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Glued to Games, a new book by Scott Rigby and Rich Ryan that explains the motivational dynamics of video games, can be ordered now at amazon.com. Written for all audiences, this book explores the psychology of games in detail - offering every reader a stronger understanding of the remarkable power of games to engage us.  Check it out!

Sunday
Feb272011

GDC 2011 - Retain Your Customers by Letting Go: Fixing the Short-Term Tactics that Threaten Player Loyalty

On Tuesday, March 1st at the Social and Online Games Summit (1:45pm), Scott Rigby will be presenting an updated version of his top-rated (4.9 out of 5) talk on shifting the focus from short-term, manipulative motivational techniques to a renewed emphasis on meaningful satisfactions that drive sustained engagement and longer relationships with customers. Here's the blurb from the GDC website:

The churn rate in social & online games is staggering. We often visualize churn as a bucket with holes in it, but in reality, the numbers dont even justify the existence of the bucket as players pour into one end and out the other. Research indicates that by focusing too much on driving short-term behavior, we actively harm long-term motivation to stay engaged. While we increasingly rely on behavioral metrics to make decisions, we often overlook motivational and psychological data that is critical to success over time. This talk reviews specific techniques for deepening meaningful motivation in the design of social and online games, as well as discussing strategies to collect quantitative motivational metrics alongside behavioral metrics to better gauge success. Multiple game examples/best practices are discussed, along with strategies for game design and testing.


TAKEAWAY: Attendees take-away valuable information and strategies that can be immediately applied on three levels (1) specific strategies for retention, validated by gamer data, to implement in game design, (2) examples of best-practices from existing games to clearly illustrate concepts, and (3) ideas and strategies for improving metrics to include motivational data alongside behavioral data

We'll get the slide deck posted here on the site as soon as possible after the conference, and we've also just found out our book - Glued to Games - will be on sale at the GDC Conference book store (see shameless advertisement to the right). Cool!

 

Sunday
Oct032010

GDC Online '10: Tools of Engagement: Five Tested Techniques to Improve Player Retention

Scott Rigby of Immersyve will be presenting again this year at the GDC Online (formerly GDC Austin), on Friday October 8th at 3pm (Room 5). This year's talk is entitled "Tools of Engagement: Five Tested Techniques to Improve Player Retention." Here's the summary:

Online games succeed when they motivate players to continuously engage, reengage, and “evangelize” to others their sustained interest and enthusiasm. Data from thousands of online gamers demonstrate principles and techniques from motivational psychology that are proven tools in building successful reward systems, game/social mechanics, and content structures that improve retention and increase satisfaction in the player. This lecture reviews five specific principles, along with data from online games demonstrating their effectiveness. Multiple game examples and best practices are discussed, along with take-away strategies for both game design and the integration of “motivational metrics” into your live data mining and research efforts.

We'll be posting a copy of the slide deck here on the Immersyve site shortly after the talk, so stay tuned! And if you are heading out to Austin for the conference, be sure to come by!

Tuesday
May042010

Rewards that Retain: Understanding how rewards can either motivate or deflate sustained engagement with online games

Following a overwhelmingly positive reception on player rewards at last years GDC (talk rating of 4.8 out of 5), Scott Rigby of Immersyve will be presenting a talk at the 2010 LOGIN conference on optimizing game reward mechanisms (”Rewards that Retain: Understanding how rewards can either motivate of deflate sustained engagement with online games”). Here’s the scoop on the talk…

Rewards and player motivation to stay engaged with an online game are fundamentally linked, but often not well understood. Motivational data shows that rewards do not always have the intended effect of getting players to “stick.” In fact, if rewards are not structured well, they can actually encourage churn rather than retention. The LOGIN talk will outline and illustrate through game examples multiple dimensions of reward mechanisms - including (1) the motivational qualities of rewards that encourage deeper engagement (e.g. intrinsic vs. extrinsic motivation) (2) how reward contingencies (e.g. performance-contingent, completion-contingent) influence sustained motivation, and (3) how the context of reward delivery (e.g. expected vs. unexpected rewards) differentially impact the value of that reward and its influence on keeping the player engaged over the long term. In each case, examples from online games will illustrate concepts alongside data from longitudinal studies of online game players.

Friday
Jan162009

It's not the violence players value...

The next time a loved one brandishes a virtual shotgun in their favorite video game, take heart. That look of glee, says a new study fresh from the joint research lab of Immersyve and the University of Rochester, likely stems from the healthy pleasure of mastering a challenge rather than from a disturbing craving for carnage.

Research published online today in the Personality and Social Psychology Bulletin shows that, contrary to popular belief, violence does not make video games more enjoyable. The study by our research team found that for many people, gore actually detracts from a game’s “fun factor,” decreasing players’ interest and desire to purchase a game. When designing the next generation of video games, added the authors, developers should remember: blood does not help the bottom line.

