans­for­ma­tive play—where the “free move­ment with­in a more rigid struc­ture” changes the men­tioned struc­ture itself (be it intend­ed or not). They hold it as one of the most pow­er­ful forms of play. Think of a sim­ple house rule you made up the last time you played a game with some friends. The fact that on the web the rules that make up the struc­tures we designed are cod­i­fied in soft­ware should not be an excuse to dis­al­low peo­ple to change them. 

That’s true lit­er­a­cy: When you can both read and write in a medi­um (as Alan Kay would have it). I’d like to enable peo­ple to do that. It might be hope­less­ly naive, but I don’t care—it’s a very inter­est­ing challenge.

  1. That’s a com­fort­able idea to all of the—cough—web 2.0 savvy folk out there. But it cer­tain­ly still is an uncom­fort­able thought to many. And I think it’d sur­prise you to find out how many peo­ple who claim to be “hip to the game” will still refuse to let go. []
  2. Note I’m not say­ing we can all be design­ers, but I do think peo­ple can all cre­ate mean­ing­ful things for them­selves and oth­ers. []
  3. Yes, I am a ludol­o­gist. So shoot me. []

Spectra of learnability

They gave us Don­ald Nor­man’s The Design of Every­day Things1 to read in inter­ac­tion design school. I remem­ber read­ing it and—being young an cocky—finding it all very com­mon sense and “Why do they ask us to read this stuff?” And so on.2

I am reread­ing it now, in the hopes of sharp­en­ing my argu­ment for play­ful user experiences. 

(There are a lot of things I want to blog about actu­al­ly, such as how Hill and Webb’s adap­tive design reminds me of Salen & Zim­mer­man’s trans­for­ma­tive play, why Cook rejects MDA while Saf­fer embraces it and more.)

Any­way, my new copy of DOET has a nice intro­duc­tion by Nor­man in which he sum­ma­rizes a few core con­cepts form the book. On page xi—writing on con­cep­tu­al models—he writes: 

[G]ood design is … an act of com­mu­ni­ca­tion between the design­er and the user, … all the com­mu­ni­ca­tion has to come about by the appear­ance of the device itself.” 

In oth­er words, if you can’t fig­ure “it” out by just look­ing at it, it’s not well designed. Where “fig­ure it out” basi­cal­ly means under­stand how to oper­ate “it” suc­cess­ful­ly. Of course this is an impor­tant con­cept, but I think some­thing’s missing. 

In games, it’s not enough just to be able to fig­ure out how to make Mario jump—for instance—you want to learn how to jump well.

It’s about skill and mas­tery in oth­er words. A “Nor­man Door” (a door that is dif­fi­cult to open) can be fixed so that peo­ple can open the door eas­i­ly. But a door has a nar­row spec­trum of learn­abil­i­ty. Or as Koster would prob­a­bly say: The pat­tern to “grok” is real­ly simple. 

Figure 1: A door’s spectrum of learnability

And any­way, why would you want to become a mas­ter at open­ing doors, right?

But a lot of the things I’m work­ing on (for instance cre­ative tools, but also toy-like envi­ron­ments) have more com­plex pat­terns and there­fore (wether I like it or not) have a wider spec­trum of learn­abil­i­ty. And that’s where usabil­i­ty alone is not enough. That’s where in test­ing, I’d need to make sure peo­ple don’t just under­stand how to do stuff by look­ing at it. (That’s the start, for sure.) But I also want to be able to tell if peo­ple can get bet­ter at doing stuff. Because if they get bet­ter at it, that’s when they’ll be hav­ing fun.

Figure 2: A toy’s spectrum of learnability

  1. Or The Psy­chol­o­gy of Every­day Things as it was then titled. []
  2. I still con­sid­er myself young, only slight­ly less cocky. []

Slides for my Oslo UXnet meetup talk

Last night I pre­sent­ed at the Jan­u­ary UXnet meet­up in Oslo. When Are invit­ed me to come over I thought I’d be talk­ing to maybe 60 user expe­ri­ence peo­ple. 200 showed up—talk about kick­ing off the year with a bang. I think the crew at Netlife Research may just have writ­ten UXnet his­to­ry. I’m not sure. (Don’t believe me? Check out the RSVPs on the even­t’s page at Meetup.com)

The talk went OK. I had 20 min­utes, which is pret­ty short. I fin­ished on time, but I had to leave out a lot of exam­ples. The orig­i­nal talk on which this was based is a 2 hour lec­ture I deliv­er at UX com­pa­nies. (I did this last year for instance at InUse.)

