Total Pageviews

Showing posts with label Psychological Needs. Show all posts
Showing posts with label Psychological Needs. Show all posts

Wednesday, November 2, 2016

Mastery Journal Research Topic: Impact of Flow State on Monetization Design


            Several months of research, brainstorming, compiling, and editing have helped to present a finalized topic for my mastery thesis project. My thesis dwells in an established convergence of both Design and Monetization fields of video game development ("GDC 2017", 2016). With the rapid evolution seen over the past several years in the way games generate money, pugnacious realities can wreak havoc on a game for simply not utilizing the correct monetization structure (Rose, 2016). While monetization is one of the most vital aspects of game design, it is often the most overlooked in the industry today and not considered by many game designers (Rose, 2016). My thesis will aim to show the importance of monetization as a part of any game’s foundational design.

(via http://cdn.quotationof.com/images/mihaly-csikszentmihalyis-quotes-7.jpg)
          Flow, a mental state that elicits enjoyment accompanied by a precise and powerful focus, is the primary objective of all games and thus the most powerful apparatus in a designer’s toolbox (Chen, 2006). Since flow is an established element of the core purpose of a game’s design, it is logical to identify a relationship with monetization design. My thesis, in addition to providing data to support the importance of flow and monetization in design, will show how the two can work together in a mutually beneficial way. Being able to understand how these two aspects interact will give designers a way to reap the full potential of their creation. My proposal will show a how each monetization structure should be implemented with the flow aspects of game design. And since the video game industry generates over 16 billion dollars a year, there is limitless potential.




            While there are yet to be any major, established research in this specific area, there are several influential voices that handle these topics individually. Monetization, specifically in the mobile and social marketplaces, has been covered in-depth by Tim Fields of Kabam (Fields & Cotton, 2012). Other industry leaders such as Kate Flack, Ethan Levy, and Martin Koppel have also shared valuable information in regards to the impact of monetization on video games (Rose, 2016). Flow state in games has also been explored extensively by several industry voices. Mihaly Csikszentmihalyi, who first discovered Flow as a construct in the 1980’s and 1990’s, has spoken at length about the components of flow in games (Chen, 2006). Jenova Chen is also a notable voice who has explored flow in video game design, making large leaps forward in integrating the two together (Chen, 2006). I will use these voices and many more as I continue to build upon my thesis in the coming months.

_________________________________________________________________________________


References
Chen, J. (2006). Welcome to Flow in GamesJenovachen.com. Retrieved 30 October 2016, from http://jenovachen.com/flowingames/introduction.htm
Fields, T. & Cotton, B. (2012). Virtual GoodsGamasutra.com. Retrieved 31 October 2016, from http://www.gamasutra.com/view/feature/135067/virtual_goods__an_excerpt_from_.php
GDC 2017. (2016). Gdconf.com. Retrieved 28 October 2016, from http://www.gdconf.com/conference/

Rose, M. (2016). Understanding the realities of video game monetizationGamasutra.com. Retrieved 30 October 2016, from http://www.gamasutra.com/view/news/205412/Understanding_the_realities_of_video_game_monetization.php

Monday, October 3, 2016

Video Games and Choice Culture

Video Games and Choice Culture (Topic #3)

As culture is influenced by the “post-modern condition” the need for choice becomes more and more prevalent (Wilkinson & Clark, 2014). Rigid rules and predictability are mundane and often not tolerated by today’s youth. Video games offer a truly unique and exceptional experience compared to its heavily scripted counterparts in the media realm. Video games are reliant on choice, so I wanted to explore the correlation between choice theory and video games.

a. DIGITAL CHOICES AND FULFILLMENT OF CHOICE THEORY'S FOUR BASIC PSYCHOLOGICAL NEEDS

i. In this article I learned about the four basic psychological needs (love, power, freedom, and fun) and how video game players were able to achieve at least one of these needs through the choices presented in gameplay (Alexander, Rainey, & Page, 2016). This shows that, through choice theory, we can allow audience members to potentially meet all four of their basic psychological needs.

ii. I can easily see how this information should be applied to the video game industry. Being able to meet the needs of a player’s psychological needs should be a top priority of any game designer. Understanding that meeting these needs will lead to other benefits such as increased immersion and character identification will have an untold positive influence on the audience’s experience.

iii. During the Game Expo project this month, I will implement by knowledge of choices and psychological need fulfillment to provide the best possible experience for those involved possible.

b PAY NO ATTENTION TO THE MAN BEHIND THE CURTAIN: THE REJECTION OF ARTIFICE AND THE CULTURE OF CHOICE

i. This article did well to instruct me much on American society has shifted towards utilizing less-rigid, more ambiguous systems. More choices are available in nearly every corner of our daily experiences, and stagnation isn’t accepted by younger generations anymore. This allows video games, and other “user-controlled” forms of media, to give players a form of choice control needed by their culture.

ii. Understanding how the culture and its demands has shifted is important to anyone working within the video game industry. Being able to adapt to the needs of the consumer, in this case a multitude of assortments to pick from, will give one an advantage in the field. Additionally, I would strive to further explore the choice culture and how it relates to the decisions available to us throughout the overarching narrative of a game.

iii. Part of my project this month, coordinating the Game Expo, will potentially require me to deal with feedback. I will apply my knowledge of the choice culture to better understand the needs of the players.


                                                               

Topic #3 References

Alexander, J., Rainey, S., & Page, B. (2016). DIGITAL CHOICES AND FULFILLMENT OF         CHOICE THEORY'S FOUR BASIC PSYCHOLOGICAL NEEDS. International Journal Of             Choice Theory & Reality Therapy, XXXV(2), 25-35. Retrieved from                                                   http://search.ebscohost.com.oclc.fullsail.edu:81/login.aspx?                           direct=true&db=a9h&AN=115876649&site=ehost-live

Wilkinson, M. & Clark, P. (2014). PAY NO ATTENTION TO THE MAN BEHIND THE                   CURTAIN: THE REJECTION OF ARTIFICE AND THE CULTURE OF CHOICE. ASBBSEjournal, 10(1), 132-141. Retrieved from                                                                     http://search.ebscohost.com.oclc.fullsail.edu:81/login.aspx?                                                               direct=true&db=bth&AN=102984642&site=ehost-live