How%20Can%20Experimental%20Psychology%20Inform%20Game%20Design? - PowerPoint PPT Presentation

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How%20Can%20Experimental%20Psychology%20Inform%20Game%20Design?

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Title: How%20Can%20Experimental%20Psychology%20Inform%20Game%20Design?


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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