SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

Embed Size (px)

Citation preview

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    1/48

    Persuasive techniques in social

    networking video games

    Disserta(on

    DepartmentofArtsandMedia,FacultyoftheArtsandHumanSciences

    AME_6_DGM

    Semester2,2011/2012

    RobertaSaliani2825299)

    Roberta Saliani 1

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    2/48

    Abstract

    Thenewly-emergingsocialnetworkingsphereofvideogameshasprovidedthemediumthemeansto

    implementpersuasivedesigntechniques.Thisstudyinspectspersuasivetechniquesandhowtheyare

    implementedinTheSimsSocial.Throughaninspec(onofbehaviourmodifica(ontechniques,intrinsicand

    extrinsicmo(va(onalimpulsesinhumansandpsychologicalliterature,themethodologyfollowsa

    frameworkbasedontheworksofB.F.SkinnerandDecietal..Thetextualanalysisprovidedsuppliesa

    playersprospec(veofthemo(va(onalfactorsthats(mulatetheplayertoactinagivenmanner.

    ThereisashiVfromanI-PLOCtoanE-PLOCapproachinTheSimsSocialaimedtoapplyabehavioural

    condi(oning,whichseekstopurposelymodifytheplayerspercep(onofrepe((vegameplaymechanics.

    Roberta Saliani 2

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    3/48

    Table of Contents

    Introduction! 4Literature Review ! 6

    Behaviour & Persuasion 6

    Social networking video games 15

    Methodology ! 19Sample analysis 21

    Data collection procedures 22

    Data analysis methods 23

    Data collection 23

    Data analysis methods 24

    Ethics 24

    Limitations of proposed research design 24

    Purchasing items with Simoleons 25

    Self-representation needs: motivation with ready to be purchased products 27

    The Sims Social Quests 28

    In-Game Actions 29

    Social in-game actions 30

    Collectables 32

    Appendices! 40Appendix A 40

    Appendix B 41

    Appendix C 42

    Appendix D 43

    Appendix E 44

    Appendix F 45

    Roberta Saliani 3

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    4/48

    Introduction

    Behaviouralpsychologistshavesoughtforthelastcenturytounderstandthehumanbehaviour.

    Throughexperimentsandresearches,formsofbehaviouralmodifica(onaswellasdefinedbehavioral

    pa\ernsemerged,whichweresubsequentlyusedbydifferentindustriesasapersuasivemedium.

    Oneofthefirstpsychologists,Skinner1938),discoveredthatOrganismstendtorepeatthoseresponses

    thatarefollowedbyfavorableconsequences,andtheytendnottorepeatthoseresponsesthatare

    followedbyneutralorunfavorableresponsesSkinner,1938).

    ideogames,throughalayeringofrewards,areabletos(mulatetheplayerintoperformingac(ons.Since

    ideogamesopenanewdomainforpersuasionBogost,2007),thisresearchwillinspectwhatpersuasion

    isandwhereitisfoundinvideogames.

    Thepurposeofthisqualita(vestudyistoinspecthowvideogamesmechanicsfeaturepa\ernsof

    behaviouralcondi(oning,whichteachtheplayertorespondtos(muliincertainways,whilealsoexploring

    the(esofvideogameswithlearningandtherolethatthelearnersmo(va(onplaysintheprocess.

    Whiletheresearchseekstodiscoverifthehumanmindisyieldtopersuasion,itaddressesthefollowing

    mainques(on:CanTheSimsSocialinfluenceaplayersbehaviourusingpersuasivetechniquesandhoware

    theyincorporatedintosocialnetworkingvideogamesmechanics?

    ThisresearchwillanalysethegameplaymechanicsinTheSimsSocial,asocialnetworkinglife-simula(on

    videogamebyElectronicArtsgames.

