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Engagement and Motivation in Game Development Processes

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When kids are given educational games to play at school, they are happy to play. ... Follow-up questions are critical. No opportunity for follow-ups in questionnaires ... – PowerPoint PPT presentation

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Title: Engagement and Motivation in Game Development Processes


1
Engagement and Motivation in Game Development
Processes
  • A BECTA-Funded Research Project
  • Andrew Williams

2
Agenda
  • The BECTA project
  • Project plan
  • Interview design
  • Interview results
  • Future work

3
The Project
  • When kids are given educational games to play at
    school, they are happy to play. But they dont
    play them outside the classroom.
  • Why not?
  • What do professional game developers do that
    educational game developers do not?
  • Spend 2million on developing each game ?

4
Getting Started
  • Its not what you know, its who you know
  • Paul Hollins got us the initial contact
  • We received a fairly open brief from BECTA
  • A very short-term project (too short?)
  • We submitted a bid for the money
  • Too ambitious!?
  • We heard very quickly that we had won the contract

5
The Team
  • Louise Blenkharn
  • Phil Carlisle
  • Dr John Charlton (PLS)
  • Paul Hollins (CETIS)
  • Prof. Rob Ranyard (PLS)
  • Andrew Williams

6
Project Plan
  • Project Start January 25th 2005
  • Do a literature review
  • Design and distribute a questionnaire
  • Design an interview script and conduct six
    interviews
  • Produce an interim report
  • Produce a final report
  • Project End April 15th 2005 (!!)

7
Project Plan
  • Our project plan was crazy
  • Mea culpa!
  • We werent helped by GDC, which took place in
    early March 2005
  • Most of our interviewees decamped to California!
  • In particular, we tried to do too much
  • Questionnaire suffered

8
Interview Design
  • Lots of help from PLS team members
  • Rob Ranyard, John Charlton
  • Our interview script was pretty good
  • Its easier to create a good interview than it is
    to create a good questionnaire
  • We think
  • Our interview is very open-ended
  • Follow-up questions are critical
  • No opportunity for follow-ups in questionnaires

9
Interview Design Terminology
  • Terminology was problematic throughout the
    project

Engagement
Fun
Motivation
?


NO!!
10
Interview Design
  • Terminology solution
  • We asked around the subject
  • We guided people to discuss the issues around
    motivation and engagement, without mentioning the
    terms themselves
  • We asked people for their definitions of
    motivation and engagement at the end of the
    interview
  • We tried to avoid using terms like fun

11
Interview Results
  • Five companies were interviewed
  • Out of six companies who initially agreed to take
    part
  • The other company was involved in some serious
    restructuring and we didnt hear back from them
  • Participants were very interested in our research
  • In general, games developers are keen on engaging
    with academia
  • The interviews were a great deal of fun for us as
    researchers

12
Interview Results
  • We divided our results into two categories
  • Development process
  • What do game developers do to make sure that
    their games are engaging and motivating?
  • Game characteristics
  • What characteristics must a game have to be
    engaging and motivating?

13
Findings Development Process
  • Game development is far more professional than we
    expected
  • Canonical design documentation
  • The importance of milestones
  • Which form the basis for the payment schedule
  • Sales and marketing are well understood by
    everyone we interviewed

14
Findings Development Process
  • The team is very important the benefits of
    having 20 80 passionate gamers all working
    together
  • Synergy
  • Intuition (sometimes team intuition) is very
    important ?
  • Perhaps the biggest problem for educational game
    developers

15
Findings Development Process
  • Prototyping is very important, particularly in
    pre-production
  • Difficult to do properly, however, even for our
    biggest participant company
  • Assessment of games during production can be
    rather ad hoc in places
  • Developers would like to do more

16
Findings - Game Characteristics
  • Goals and rewards are still the major technique
    for designers
  • Early levels should be comparatively easy
  • and should feature spectacular rewards
  • Two designers talked about meta-games based on
    the goal/reward/feedback structure

17
Findings - Game Characteristics
  • A new technique, mentioned by three participants
  • Show everything at the start and then take it
    away again
  • Give the player something to aim for
  • EAs idea

18
Findings - Game Characteristics
  • Immersion
  • Audio is considered to be as important as visuals
    for increasing immersion
  • Maybe superb visuals are just taken for granted?
  • Licensing (eg James Bond, FIFA etc)
  • Makes it easier to get the player immersed in the
    game
  • Licence characteristics
  • Licence value system

19
Future Work
  • Re-do the questionnaire
  • Write up the work for publication (assuming BECTA
    agrees)
  • Two papers
  • Summarising the work we have done here
  • Comparing our work with academic theories and
    discussing the terminology problem
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