Cognitive Psychology in Game Design · 2020. 2. 13. · Cognitive Psychology in Game Design....

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@CeliaHodent

CeliaHodent,PhD.GameUXConsultant

Cognitive Psychology in Game Design

Cognitive Science Game UX Scientific

Method

StreetFighterIIcharactersasminimalizedbyartistAshleyBrowning

OurPERCEPTIONissubjective

Fortnite2013

FormFollowsFunction(affordance/signifier)

TrytovisualizeinyourmindTheThinker(LePenseur,AugusteRodin).

Canyourememberonwhichleg(s)

laywhicharm(s)?

LePenseur.©MuséeRodinPhoto:JeandeCalan

OurMEMORYisfallible

Reducememoryload

Fortnite

Pickacard:

IbetIcanguesswhichcardyoupickedandmakeitdisappear!

I’vechangedallthecardsJ

→“changeblindness”

OurATTENTIONisscarce

Avoidmultitasking

Wecanhardlypayattentiontotutorialtextswhenbusykillingzombies…

Multitask

Fortnite(Sept2014)

PERCEPTION=

SUBJECTIVE

ATTENTION=

SCARCE

MEMORY=

FALLIBLE

Cognitive Science Game UX Scientific

Method

GameUX=Usability+Engage-ability

/Accessibility

GameUX=Usability+Engage-ability

Motivation

Extrinsic!Intrinsic

Extrinsicmotivation

INTRINSICmotivation:Self-DeterminationTheory(SDT)

Competence

Autonomy

Relatedness

Sense of progression

Self-expression

Cooperation / Competition

Fortnite(ClosedAlpha)

Cognitive Science Game UX Scientific

Method

Game design

Player perception

Youfoundaweakness:findWHYit’shappening

Findoutwhy:masteringharvesting(e.g.weakpoints)

Fortnite(2014devbuild)

Fortnite(2015devbuild)

“Weakpointvision”isnowunlockedafterplayershaveexperiencedharvestingwithoutit.àNowit’sarewardthathasameaning.

Findoutwhy:masteringharvesting(e.g.weakpoints)

Weakpoints!

Fortnite(ClosedAlpha)

GoodUXOr

Darkpattern?

Kandinsky,OnWhiteII(1923)

Darkpattern=designintentionallydeceivingforthebenefitof

thecompanyattheexpenseofusers

DarkpatternorgoodUX?

WorldofWarcraft

"Errorprevention(goodux)

Oftentimes,theintentionisnotclearenoughtodecideifit’sadarkpattern

Couldwefindwaystorewardbreaksinsteadofrewardingconstantengagement?(seeTristanHarris)Ø  Tendencytopunishdisengagement(e.g.FOMO,scarcity)

AttentionEconomy

Ø  Avoidusingtheterm“addictive”todescribeafunandengaginggame.Ø  Avoidpunishingdisengagement.

Whatcanwedo?

Ø  AvoiddarkpatternsandethicallyshadypracticesinTandE-ratedgames(andreconsiderinallothergames):•  Guilt-tripping•  Lossaversion•  FoMO•  Pay-to-win/Paytoremovefrictions•  Socialobligation•  Lootboxestiedtomonetization•  …

Whatcanwedo?

“Thereisnosuchthingas‘neutral’design.”

R.H.Thaler&C.R.Sunstein,Nudge

AUXapproachisincompatiblewiththeuseofdarkpatterns.

TIPEP DES GQNGIUSIQNS

@CeliaHodent

Blog/resources:celiahodent.com

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