    Roberta Saliani 4

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    5/48

    Thisstudybenefitsscholarlyresearchandliteratureinthefieldofvideogamestudiesasthetopicofchoice

    hasonlybrieflybeendiscussedinvideogameslearningrelatedacademicpapers,butithasnotbeen

    discussedfromapsychologicalandchronologicalprospec(ve.Themajorityofresearchersthusfarhasnot

    soughttofindthereasonbehindpersuasivevideogamestechniquesandhowtheyaffectthehuman

    psyche.

    Thisresearchwilllookintodetermininghowpersuasivetechniquesareusedinsocialnetworkingvideo

    gamesandtowhatextenttheycaninfluencetheplayer.

    Roberta Saliani 5

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    6/48

    Literature Review

    Behaviour & Persuasion

    ideogames,fromanontologicalpointofview,arecomputersystemsthatareen(relyreliantonelectricity

    andavideo-screenp.1).

    Arule-basedsystemwithavariableandquan(fiableoutcome,wheredifferentoutcomesare

    assigneddifferentvalues,theplayerexertseffortinordertoinfluencetheoutcome,theplayerfeels

    a\achedtotheoutcome,andtheconsequencesoftheac(vityareop(onalandnego(ableJuul,

    2004,p.30).

    Juul2004)definedtheresultsofplayingthegameasoutcomeswithwhichtheplayerfeelsempathe(c

    with.

    Funorenjoymentarenotincludedinthedescrip(onasSocialimpactgamescan,andfrequentlydo,offer

    playerschunksofeduca(onaltextsorpersuasiveimages.Addi(onallygamesuniquelyexpressmeaning

    throughgamemechanics,whatgamedesignerandresearcherIanBogostcallsprocedural

    rethoricBogost,2007,ascitedinAlbor,2011).

    ideogamesinthelast25-yearshavecapturedtheinterestofeducatorsAhlersetal.,2002).Sincevideo

    gamesofferaperfectlearningenvironmentforadultsandchildrenalike,thisresearchaimstounderstand

    howpersuasionisincorporatedinvideogamesdesign.

    Theliteraturereviewinspectshowvideogamesmechanicsfeaturepa\ernsofbehaviourcondi(oning,

    whichteachestheplayertorespondtos(muliincertainways.Meanwhile,itexploresthe(esofvideo

    gameswithlearningandwhichrolethelearnersmo(va(onplaysintheprocess.

    ideogamestendtohaverules,characteris(csandfeaturesthataretaughtthroughgameplay.Thoserules

    andthegamecontrolsaretaughtthroughposi(veandnega(vefeedback,whichreinforceorpunishthein-

    Roberta Saliani 6

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    7/48

    gameusersbehaviour.Itpenaliseswrongbehaviourwhilereinforcingandrewardingthecorrectbehaviour.

    Thegameplaymechanicsinpersuasivegamesfollowthesamepersuasivesystemsthatweresubjectto

    studiesinthenineteenthcenturyandaltogetherformorethan50yearsUllmann&Krasner,1965;Ulrich,

    Stachnik,&Mabry,1966).Thefirstpioneersthatbegantheodysseytowardstheul(mateunderstandingof

    humansubconsciousnessandbehaviourthroughcompara(vestudieswereIvanPavlovandBurruhus

    FredericSkinner1890and1938respec(vely).

    Dr.Skinnerin1938managedtodemonstratethroughanoperantcondi(oningchamberthatbehaviourin

    animalscanbeinfluencedandmodifiedtocomplywithtargetbehaviourpreviouslyestablishedby

    scien(sts.Theoperantcondi(oningchamberwasaboxthatthroughtheuseofvariouscomponentsa

    light,aspeaker,anelectrifiedgrid,aleverthatifpulledwouldreleasepelletscoulddiscourageor

    encouragearatsorpigeonsbehaviourthroughexternals(muli.

