Motivational Design

Lenses and Patterns for Motivational Game Design

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lenses:juicy_feedback_lens

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lenses:juicy_feedback_lens [2014/10/16 16:41]
codingconduct [Categories]
lenses:juicy_feedback_lens [2014/10/16 16:46] (current)
codingconduct
Line 53: Line 53:
 ^ Tactile ​   |           ​| ​        | | ^ Tactile ​   |           ​| ​        | |
 ^ ... variation ​   |           ​| ​        | | ^ ... variation ​   |           ​| ​        | |
-===== Metrics ===== 
-There are no established metrics for the experienced "​juiciness"​ of feedback. For competence, use the competence subscale of the [[Intrinsic Motivation Inventory http://​www.selfdeterminationtheory.org/​intrinsic-motivation-inventory/​]]. 
-===== Validity ===== 
-This pattern is industry standard, but not yet empirically validated. 
 ===== Categories ===== ===== Categories =====
   * Motivations:​ [[motivations:​competence|Competence]],​ [[motivations:​control beliefs|self-efficacy]],​ [[motivations:​curiosity|curiosity]].   * Motivations:​ [[motivations:​competence|Competence]],​ [[motivations:​control beliefs|self-efficacy]],​ [[motivations:​curiosity|curiosity]].
   * Components: [[components:​feedback|Feedback]]   * Components: [[components:​feedback|Feedback]]
 +===== Metrics =====
 +There are no established metrics for the experienced "​juiciness"​ of feedback. For competence, use the competence subscale of the [[http://​www.selfdeterminationtheory.org/​intrinsic-motivation-inventory|Intrinsic Motivation Inventory]] (public) or of the [[http://​www.immersyve.com/​white-paper-the-player-experience-of-need-satisfaction-pens-2007/​|Player Experience of Need Satisfaction]] Scale (proprietary,​ contact [[http://​www.immersyve.com/#​contact|Immersyve]]).
 +===== Validity =====
 +This pattern is industry standard, but not yet empirically validated.
 ===== References ===== ===== References =====
   - Gray, K., Gabler, K., Shodhan, S., & Kucic, M. (2005). How to Prototype a Game in Under 7 Days. Gamasutra. Retrieved from http://​www.gamasutra.com/​view/​feature/​130848/​how_to_prototype_a_game_in_under_7_.php?​page=3   - Gray, K., Gabler, K., Shodhan, S., & Kucic, M. (2005). How to Prototype a Game in Under 7 Days. Gamasutra. Retrieved from http://​www.gamasutra.com/​view/​feature/​130848/​how_to_prototype_a_game_in_under_7_.php?​page=3
lenses/juicy_feedback_lens.1413470518.txt.gz ยท Last modified: 2014/10/16 16:41 by codingconduct