Posts Tagged ‘Game Design’

Summer Happenings: SXSW, Conferences and Gamasutra

Tuesday, August 10th, 2010

As I mentioned in an earlier post, we have many exciting news to tell you about. The first bit of news had to do with us going (hopefully) to SXSW. Our panel topic was selected for the community voting process and the voting opens tomorrow! Make sure to visit the SXSW Panelpicker to sign up so you can vote.  In other news…

Michael just returned from San Antonio, Texas, where he was a guest speaker to a large number of mostly medical professionals at the annual conference for the American Association of Diabetes Educators. He spoke to a large audience about how social games can be used to help people habituate new healthy behaviours through gameplay. In particular, he spoke about Healthseeker, a game designed for people living with diabetes, and some of its key design features, such as how the game creates compulsion loops around reciprocal social obligation, gifting, collection, and achievement to motivate action. The idea that a game could shift a player’s concerns from big commitments over long periods of time for greatly deferred rewards to small actions in short periods of time for instant rewards was very appealing to those in the healthcare industry. We certainly think it’s a feature of social game design that could be much better understood.

Lastly, you can now find Michael’s social game design posts re-published on Gamasutra, our industry’s “go-to” site about the art of designing games. We are also beginning work on a feature article exclusively for the site that should be published later this month. As always, you can always email me at victoria [at] ayogo dot com if you have any questions or just leave a comment.

Why Social Games Can Better a Player’s Life

Monday, July 5th, 2010

We hope that you’re all enjoying the summer so far. We have a busy few months scheduled and some exciting new projects getting off the ground…we’ll be able to share those details with you with soon. For now, we’re still celebrating the successful launch of Healthseeker, our new Facebook game that helps people living with diabetes improve their lifestyles. In case you missed it, we wanted to show you the piece that CBC News Vancouver aired on their 6 pm newscast. (We are very proud!)

We’re also excited that not only the media, but that other organizations have responded so positively to  Healthseeker. We think the message is clear: the fact that games have the potential “to do good” — whether that’s to modify behaviour or incent people to act — is inspiring. As Marke Andrews’s piece about Healthseeker (Vancouver Sun) sums it up,

“as social networks and hand-held devices expand online opportunities for developers, game content has also evolved beyond car races and shoot-em-ups. Games now can actually better a player’s life.”

..and we couldn’t agree more. We’d love to hear your thoughts about what you think the potential is for games “to do good.” You can email me at victoria [at] ayogo [dot] com or leave a comment on this post.


Luck of the Draw: Lotteries, Game Design and Social Games

Wednesday, June 23rd, 2010

As many of you know and have so generously re-tweeted and blogged about it (thanks!), we’ve just launched our newest Facebook game called Healthseeker. Like all of our games, Healthseeker was designed with certain evolutionary and psychological game-oriented principles in mind. As you know from reading my previous posts, game developers can influence the meaning and intensity of their game by understanding the psychology behind great game design, so I thought I’d dedicate a post to a recent article I came across.

Courtesy of Flickr's Lisa Brewster

Courtesy of Flickr's Lisa Brewster

The article is a New York Times piece about the psychological game-oriented strategies that some drug companies and insurance agencies in the U.S. have been using to help patients overcome poor adherence to taking medication. It’s a lottery incentive program and it derives from a study that was conducted to improve Warfarin adherence. A lottery system was used to enter participants to win money (on any given study day participants had a 2 in 5 chance of winning $10 dollars and 1 in 100 chance of winning $100 dollars when taking their medication) if they took their medication on time. That’s $3 dollars a day.

How does this relate to Healthseeker?  Like Healthseeker, the study is based on using behavioural principles to motivate behaviour. For Healthseeker, a social game that helps people with diabetes make more purposeful lifestyle choices, the Diabetes Hands Foundation wanted us to develop a game that was fun to play, but also something that people could utilize in real-life. So, we designed a game that uses in-game incentives that to engage players while playing the game, and motivate them to actually modify their behaviours in real-life. Our design reflects our (we think, safe) assumption that incremental actions, no matter how small, are more effective in trying to achieve a goal, than doing nothing at all.

For the study that the article refers to, doctors used certain behavioural theories to their advantage to design the lottery incentive program. For example, they realized that a lottery incentive gives people a chance for doing something small and still getting a positive reward, it also gave them a chance to win a larger amount of money without having to do anything extra, the participants “played” the game because they wanted to avoid regret and also just the general gameplay aspect seemed to have been a motivator by itself.