    Behaviourisnotreinforcedbythemeliora(on,op(miza(on,andmaximiza(onofanything.Itisreinforced

    throughevolvedprocesses,totheul(mateeffectsofwhichthosetermsreferSkinner,1984).Thereare

    twotypesofcondi(oning:operantandrespondent.Operantcondi(oninginvolvestheac(onofac(vely

    modifyingbehaviourbythereinforcingorinhibi(ngeffectoftheconsequencesoftheanimalsbehaviour.

    Respondentcondi(oningisaninnatereflex,whichemergesfromasuccessfulimita(onofotheranimals

    behaviourorasaresponsetoexternals(muli.Respondentcondi(oningisaninnatetrait,whichinsuresa

    highersurvivabilityrateSkinner,1984).

    Theoperantcondi(oningchamberwascomposedofavarietyofelementswiththeaimofs(mula(ngthe

    animalsnaturalandins(nc(veresponsetoexternals(muliinordertoachievethetargetedbehaviour

    Roberta Saliani 7

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    8/48

    pa\ern.Thelight,speaker,electrifiedgridandleverwiththesubsequentreleaseofpelletswerethe

    externalagentsthatachievedthemodifica(onoftheanimalsbehaviourSkinner,1975).

    Oncetheanimalwasabletosuccessfullyindividuatetheleverandwhatoutcomepullingthelever

    produced,anassocia(onbetweentheleverandthepelletwasformedinthebrainoftheanimal.The

    scien(stswouldsubsequentlycon(nuecondi(oningitsbehaviourthroughanensembleofs(muli

    pleasantandnotandassocia(veprocesses.AVerafewtrials,whenthelightblinked,theanimalwasable

    tounderstandthatthelevercouldbepulledandthepelletwouldhavebeenreleased.Incasetheanimal

    didnotbehaveasintendedanelectricalshockoraloudandunpleasantnoisewouldhavebeenusedSee

    AppendixA).

    A\en(onshouldbegivenatthisstagetohowvideogamesusethesamerewardsystemtoinfluencethe

    playerslearningbehaviour.The(mingandlayeringofrewardmechanismsinvideogamestrainplayersto

    derivepleasurefromtheworkthatisbeingdoneYee,2006).

    ideogamesfeaturepa\ernsthatsolicittheins(nc(veneedtosa(sfytheneedtolearn,Gamescreate

    deeplearning,learningthatisbe\erthanwhatweoVenseetodayinourschoolsGee,2005).

    Inthethirteenthcentury,DantehighlightedthroughasentencewhichwasoriginallyfromOdysseusthat

    humanshavealwaysbeenpursuingknowledgethroughlearningprocesses:Calltomindfromwhencewe

    sprang:Yewerenotformdtolivethelifeofbrutes;ButvirtuetopursueandknowledgehighDanteetal.,

    1955).

    Thelearningprocessesinhumanbeingsarepromptedbythepleasurethatderivesfromtheac(onof

    learning.Skinnersoperantcondi(oningchamber,thebehavioralexperimentsandtheoriesrelyonthe

    Roberta Saliani 8

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    9/48

    founda(onthatphysiologically,learningispleasurable;thehumanbrainwhentargetedwiththeright

    s(muliproducesdopamine,whichisthesubstanceresponsibleforhumanmo(va(on.

    Theoperantcondi(oningchamberisextremelysimilartotherewardssystemsintegratedinvideogames.

    Theybothapplyoperantcondi(oning.Ingames,theresponseandthelevelofempathyoftheuseris

    definedbythelevelofengagementcreatedbygamesdesignersAlbor,2011;Isbisteretal.,2008;Juul,

    2004);inSkinnersexperiment,theresponseoftheanimalisdirectlypropor(onaltotheposi(veand

    nega(vereinforcementsdesignedbythescien(sts.

    Operantcondi(oningthroughouttheyearshasbeenusedandreferredtoasinstrumentallearningNevid,

    2003);videogamesthroughalayeringofrewardsdoactasreinforcingagents.Suchprac(cesnotonly

    teachhumanshowtosurviveinextremesitua(onsSkinner,1938),buttheyareabletocreateordestroy

    theintrinsicmo(va(onofthepeoplewillingtoengageinac(vi(esofanykind.

