Posted in kids, trends, tween

Celebrate: Family Dance Party Style!

As I prepare to unplug and enjoy the US Holiday weekend, I thought I would share my new fav internet rabbit hole – I love Love LOVE the new trend of parent/child dances.

With all the polarity in our news of late, what a great way to disconnect and have fun with your kids!

Enjoy a sample of some of my favs here:

Happy 4th!

Posted in gaming, marketing

GDC09 Notes: Designing Engaging Relationships

GDC09 presentation by Scott Rigby at Immersyve
Powerpoint deck and white paper available at:

– Fun can have negative aspects – not always positive
– work involved, stress, etc – all can be fun

– Collecting Behaviorial Data (telemetry)
– Outcome based rather than Causal

– The underpants Gnome Dilemma (South Park reference)
– 3 part business plan
– Collect Underpants
– Something
– Collect Profit
– We know that if we make the game fun then people will love it, but what is the middle part – how do we ensure fun

– Motivational Research is happening at the academic level

– Player Experience of Need Satisfaction (PENS) Model
– Competence – to grow in skill
– Autonomy – experience personal agency/choice
– Relatedness – meaningful connection to other players – real or NPC

– Just tracking fun is not an indicator of retention – using PENS is better
– long term and short term (they had data from their study to back claim)

– efficiency, growth, mastery
– High intention to outcome ratio
– Mastery in Moment-to-monent gameplay
– getting good feedback in wins and loses
– granular, sustained, cumulative
– w/i session, w/i game, global
– guitar hero is a good example of this
– Rewards
– not just happy things, but also info to get better works well as a reward
– Challenge
– stretch, don’t overwhelm
– watch for boring and anxiety extremes
– sustained challenge is high on fun, but low on PENS
– player gets exhausted if challenge is sustained too long
– being able to express mastery is key
– Shaming is not helpful

– sense of personal agency or volition
– I am the cause of my actions, not the game design
– Opportunities for Action (OFA)
– Interactive opportunities x Possible Actions = OFA
– Not about creating more, but about perceived opportunity
– density of choice
– Make sure schemas are met
– If in other situations things work a certain way, make sure that it consistent
– in one game when you shoot at a box on the wall it explodes, but in another level the box is just a texture on the wall and does nothing when shot
– player is reminded of his place in the game at that point and enjoyment decreases

– connected/mattering to other people, either real or NPC
– Give positive contextual feedback – especially in the case of NPC, don’t make them just filler
– Random dialogue and serious attitude in NPCs is demotivating to players

– Ask questions during game design phase
– How will overall or specific game play satisfy needs?
– Can I satisfy multiple needs simultaneously?
– Heat Maps in Game
– Push Short Surveys in game in different areas to gauge what needs are being met or not in what areas of the world

These concepts were found to be fundamental – across geography, age and game genre