“For the vast majority of players, even those who regularly play and enjoy violent games, violence was not a plus,” explained Andrew Przybylski, a lead author of the study. “Violent content was only preferred by a small subgroup of people that generally report being more aggressive,” added Przybylski, however, even these hostile players did not report increased pleasure when playing more gruesome games.

Through two online surveys and four experimental studies, we found that people stayed glued to games mainly for the feelings of challenge and autonomy they experience while playing. Both seasoned video gamers and novices preferred games where they could conquer obstacles, feel effective, and have lots of choices about their strategies and actions.

These elements, said coauthor Richard Ryan, represent “the core reasons that people find games so entertaining and compelling. Conflict and war are a common and powerful context for providing these experiences, but it is the need satisfaction in the gameplay that matters more than the violent content itself.”

Scott Rigby, president of Immersyve and a co-investigator in the study, said the findings should be of practical help to the game development industry. “Much of the debate about game violence has pitted the assumed commercial value of violence against social concern about the harm it may cause,” explained Rigby. “Our study shows that the violence may not be the real value component, freeing developers to design away from violence while at the same time broadening their market.”

To assess players’ experiences on a wide variety of games, the authors conducted two survey studies involving 2,670 frequent video game players. Participants rated their current favorite games based on statements like “When moving through the game world, I feel as if I am actually there” and “I would buy a sequel to this game.” The surveys focused on players’ needs satisfaction, immersion, and enjoyment, based on a psychometric model developed by Immersyve called the Player Experience of Need Satisfaction (PENS). Respondents were 89 percent male and between 18 and 39 years of old.

Four additional experimental studies involving more than 300 undergraduates allowed the investigators to study the effects of violence under controlled conditions. In three of the tests, researchers modified the video programs to create violent or non-violent formats of the same game. One study used the commercially available game Half-Life 2 and assigned subjects to play either a bloody battle against computer-controlled adversaries or a low violence alternative, in which the robots were tagged and teleported serenely back to base. Another study using House of the Dead III varied the gore level from no blood to realistic wounds and graphic violence. A fourth experimental study took a closer look at subjects’ aggressive tendencies. Using a 29-item scale, including such statement as “Given enough provocation, I may hit another person” and “I sometimes feel like a powder keg ready to explode,” the study measured participants’ hostility before having them play the bloodier version of House of the Dead III.

Across all of the studies and both surveys, added violent content added little and in some cases detracted from the enjoyment reported by players. Violent content was preferred, though not enjoyed more, by a small subgroup of people who scored high in aggression traits.

“Video games,” concluded the authors, “are enjoyable, immersive, and motivating insofar as they offer opportunities for psychological need satisfaction, specifically experiences of competence and autonomy, to which violent content per se is largely unrelated.”

This same research team has been studying the factors that motivate people to play games of all types, both as casual players or intense long-term fans. “Initially, many games are perceived as being fun,” Rigby says. “Much of our work is focused on understanding when games reach to deeper levels of satisfaction that often sustain engagement over time, and to identify both the healthy and unhealthy aspects of that play.”

Thursday
Jan152009

GDC '09: Immersyve presentation on sustaining player engagement

Scott Rigby, Founder and President at Immersyve, will be giving a talk at the upcoming Game Developer’s Conference (GDC) in San Francisco, March 23rd-27th entitled “From First Date to a Committed Relationship: Designing for Engagement and Sustained Satisfaction.”

The talk will present details and data from years of research at Immersyve looking at what matters most to sustaining player interest in games, and maximizing their enthusiasm and perceived value. Hope those attending the conference can make it! Here’s the scoop….

Session Description

Based upon multiple studies with over 10,000 gamers, this session defines and reviews three specific motivational needs that are directly related to sustained engagement and value. The Player Experience of Need Satisfaction model (PENS) focuses specifically on experiences of competence, autonomy and relatedness satisfactions:

 

  • Autonomy experiences are shown to be directly related to opportunities for self-direction, and adjusted through various mechanisms (e.g. feature set, level geography).
  • Competence experiences relate to control mastery, density of feedback, and balancing challenge and dominance.
  • Relatedness satisfactions involve the quality of multiplayer interaction, but also to the manner in which NPCs are designed and communicate.

 

Each of these intrinsic needs will be reviewed, alongside specific game examples, recommendations, and strategies for measurement.

Takeaway

Attendees will learn a deeper model of player satisfaction, as well as how to put it to use in their projects. They will take away a practical conceptual model of player motivation that is proven to relate directly to both commercial success and sustained engagement, and consequently can assist in the design, development, and assessment of successful projects. Moreover, they will leave with specific guidance on how to implement this model on their own projects, along with measurement strategies to collect data during development and to use that data to drive more successful decisions.