    Schell2008)offeredaninsightonhowvideogamesaresimilartoeduca(onalmediums

    Studentsplayers)aregivenaseriesofassessmentsgoals)thatmustbehandedinaccomplished)

    bycertainduedates(melimits).Theyreceivegradesscores)asfeedbackrepeatedlyas

    assignmentschallenges)getharderandharder...Studentsplayers)whoperformpar(cularlywell

    arelistedonthehonorrollleaderboard).p.443)

    TheSimsSocialisalife-simula(onsocialnetworkingvideogamebyElectronicArtsgames,whichfeatures

    gameplaymechanicsthatfollowthesamerhythmdescribedbyJesseSchell2008).Inthegame,players

    areabletofollow(medquestlinesaswellasdoautonomousac(ons.Thedifficultyofthegameraisesthe

    moretheplayercon(nuesplayingthegameandfulfillingthequests.Thegamelistsonaleaderboardthe

    playerswiththemostexpensivehouse.

    Roberta Saliani 9

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    10/48

    Koster2005)andTrefry2010),describedvideogamesasfunwhenprovidingagradualascentindifficulty.

    InTheSimsSocial,similarlytowhatSchell2008)previouslydescribed,thein-gamedifficultyraisesby

    prolongingthe(metheplayerisrequiredtospendcollec(nganever-growingnumberquestitems,aimed

    toachievethegoodsorachievementsproposedbythevideogame.Theanalogiesbetweenvideogames

    mechanicsandthescholas(csystemsarerecurrentas[The]processoflearningandexplora(oncombines

    withthevisceralexpressionofpowertoformapowerfulplaycocktailTrefry,2010,p.157).

    Whileithasbeendemonstratedthatvideogameshavethepoten(altopersuadeandeducateAlbor,

    2011),thisresearchmustlookintowhatmo(vateshumanstoengageinac(vi(esaswellasthecondi(ons

    inwhichthismo(va(onisunderminedorreaffirmedandstrengthened.

    Decietal.1985)demonstratedthroughqualita(veandquan(ta(vestudiesthathumanmo(va(on,in

    healthyandwell-beingcondi(ons,ismo(vatedbyintrinsicandextrinsicfactors.Mo(va(onasthefactor

    thatbringshumanbeingstooperateac(ons,isdrivenbyphysiologicalasmuchaspsychologicalneeds.

    Self-inducedautonomousac(vi(esthatconcernhumanmo(va(onaredoneinpursuitofthefeelingof

    competence,autonomyandpsychologicalrelatedness.Competencebeingtheneedtobeincontrolofthe

    outcomes;autonomyistheneedtobethecauseofonesownlifeandtheneedforcoherencewithits

    innerbeing;relatednessisneedforinterac(on,nurturingandconnec(on.

    Whileintrinsicmo(va(onisabehaviouren(relydependentononesself-realisa(on,thereareextrinsic

    factorsthatcouldac(velyinfluencehumanbehaviour.Extrinsicmo(va(on,asintrinsicmo(va(onclosely

    Roberta Saliani 10

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    11/48

    followsMaslowshierarchyofneeds.Maslow1943)dividedhumanpsychologicalneedsindifferentlayers,

    whichareinorderofimportance:physiological,safety,belonging,esteemandself-actualiza(on.

    Extrinsicmo(va(onisanac(onperformedforthepossibleconsequencesAronson,2002).Suchbehaviour

    isduetotheindividualsneedforesteem.Inthecurrentsociety,goodsrepresentawayfortheindividualto

    representasocialstanding,expressindividualityandul(matelygainrespectfromothersKendall,2012).