According to the article, while the monetary incentive did motivate most of the participants to better adhere to the regimen, experts said the psychological effect was more important than the dollar amount. Although “economically irrational,” one doctor said, small sums might have even worked better as motivating factors than bigger amounts. Why? It all comes back to the psychology behind the thrill for humans of the game-like lottery scenario. Our brains are hardwired to try to predict sequences in random occurrences, see patterns where there are none and try to complete sets, all scenarios that some lottery games emulate (some would say “exploit”) — this is all in the name of survival from thousands of years ago.

While doctors interviewed for the New York Times piece agree that there needs to be more research if longer-running incentive programs will produce more dedicated medicine-takers or not, a recent study by Hopelabs, a non-profit organization that works with adolescents who have cancer, might provide other clues to offer. Their study was specific to the positive potential that video games and other popular technology might have to improve human health for cancer patients. The study found that video games promote a positive behaviour that also helped enhance the effectiveness of medication. Steve Cole, co-author of the study said that this shows how a strategically designed video game can be a powerful new tool to enhance the impact of medical treatment by motivating healthy behaviour in patients.

Can you see the potential of an approach like this to yield concrete health results? What are your thoughts? As always you can email me at michael@ayogo.com.

References:

http://www.physorg.com/news137260142.html

http://www.nytimes.com/2010/06/14/health/14meds.html

http://clinicaltrials.gov/ct2/show/NCT00904982

http://www.medicinenet.com/health_tips/article.htm

New Facebook Game Alert: Improve Your Lifestyle with Healthseeker

Tuesday, June 15th, 2010

It’s finally arrived. Our latest Facebook game called Healthseeker has launched on Facebook.

The game was designed with the goal of helping adults with specific lifestyle and nutritional challenges, in particular those people living with diabetes or who are at the risk of developing diabetes. The great thing is that anyone on Facebook can play the game and benefit from it.

What else?

We think the game is just one example of how social media and social games are transforming the way people learn through innovative education. It’s designed to use in-game incentives and socialization to modify real-world behaviours, helping people improve their lifestyles.  While there are educational games that improve learning skills and games geared towards “solving” social issues, we think that what we’re doing with incremental rewards in our games and how they’re used to positively motivate change in behaviour is really unique. We also think there’s a lot of potential in using our gaming techniques to motivate positive behaviour in other socially beneficial ways (environment, philanthropy, health).

You can watch the video to learn more about the game or just visit www.healthseekergame.org.

Here is the link to the official press release and links to a few spots in Vancouver’s tech-blog community and in the U.S. diabetes community that have already covered the game. You can leave a comment or email me victoria@ayogo.com, if you have a question.

Spring Happenings: Serious Games, Panels and Launches

Thursday, June 3rd, 2010
Courtesy of Flickr's kenjonbro

Courtesy of Flickr's kenjonbro

To our loyal Ayogo blog readers, thanks for all your recent comments and re-tweets. It’s good to know what you’ve been up to — we really appreciate it! In terms of what we’ve been up to, we’re getting ready for a huge summer.

To start, Pet Pupz, a community-based virtual pet  app (originally a Facebook game launched on Facebook awhile back) is now available in the Apple AppStore – and therefore your smartphone and the iPad! You can download it here.

As for coming attractions…

We have an exciting announcement to share with you on June 14th and then one more later on in the month. The first announcement involves a topic on serious games and health, and coincidentally, it was also the topic of a panel Michael was recently a part of. Terry Lavender from the Vancouver Observer covered the panel at last week’s Vancouver Digital Week. I also attended the event and I was excited to see the enthusiasm for “serious games.”

On the panel, Michael spoke about game design for casual social games, and in particular about game design in games that aren’t just played for fun, but also may encourage and incentivize certain “serious” behaviours. Here is an excerpt from Terry Lavender’s post,

Why do kids willingly do chores in FarmVille (a Facebook-based game) and World of Warcraft, but not in real life, asked Michael Fergusson, CEO of local casual game company Ayogo. The answer, he said, is the appeal of competition and challenge. Ayogo is working with a large health research institute to see whether a health-based videogame can actually motivate people to develop a healthy lifestyle. But in order to work, the game has to be fun first, with the health benefits strictly secondary, according to Fergusson.

As for some cool statistics that I picked up from the conference, did you know that….

* 1 billion people see a Google page every day
* 55% of people online are women
* Social media users are more positive about brands than non-users
* There are 5 billion mobile phones in the world, compared to 1 billion personal computers and 1.1 billion televisions
* 75% of Canadians have mobile phones
* Canadians send 100 million text messages every day

Oh, catch us at Launch Party 9 on June 17th in Vancouver. Techcrunch’s Michael Arrington is just one of the celebrity judges at the event. In the meantime, please show us some love and VOTE for our video!

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