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BRAINS, GAMES & BEHAVIOR CHANGE DUSTIN DITOMMASO Dustin@MadPow.net | @DU5TB1N SVP, Behavior Change Design

Brains, Games & Behavior Change

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Designing for behavior change can be looked at through many lenses. As the implementers of interventions, products and services designed to modify the decisions and behaviors of others, we can adopt a “Doing to,” “Working with,” or “Working for” mentality. The people on the receiving end of our interventions can perceive this frame of reference, and this can have a great impact on the initiation, engagement and outcomes of designs we put in place. While the current popular discourse revolves around fixing or capitalizing upon our limited cognitive, emotional and motivational resources through varying levels of authority and control, humans are self-organizing systems who may need little more than support of their autonomy and growth potential to enact tremendous change in their lives. With this in mind, delivering interventions that preserve human agency and foster authentic functioning can seem like a radical (yet welcomed) approach. But how might we do this? What kinds of systems can be implemented to achieve individual and group level change while preserving a sense of volitional engagement? Games and Gameful Design (but not “Gamification”) offer a promising approach to creating the conditions whereby people are willing, active participants in initiating and sustaining meaningful change efforts. In this talk, I’ll articulate theory and evidence-based methods and models for evaluating and implementing the ways by which games and play shape our psychological processes and influence behavior and subjective well-being.

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Page 1: Brains, Games & Behavior Change

BRAINS, GAMES & BEHAVIOR CHANGE

DUSTIN DITOMMASO

[email protected] | @DU5TB1N SVP, Behavior Change Design

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HOW DO WE GET POPULATION X TO DO Y IN CONTEXT Z?

BI = AB(W1) + SN(W2) + PBC(W3)

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1.  MECHANISTIC 2.  ORGANISMIC 3.  CONTEXTUAL

WORLDVIEWS

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~ Kurt Lewin|1936

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mo·ti·va·tion The processes that give behavior its energy and direction.

\ˌmō-təә-ˈvā-shəәn\

~ John Marshall Reeve

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A COPERNICAN TURN IN MOTIVATIONAL THINKING

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SelfDeterminationTheory.org

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CAN IT BE TURNED INTO A GAME? IF the behavior can be learned or modified

IF the player’s progress can be measured

IF feedback can be delivered in a timely manner

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THE ROLE OF BEHAVIOR CHANGE GAMES 1.  Create novelty and interest for uninteresting activities

2.  Provide planning, structure, goal-setting and routine

3.  Facilitate feelings of autonomy and intrinsic motivation

4.  Develop & improve necessary skills to enable change

5.  Provide a platform for enhancing feelings of competence

6.  Provide a platform for social support and influence

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DESIGN FOR COMPETENCE

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Visualization: Amy Jo Kim via Sebastian Deterding

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DENSITY OF COMPETENCE FEEDBACK

GRANULAR: Moment to Moment Feedback on Actions

SUSTAINED: Feedback on Streaks; Success/Fail Ratio’s

CUMULATIVE: Overall Performance; Session, Game, First Run

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DESIGN FOR AUTONOMY

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DESIGN FOR RELATEDNESS

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LEARNING: Through Observation

RELATIONSHIP BUILDING: Through Shared Goals

PERFORMANCE: Accountability, Showmanship & Competition

EMOTIONAL CONTAGION: Through Shared Experiences

BENEFITS OF SOCIAL PLAY

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GetHotseatApp.com | @GetHotseatApp

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MOTIVATION MATTERS

TL;DL

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QUALITY MATTERS MOST

TL;DL

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AUTONOMOUS MOTIVATION IS MORE EFFECTIVE THAN CONTROLLED MOTIVATION

TL;DL

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AUTONOMOUS MOTIVATION AND AUTHENTIC FUNCTIONING IS ACHIEVED THROUGH THE SATISFACTION OF BASIC PSYCHOLOGICAL NEEDS

TL;DL

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THOSE NEEDS ARE: COMPETENCE AUTONOMY RELATEDNESS

TL;DL

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HUMANS WILLINGLY SEEK OUT & CONTINUE TO ENGAGE IN ACTIVITES THAT SATISFY THEIR PSYCHOLOGICAL NEEDS

TL;DL

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WILLING ENGAGEMENT IS IMPERITIVE FOR BEHAVIOR CHANGE

TL;DL

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DESIGN NEEDS SATISFYING EXPERIENCES

CTA

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DESIGN NEEDS SATISFYING EXPERIENCES USING GAMES AS A LENS

CTA

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CHANGE HAPPENS

CTA

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EVERYBODY WINS

CTA

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THANK YOU!

FIN

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THANK YOU! DUSTIN DITOMMASO SVP BEHAVIOR CHANGE DESIGN [email protected] | @DU5TB1N

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