The lack of exam­ples was the biggest point of crit­i­cism I got after­wards. I’ll try to make up for that a bit in a lat­er post, list­ing some exam­ples of web sites and apps that I would call in some way play­ful. Stay tuned.

For now, here are the slides (no notes I’m afraid, so it’ll be hard to make any sense of them if you weren’t there). Thanks to Are Hal­land for invit­ing me. And greet­ings to all my friends in Oslo. You’ve got a beau­ti­ful UX thing going on there.

Speaking, lots and lots of speaking

First, the bad news: I won’t be able to make it to Inter­ac­tion 08. Which sucks, because it looks like it’s going to be a won­der­ful con­fer­ence with a smart crowd attend­ing. I would have loved to meet up with friends there. And of course I was look­ing for­ward to shar­ing my ideas on play­ful products.

There’s plen­ty of oth­er events in the pipeline for me though, both big and small. Here’s a rundown:

Next week on Tues­day 16 Jan­u­ary I’ll be fly­ing to Oslo on invi­ta­tion of Are Hal­land at Netlife Research. I’ll do a short pre­sen­ta­tion at the UXnet meet­up, focused on the appli­ca­tion of game design to UX for the web.

Short­ly after that, I’ll be par­tic­i­pat­ing in Bar­Cam­p­Copen­hagen. I’ll prob­a­bly do a ses­sion about my thoughts in mobile social gam­ing. Oth­er than that I’m look­ing for­ward to just hang­ing out with the Dan­ish geek crowd.

In Feb­ru­ary it’s time to cross the Atlantic to San Fran­cis­co for the Game Devel­op­ers Con­fer­ence. I’m speak­ing at GDC Mobile about design­ing casu­al gam­ing expe­ri­ences for Gen­er­a­tion C. I’m going to make good use of my com­pli­men­ta­ry all access pass. You’ll most like­ly find me play­ing weird stuff at the Inde­pen­dent Games Fes­ti­val.

One final engage­ment tak­ing place in June that I can already announce is From Busi­ness To But­tons, organ­ised by my friends at InUse. Here I’ll get a chance to talk about the stuff that I had planned for Inter­ac­tion 08: play, sto­ry­telling and com­plex sys­tems. Look­ing for­ward to it.

If you’re read­ing this, and hap­pen to be attend­ing any of these events. Do drop by and say hi. I’d love to meet and chat!

Game design is ‘just’ specialised interaction design

First of all my best wish­es to you for 2008. It’s been a bit qui­et around here lately—the last prop­er post was pub­lished Decem­ber 19. Shame on me. The usu­al apolo­gies apply: I’ve been busy doing work, but also spend some time catch­ing up with friends and fam­i­ly in the Nether­lands around the hol­i­days.

I was con­sid­er­ing doing the tra­di­tion­al look back at 2007 and per­haps post some res­o­lu­tions for the com­ing year, but I won’t. 2007 has segued into 2008. There­fore I feel it’s best to just dive in and tell you what’s been occu­py­ing my mind lately.

How exact­ly do the fields of game design and inter­ac­tion design relate? I’ve found myself strad­dling the line between the two more and more often. And what I’ve been won­der­ing: Can game design be con­sid­ered a spe­cialised sub-dis­ci­pline of inter­ac­tion design, or are the two equals with some over­lap? (Or can inter­ac­tion design per­haps even be con­sid­ered part of game design?)

Here’s a dia­gram of how I tend to think of the rela­tion­ship between the two fields: 

Venn diagram of IxD and GD as equals with some overlap

Seen this way, inter­ac­tion design and game design each have their own body of knowl­edge with some over­lap. From this per­spec­tive you could con­sid­er my work to be bro­ker­ing of some sort—passing infor­ma­tion back and forth between the two. I tend to place myself in the inter­ac­tion design cir­cle, mak­ing the occa­sion­al for­ay into game design ter­ri­to­ry and bring­ing back inter­est­ing stuff I find.

