Motivational Design

Lenses and Patterns for Motivational Game Design

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lenses:lens_of_self

Self


Lens of Self

Games are artificially constructed systems

We explore and construct our..

Focusing Questions

  • How can the game allow the player to personalize their character?
  • Will their personification of their character impact the game and how so?
  • How can the player relate to the character?

Can be instantiated by

Lenses

Patterns

Examples

World of Warcraft

Considerations

The self is a complicated construct.

People construct ideal versions of themselves.

People reinforce their self-image meaningful choices.

To facilitate an experience in which the player can experiment with their behavior, either by playing their ideal selves, subverting their ideal selves or by acting out their ought selves, the choices they make should be reflected in meaningful ways throughout the game. This can include an changes such as an strong impact on the narrative or creating interesting opportunities for other players.

Tool

Metrics

Validity

Categories

Motivations: Identity

References

Bibliography

Dibbell, Julian (1993). A R*pe in Cyberspace. New York: The Village Voice.

Flanagan, M. Booth, A (2002).Hyperbodies. Hyperknowledge: Women in Games, Women in Cyberpunk, and Strategies of Resistance. reload: rethinking women + cyberculture. Cambridge: MIT Press. 425-454

Flanagan, M. Booth, A (2006). Re:skin. Cambridge: The MIT Press.

Leary, M. R.; Tangney, J. P. (2003). Handbook of self and identity. New York:Guilford Press.

Nardi, B. A. (2010). My Life as a Night Elf Priest - Work Play and the Magic Circle. Michigan: The University of Michigan Press.

Reeve, J (). Understanding Motivation and Emotion.

Turkle, S (1995). Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster.


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lenses/lens_of_self.txt · Last modified: 2014/05/19 01:27 by zwhitman