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|Session Name:||Applying the 5 Domains of Play: Acting Like Players|
|Track / Format:||Design|
|Overview:||Last year's '5 Domains of Play' presentation demonstrated how the facets of motivation in Psychology's Big 5 (or OCEAN) correlate to player preferences for specific game elements. Science! This year, we are going to find a solid, universal, practical game development application of this model, or die in the attempt. Firstly, the 5 Domains model needs some work. Over the last year, we have simplified it to focus exclusively on the 8 facets that seem to be primary for gaming, found a place for Neuroticism/Threat (last year's mystery), and have streamlined the whole thing to include a complete set of player archetypes (and the games they would play) for each set of facets. Easier to remember, easier to master, confusions removed, etc. That's cool, but how do we apply such a thing to game development? The speaker believes that the answer to that question for this model (and every other psychological model for that matter) is simply this: developing accurate empathy. Fun fact: accurate empathy makes for better game developers and thus better games!|