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How Can Experimental Psychology Inform Game Design?

How Can Experimental Psychology Inform Game Design?. David Brodbeck Department of Psychology, Algoma University and Laurentian University Jeb Havens 1 st Playable Productions. Please just listen to this list. Pin Haystack Knitting Sharp Pointy Inoculation phonograph. Introduction.

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How Can Experimental Psychology Inform Game Design?

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  1. How Can Experimental Psychology Inform Game Design? David Brodbeck Department of Psychology, Algoma University and Laurentian University Jeb Havens 1st Playable Productions

  2. Please just listen to this list • Pin • Haystack • Knitting • Sharp • Pointy • Inoculation • phonograph

  3. Introduction • What makes people come back to games? • Why are some games hits? • Why are some games misses? • We are applying science to art • The science we are applying is experimental psychology, especially learning, memory and cognition • People have been playing games as long as there have been people

  4. Learning Theory • Acquisition • Asymptote • Extinction • Spontaneous recovery • Pretty much universal

  5. Reinforcement • Anything that increases the likelihood of a response is a reinforcer • Food reinforces pecking in pigeons • Exams reinforce studying • Save points in Splinter Cell • Skinner

  6. Maintaining behaviour • Not Continuous reinforcement • Use of partial reinforcement • Subject never knows when next reinforcer is coming, so behaviour is maintained • Variability • Ratio strain • Just takes a few reinforcers to bring the subject back • Now pull the ratio back up

  7. Chaotic systems • Simple interacting components • Emergent behaviours and strategies • Might miss a reward • Not frustration but curiosity

  8. Performance vs. Observation • People can learn by observation • Online games, multiplayer • God mode • Reinforce players for staying in a game after they are ‘killed’ • They get better simply through observation • Not aware they are in a tutorial

  9. Divided Attention • Finite amount of perceptual resources • Dichotic listening • Dichotic watching! • We can actually give information that is not consciously processed, but still affects behaviour

  10. Design implications • Inputs and outputs not in a hardware and software sense but in a human sense • Subject learns best when actively participating • However, hints can be given without awareness • Makes difficulty levels less transparent

  11. Implicit learning • Most of the learning that ends up taking place is probably implicit • The controls, for example, of a given genre USUALLY are the same • Keep it consistent • Player does not know he or she is being taught what is going on, thinks ‘I figured this out myself!’

  12. Memory • Atkinson and Shiffrin • STM has a limited capacity • 7 +/- 2 • Chunking and becoming an expert • Implication is that early on we can only give players so much at once, but once they become experts more can be thrown at them

  13. Implicit memory again • As mentioned, much of the learning is implicit • We can drop implicit hints • Associations, fragments of information that are filled in later

  14. Remember any of these words? • Pin • Chair • Cup • Pointy • Sharp • Desk • Knitting • needle

  15. Conclusion • We know that most designers use these principles implicitly • We are not trying to constrain the art of game design • We want playable and successful games • Beta test time may be reduced • Games evolved with us, so it is sensible to think about how we think

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