But there’s at least one oth­er way of look­ing at these two fields:

Venn diagram of GD as part of IxD

I was trained to be an inter­ac­tion design­er. But part of the cur­ricu­lum con­sist­ed of game design. Nowa­days inter­ac­tion design’s empha­sis on effi­cien­cy nat­u­ral­ly makes it irrec­on­cil­able with game design. At the Utrecht School of Arts, these two were not seen as being at odds with each oth­er. You can con­sid­er this a gross over­sight, or alter­na­tive­ly as proof of a far-reach­ing vision. Whatever.

In any case, it can be argued that (dig­i­tal) game design is sim­ply a very spe­cialised sub-dis­ci­pline of inter­ac­tion design. This is not to say it is in any way less valu­able than ‘reg­u­lar’ inter­ac­tion design. How­ev­er, it might help peo­ple in both fields to advance their prac­tice if they look at each oth­er this way. Which is more or less a sum­ma­ry of what I’ve been argu­ing ever since I went free­lance last year.

The prob­lem is of course that in real­i­ty the two fields—or to be more exact the two com­mu­ni­ties of prac­tice—are very much sep­a­rate from each oth­er. I’ve been try­ing to make some change there, in my own lit­tle way.

On the oth­er hand this might just be me try­ing to jus­ti­fy my inter­est in game design as an inter­ac­tion designer… 

But per­haps there’s some­thing more than just pro­fes­sion­al guilt at play here. I’m not sure yet. Some obser­va­tions that might sup­port one or the oth­er view:

  • Although their def­i­n­i­tion of games is very exact, Salen & Zim­mer­man’s def­i­n­i­tion of play is broad­er: “Play is free move­ment with­in a more rigid struc­ture.” Isn’t that an apt descrip­tion of what peo­ple do with any­thing interactive?
  • The Inter­ac­tion Design Asso­ci­a­tion defines inter­ac­tion design on their site and says it con­cerns: “the struc­ture and behav­ior of inter­ac­tive prod­ucts and ser­vices”. Sure­ly that includes dig­i­tal games?
  • I don’t have the book with me at the moment, but I seem to remem­ber Koster men­tion some­thing about game design ulti­mate­ly being about putting peo­ple in touch with each oth­er. Sounds like inter­ac­tion design to me.

In any case, as long as I need 400+ words to explain why I want to do both inter­ac­tion design and game design, I’ll be in trou­ble. Can you boil it down for me?

Playyoo goes beta

Today Playy­oo went beta. Playy­oo is a mobile games com­mu­ni­ty I have been involved with as a free­lance inter­ac­tion design­er since july of this year. I don’t have time for an elab­o­rate post-mortem, but here are some pre­lim­i­nary notes on what Playy­oo is and what part I’ve played in its conception.

Playyoo's here

Playy­oo brings some cool inno­va­tions to the mobile games space. It allows you to snack on free casu­al mobile games while on the go, using a per­son­al­ized mobile web page. It stores your high scores and allows you to inter­act with your friends (and foes) on an accom­pa­ny­ing reg­u­lar web site. Playy­oo is a plat­form for indie mobile game devel­op­ers. Any­one can pub­lish their Flash Lite game on it. Best of all — even if you’re not a mobile games devel­op­er, you can cre­ate a game of your own.

It’s that last bit I’ve worked on the most. I took care of the inter­ac­tion design for an appli­ca­tion imag­i­na­tive­ly called the Game Cre­ator. It allows you to take well known games (such as Lunar Lan­der) and give them your own per­son­al twist. Obvi­ous­ly this includes the game’s graph­ics, but we’ve gone one step fur­ther. You can change the way the game works as well.

Screenshot of my lolcats pairs game on Playyoo

So in the exam­ple of Lunar Lan­der you can make the space­ship look like what­ev­er you want. But you can also change the grav­i­ty, con­trol­ling the speed with which your ship drops to the sur­face. Best of all, you can cre­ate your own plan­et sur­face, as easy as draw­ing a line on paper. This is why Lunar Lan­der in the Playy­oo Game Cre­ator is called Line Lan­der. (See? Anoth­er imag­i­na­tive title!)

