Saturday, 8 December 2012

Game in the Brain

Tuesday, 6 November 2012

I will have more Fun

After having written some posts I kind of forgot an important think; writing should have some entertainment. Yes, this blogg is set up for my self-interest in exploring serious games, educational games and all non-code facets that surrounds them but I myself got kind of bored with my own writing.

Therefore Nyan Cat to shake things up!



Sunday, 7 October 2012

The gamification thing

Okay, I've been kind of slacking on my posting lately. I've come across Gamification.org once in a while but have never take a good look around. However it looks quite disappointing from my scientific perspective so I think I'll rewrite a large part of it in the coming months.

Let's deal with achievements first:

Achievements are usually locked till a certain action unlocks it, a form of reward. Most often this is used in gamification in the form of a token. You can have multiple kinds of tokens used in the same game like coins, items and abilities. One defining feature of achievements is that they are a reward after fulfilling a fixed criterium. This is opposed to (partly) random token drops or random rewards in any other way.

They may be gained in every form of play like single player, cooperative play, competition or a combination.

However achievements can mean something different for each player for example; some simply want the token, some collect the tokens and some don't even care about the token.

Achievements can be implemented in a myriad of ways most of them are rewards after using a certain skill (task-contingent).
-It may be a reward of the improvement of skill compared to one's previous state.
-It may be a reward of improvement of skill compared to a fixed state.
-It may be a reward after displaying the skill in a certain way (efficiency, frequency etc.).



Other achievements can be linked to behaviour like attendance, performing a certain action (like the finishing the tutorial) and good sportsmanship. However compared to skill display, these behaviours are only displayed little. Behaviour specific achievements may therefore contain very rare achievements.

These achievements can be controlling a player's thoughts, this will decrease the skill of this player and happens mostly in case of harsh direct competition. Achievements can also be used as information by players to measure their skill level. Highly motivated players are theorised not to be under the influence of achievements and might not need them as an information source. This is related to their two main displayed motivation characteristics; desire to be good and the desire to become better.

Adiós, more next time!

Saturday, 22 September 2012

Task Motivation a starting point for game research

During my internship I wrote a summary of literature on task motivation specifically to be applied in research on games and learning. In the coming weeks I'll post translated parts of the theory section online for those interested. It serves to be a solid guiding framework into motivation to engage  different elements in games. This in turn can be measured.

Motivation to engage a task can have both an intrinsic and an extrinsic component (Lepper, Corpus & Iyengar, 2005). The intrinsic component stimulates task engagement out of a desire for challenge, pleasure and interest (Lepper et al, 2005). This is called intrinsic motivation.
The extrinsic component stimulates task engagement out of a desire for external reward or dodging punishment. This is called extrinsic motivation. If there's no internal or external stimulus to engage a task it's called amotivation (Deci & Ryan, 1985).
These motivation components are non-homeostatic drive-forces to engage a task (Gorman, 2004, White, 1959), motivation that holds no relation to direct physical needs like hunger and thirst. The concepts of intrinsic and extrinsic motivation have originated from the comments of White (1959) on the drive theories of motivation (Deci & Ryan, 1985; Harter, 1978; White, 1959). The drive theories of motivation ascribe task motivation and desire to learn to a desire for external rewards or dodging of punishment. White (1959) used a variety of sources to show that external stimuli alone, are inadequate to explain the full range of human behaver like discovery, play, and a desire to deal with one's surroundings competently.
White (1959) proposed that many behaviors are explained better from a desire to deal with one's surroundings competent and effectively. Harter (1978, 1981), Deci and Ryan (1985) and others after him have operationalised the concepts White (1959) proposed too subsequently test it. His critique has since been tested and supported with evidence. A large part of this research has been done in the context of children and their development in education, some even longitudinal.
Both intrinsic and extrinsic motivation have their place during the development of children. Though time after time research has shown a correlation between school results and intrinsic motivation for school (Lepper et. al, 2005). Partly because of this, intrinsic motivation is seen as superior to extrinsic motivation. However if a child is amotivated to engage in a certain task at school, rewards may be applied to increase task motivation through extrinsic motivation (Deci & Ryan, 1985, pp. 263-264).

Literature

Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self determination in human behavior. New York: Plenum.

Deci, E. L., & Ryan, R. M. (1987). The Support of Autonomy and the Control of Behavior. Journal of Personality and Social Psychology, 53, 1024-1037.

Eisenberger, R., Pierce, W. D., Cameron, J. (1999). Effects of Reward on Intrinsic Motivation- Negative, Neutral, and Positive: Comment on Deci, Koestner, and Ryan. Psychological Bulletin, 125, 677-691.

Gorman, P. (2004). Motivation and Emotion. New York: Routledge.

Harter, S. (1981). A new self-report scale of intrinsic versus extrinsic
orientation in the classroom: Motivational and informational components.
Developmental Psychology, 17, 300–312.

Lepper, M. (1983). Extrinsic Reward and Intrinsic Motivation: Implications for the Classroom. In Levine, J.M. & Wang M.C. (Eds.), Teacher and Students Perceptions: Implications for Learning. New York: Lawrence Erlbaum

Lepper, M. R., Corpus, J. H., & Iyengar, S. S. (2005). Intrinsic and extrinsic motivational orientations in the classroom: Age differences and academic correlates. Journal of
Educational Psychology, 97(2), pp.184–196.

White, R.W.(1959). Motivation reconsidered: The concept of competence. Psychological Review, 66(5).


Sunday, 9 September 2012

Why you shouldn't focus on age adaptivity.

Last week I started my master study youth and media. It's quite intensive so the amount of posts will drop a bit. Here we go again.

Some serious games for children try to adapt the skill level of their game linked to age. However age is not a dependent variable in this equation.

From the age of 4 and up the difference of cognitive skills for each group begins to vary considerably. When turning 8 about 20 percent of children is on the level of an average  9 year old. There is a similar tendency pointing down.

Social skills are already varying considerably around that age. So media wisdom games have to take this into account as well.

Saturday, 1 September 2012

Back in Action

Yeah, finally back in action.

Did you know that the difference between intrinsic and extrinsic motivation seems to imply a shift in salience from taskcentered to rewardcentered?

Tomorrow will be the start of a journey in the curious world of motivation, till then....


Wednesday, 15 August 2012

Profile Sketches, to pass the time

A framework to implement learning rewards that are non-detrimental for intrinsic learning motivation is in the making. In the meantime I feel the obligation to blogg at least something.

The BBC has done an extensive survey on gaming habits in the UK, followed by a series of interviews. It's well worth taking a look at. The most interesting fact is the massive presence of video games among children age 6 to 10 of which 95% plays atleast a few times a weak. Sadly the datafile is not published for some serious data mining.

Wide surveys like these however can give us a basic picture of the different audiences that play games and for what reason, allowing you to paint player profile sketches to be reckoned with in game development.