Engines Of Play Case Study: Relic Entertainment

[Note: This post is all about the Engines of Play. If you are not familiar with Taste/Satisfaction Maps and their uses, the Big 5, Self-Determination Theory, etc, I highly recommend watching this video before reading the article. It will make so much more sense. Like, Oh Em Gee.] A Random Encounter With Relic I’m in San [...]

By | 2017-11-25T06:50:39+00:00 May 11th, 2017|Categories: Articles, Blog|0 Comments

Challenge Modulation

For some reason, over the past few days, I've returned to one of my oldest standby games: Gemcraft. The experience has me thinking once again about a particular dynamic that exists inside certain (rare) games, one that I find both deeply empowering as a player, and incredibly impressive as a developer. [ INFORMATIONAL ASIDE: GemCraft comes in [...]

By | 2017-11-25T06:50:39+00:00 April 22nd, 2017|Categories: Articles, Blog|0 Comments

Fantasy vs. Realism

The standard Big 5 includes a facet in the domain of Openness to Experience called "Imagination" (here's a link to IPIP inventory: Imagination). When people take the Big 5 test, the ones who score high on Imagination (here, ‘IM’) mark that they ‘agree’ or ‘strongly agree’ with statements like: Have a vivid imagination Love to daydream Spend [...]

By | 2017-11-25T06:50:39+00:00 February 27th, 2016|Categories: Articles, Blog|0 Comments

Work vs. Non-Work

The standard Big 5 includes a facet in the domain of Conscientiousness called “Self-Discipline”. When people take the Big 5 test, the ones who score high on Self-Discipline (‘SD’) mark that they ‘agree’ or ‘strongly agree’ with statements like: Get chores done right away. Am always prepared Carry out my plans Inversely, people who score low on [...]

By | 2017-11-25T06:49:58+00:00 February 20th, 2016|Categories: Articles, Blog|0 Comments

Challenge vs. Ease

The standard Big 5 includes a facet called “Self-Efficacy”. When people take the Big 5 test, the ones who score high on Self-Efficacy (’S-E’) mark that they ‘agree’ or ‘strongly agree’ with statements like: Complete tasks successfully Excel in what I do Know how to get things done Inversely, people who score low on S-E tend [...]

By | 2017-11-25T06:49:58+00:00 February 16th, 2016|Categories: Articles, Blog|0 Comments

The Care Bear Myth: Debunking a Game Design Urban Legend

[ Published in the Sept 2012 issue of Game Developer Magazine. ] Most game designers think that human play-style preferences can be mapped to a spectrum with Player vs. Player (PvP) on one side, and Player vs. Environment (PvE) on the other. Players who prefer PvP are aggressive, and like competition. Players who prefer PvE are [...]

By | 2017-11-25T07:16:54+00:00 September 21st, 2012|Categories: Articles, Blog|0 Comments

The Five Domains Of Play: Mapping Psychology’s Five Factor Model to Game Design

[ Published in the May 2012 issue of Game Developer Magazine ] Last year, while researching for a talk on player motivation, my PhD-in-psychology-wielding sister introduced me to the Five Factor Model (also known as the “Big 5”). The Big 5 is a system of human motivation that has come to dominate modern motivation psychology over [...]

By | 2017-11-25T07:17:42+00:00 May 21st, 2012|Categories: Articles, Blog|0 Comments

This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.