At the moment there are six games in the Game Cre­ator: Tic-Tac-Toe, Pairs, Revenge, Snake, Ping-Pong, and the afore­men­tioned Line Lan­der. There’s long list of oth­er games I’d like to put in there. I’m sure there will be more to come.

Since today’s launch, peo­ple have already start­ed cre­at­ing crazy stuff with it. There’s a maze-like snake game, for instance. And a game where you need to land a spi­der crab on the head of some per­son called Rebec­ca… I decid­ed to chip in with a pairs game full of lol­cats (an idea I’ve had since doing the very first wire­frame.) Any­way, the mind bog­gles to think of what peo­ple might come up with next! That’s the cool part about cre­at­ing a tool for cre­ative expression.

Screenshot of a Line Lander game in progress in the Playyoo Game Creator

So although mak­ing a game is very dif­fer­ent from play­ing one, I hope I man­aged to make it fun nonethe­less. My ambi­tion was to cre­ate a toy-like appli­ca­tion that makes ‘cre­at­ing’ a game a fun and engag­ing way to kill a few min­utes — much like Mii cre­ation on the Nin­ten­do Wii, or play­ing with Spore’s edi­tors (although we still haven’t had the chance to actu­al­ly play with lat­ter, yet.) And who knows, per­haps it’ll inspire a few peo­ple to start devel­op­ing games of their own. That would prob­a­bly be the ulti­mate compliment.

In any case, I’d love to hear your com­ments, both pos­i­tive and neg­a­tive. And if you have a Flash Lite com­pat­i­ble phone, be sure to sign up with Playy­oo. There is no oth­er place offer­ing you an end­less stream of snack sized casu­al games on your phone. Once you’ve had a taste of that, I’m sure you’ll won­der how you ever got by with­out it.

What should a casual MMOG feel like?

The prims are always greener by yhancik on Flickr

I’m find­ing myself in the start­ing phas­es of design­ing a casu­al MMOG (or vir­tu­al world, if you pre­fer that term). When I say design, I mean deter­min­ing the struc­ture and behav­iour of the world — inter­ac­tion design, in oth­er words. 

It’s an inter­est­ing chal­lenge (and a sig­nif­i­cant change from design­ing mobile games, to say the least). I can’t think of a class of games that has the poten­tial for more emer­gent phe­nom­e­na, both social and eco­nom­ic. This is tru­ly a sec­ond order design challenge.

Of course, the same old play­er needs still hold true, and tools and tech­niques such as sce­nar­ios and sto­ry­boards are just as use­ful here as in any oth­er project. But the need for an iter­a­tive, test dri­ven design and devel­op­ment process becomes huge­ly appar­ent once you start to think about all the effects you sim­ply can­not design directly.

You might think I’m involved with a WoW- or SL-like endeav­our. On the con­trary! The aim of the project is to bring some of the unique plea­sures of a vir­tu­al world to a mass (adult) audi­ence.1 That means mak­ing the expe­ri­ence more casu­al, more short-ses­sion.

Our play­ers will still want to feel relat­ed and socialise, but on their own terms. They’ll still want to feel autonomous and explore, but in short bursts of activ­i­ty. They’ll still want to feel com­pe­tent and achieve, but with­out hav­ing to make too huge an effort…

There’s plen­ty of move­ment in the space of casu­al, short-ses­sion MMOG’s. Some have dubbed them PMOGs — Pas­sive­ly Mul­ti­play­er Online Games — and focus on mak­ing them open sys­tems that inter­act with dai­ly life. I’m try­ing to imag­ine what — as a closed sys­tem — a casu­al MMO should feel like, what its aes­thet­ics (PDF) need to be. What, in oth­er words, would WoW or SL have turned out to be if Miyamo­to-san had designed it?

  1. Plus some oth­er more unique goals, that I won’t talk about just yet. []

My GDC Mobile 2008 proposal: accepted!

