TY - GEN
T1 - From classes to mechanics - Player type driven persuasive game development
AU - Lankes, Michael
AU - Hochleitner, Wolfgang
AU - Rammer, Daniel
AU - Busch, Marc
AU - Mattheiss, Elke
AU - Tscheligi, Manfred
N1 - Publisher Copyright:
© Copyright 2015 by the Association for Computing Machinery, Inc. (ACM).
PY - 2015/10/5
Y1 - 2015/10/5
N2 - Research findings indicate that player types may serve as a theoretical basis for the design of persuasive games. However, until now no proof of concept is available that shows the applicability of this approach for tailoring games to player characteristics. We suggest a solution by formulating design concepts and by creating game prototypes that are driven by player types. Our strategies are composed of the three characteristics: first, design choices are based on the BrainHex player type model. Secondly, the concepts consider individual player styles and mechanics tailored to the various player types. Third, these individual game elements are combined into one game world. In order to evaluate our concepts we created two mobile game prototypes that foster physical activity. These prototypes are based on the Seeker and the Mastermind player type of the BrainHex model. First findings reveal that the usage of player types appears to be effective. Our efforts should enable designers to create persuasive games that are both engaging for individual players and allow the integration of several player types.
AB - Research findings indicate that player types may serve as a theoretical basis for the design of persuasive games. However, until now no proof of concept is available that shows the applicability of this approach for tailoring games to player characteristics. We suggest a solution by formulating design concepts and by creating game prototypes that are driven by player types. Our strategies are composed of the three characteristics: first, design choices are based on the BrainHex player type model. Secondly, the concepts consider individual player styles and mechanics tailored to the various player types. Third, these individual game elements are combined into one game world. In order to evaluate our concepts we created two mobile game prototypes that foster physical activity. These prototypes are based on the Seeker and the Mastermind player type of the BrainHex model. First findings reveal that the usage of player types appears to be effective. Our efforts should enable designers to create persuasive games that are both engaging for individual players and allow the integration of several player types.
KW - BrainHex
KW - Game design
KW - Game mechanics
KW - Player types
UR - http://www.scopus.com/inward/record.url?scp=84959423311&partnerID=8YFLogxK
U2 - 10.1145/2793107.2810316
DO - 10.1145/2793107.2810316
M3 - Conference contribution
T3 - CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
SP - 595
EP - 600
BT - CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
T2 - 2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015
Y2 - 5 October 2015 through 7 October 2015
ER -