Mobile gaming by Kokeshi on Flickr

It does­n’t say so on the site yet, but I am on the pro­gram for next year’s GDC Mobile.1 Yes­ter­day I got the email that my talk — titled Design­ing a Casu­al Social Gam­ing Expe­ri­ence for Gen­er­a­tion C — has been accept­ed. To be hon­est I was quite sur­prised. I work in the blur­ry over­lap of the inter­ac­tion design and game design fields, have no actu­al game titles under my belt and pro­posed a weird sub­ject to boot. Who in their right mind would invite me to speak? Of course I am also real­ly excit­ed about this. GDC is the pro­fes­sion­al event for the games indus­try so I’m hon­ored to be part of it.2

My talk will be close­ly relat­ed to the things I’ve been work­ing on for Playy­oo. I’ll dis­cuss how short-ses­sion mobile games and a web based meta-game can inter­con­nect to cre­ate a social game expe­ri­ence that allows dif­fer­ent lev­els of play­er engage­ment. I’ll look at the ways you can align your game design with the expec­ta­tions of Gen­er­a­tion C: cus­tomiza­tion & per­son­al­iza­tion, recom­bi­na­tion and con­nect­ed­ness. I might post the extend­ed abstract some­time in the future, for now I’m just won­der­ing: Who else is going to GDC? What would you like to see me discuss?

Update: The con­fer­ence site has been updat­ed, here’s the descrip­tion of my ses­sion.

  1. Don’t be scared by the big Orc in the head­er of their site. []
  2. Now I just need to fig­ure out whether trav­el­ing to the US twice in one month is a fea­si­ble under­tak­ing. []

Game player needs and designing architectures of participation

How do you cre­ate a cor­po­rate envi­ron­ment in which peo­ple share knowl­edge out of free will?1 This is a ques­tion my good friends of Wemind2 are work­ing to answer for their clients on a dai­ly basis.3 We’ve recent­ly decid­ed to col­lab­o­ra­tive­ly devel­op meth­ods use­ful for the design of a par­tic­i­pa­to­ry con­text in the work­place. Our idea is that since knowl­edge shar­ing is essen­tial­ly about peo­ple inter­act­ing in a con­text, we’ll apply inter­ac­tion design meth­ods to the prob­lem. Of course, some meth­ods will be more suit­ed to the prob­lem than oth­ers, and all will need to be made spe­cif­ic for them to real­ly work. That’s the challenge.

Nat­u­ral­ly I will be look­ing for inspi­ra­tion in game design the­o­ry. This gives me a good rea­son to blog about the PENS mod­el. I read about this in an excel­lent Gama­su­tra arti­cle titled Rethink­ing Car­rots: A New Method For Mea­sur­ing What Play­ers Find Most Reward­ing and Moti­vat­ing About Your Game. The cre­ators of this mod­el4 want­ed to bet­ter under­stand what fun­da­men­tal­ly moti­vates game play­ers as well as come up with a prac­ti­cal play test­ing mod­el. What they’ve come up with is intrigu­ing: They’ve demon­strat­ed that to offer a fun expe­ri­ence, a game has to sat­is­fy cer­tain basic human psy­cho­log­i­cal needs: com­pe­tence, auton­o­my and relat­ed­ness.5

I urge any­one inter­est­ed in what makes games work their mag­ic to read this arti­cle. It’s real­ly enlight­en­ing. The cool thing about this mod­el is that it pro­vides a deep­er vocab­u­lary for talk­ing about games.6 In the arti­cle’s con­clu­sion the authors note the same, and point out that by using this vocab­u­lary we can move beyond cre­at­ing games that are ‘mere’ enter­tain­ment. They men­tion seri­ous games as an obvi­ous area of appli­ca­tion, I can think of many more (3C prod­ucts for instance). But I plan on apply­ing this under­stand­ing of game play­er needs to the design of archi­tec­tures of par­tic­i­pa­tion. Wish me luck.

  1. Tra­di­tion­al­ly, shar­ing knowl­edge in large organ­i­sa­tions is explic­it­ly reward­ed in some way. Arguably true knowl­edge can only be shared vol­un­tar­i­ly. []
  2. Who have been so kind to offer me some free office space, Wi-Fi and cof­fee since my arrival in Copen­hagen. []
  3. They are par­tic­u­lar­ly focused on the val­ue of social soft­ware in this equa­tion. []
  4. Scott Rig­by and Richard Ryan of Immer­syve []
  5. To nuance this, the amount to which a play­er expects each need to be sat­is­fied varies from game genre to genre. []
  6. Sim­i­lar to the work of Koster and of Salen & Zim­mer­man. []