    Extrinsicmo(va(oncanalsobecomposedbythewilltoachievearewardoritsconsequenceseventhough

    thiswasdisputedbyEisenbergerandCameron1996)whentheyclaimedthattangiblerewardsarenot

    alwaysthebestwaytorewardposi(veandcorrectbehaviourdrawnfromintrinsicmo(va(on.As

    demonstratedbyDeci,Koestner&Ryan1999),rewardingintrinsicmo(va(onwithtangiblerewardsbrings

    theindividualtofeelsuchrewardweakenedthemo(va(ontheindividualhadtowardstheac(vity.

    Meanwhile,intrinsicmo(va(onisstrongerthanextrinsicwhentheac(onisself-ini(atedandfruitof

    autonomouschoice.

    Logically,iftheac(onisself-ini(atedbyintrinsicmo(va(onandsuchbehaviourisconsequentlyrewarded

    withatangiblereward,therewardislesslikelytodamageandbeli\lethestar(ngintrinsicmo(va(on

    Ryanetal.,1999;Aronson,2002).

    However,Csikszentmihalyi1990)claimedthat

    Ifonegetstobetoocomplacent,feelingthatpsychicenergyinvestedinnewdirec(onsiswasted

    unlessthereisagoodchanceofreapingextrinsicrewardsforit,onemayendupnolongerenjoying

    life,andpleasurebecomestheonlysourceofposi(veexperiencep.47)

    Roberta Saliani 11

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    12/48

    Decietal.2000)alsoclaimedthatintrinsicmo(va(onistriggeredbyautonomousac(vi(esconceivedby

    peopleasengagingandinteres(ngp.235).Decietal.2000)demonstratedthatexternalrewardsin

    tangibleformcandetrimentintrinsicmo(va(on,while

    EventssuchaschoicethatfosteranI-PLOC[internalperceivedlocusofcausality]tendtoenhance

    intrinsicmo(va(on.Eventssuchasnega(vefeedbackthatfosterperceivedincompetencetendto

    undermineintrinsicmo(va(on,whereaseventssuchasposi(vefeedbackthatfosterperceived

    competencetendtoenhanceintrinsicmo(va(on,althoughpeoplemustfeelresponsibleforthe

    competentperformanceinorderforperceivedcompetencetohaveposi(veeffectsonintrinsic

    mo(va(on.

    Ul(mately,intrinsicmo(va(oncanshiVtobecomeextrinsicinthecaseextrinsicrewardsareintroduced.

    Thebehaviourisnotreinforcedasthefeelingtheextrinsicrewardcreatesisofdoingtheac(vitynot

    becauseofthestar(ngintrinsicmo(va(on,buttogaintherewardDecietal.,2000).

    Throughin-gamerewards,designersmo(vatetheplayerintherepe((onofthebehaviour,therefore

    crea(ngafeelingofa\achmentwithintheplayertothevideogameJuul,2004;Albor,2011).

    TheSimsSocialasmen(onedbyTrefry2010),featuressystemsofrewardsthatcomplimentthehuman

    needforpoweror,asdescribedbyDeciet.al2000),needforcompetence.

    Maslow1943)inthehierarchyofneedsdescribedtheneedforesteemascomposedbytheneedto

    respectandberespected,toberecognized,tobeabletocontributeandfeelEffec(veinonesinterac(on

    withtheenvironmentWoodworth,1918).

    Ahlersetal.2002)explainedthatbygivingtheplayerafeelingofbeingincontroloftheenvironment,

    thereforetheac(onsdoneinthegameplayorbyProvidingstudentcontrolledtoincreasedmo(va(on

    andgreaterlearning.p.451)

    Roberta Saliani 12

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    13/48

    Thoseneedscanalsobeinfluencedbysociologicalexternalfactors.Whenplayingavideogametheplayer

    canbeinfluencedbytheneedofself-expression,individualityandcontribu(onMaslow,1943).

    Furthermore,videogamedesigncanac(velyinfluenceandcondi(onuserstorespondtogivens(muliYee,

    2006).

    Organismstendtorepeatthoseresponsesthatarefollowedbyfavorableconsequences,andtheytendnot

    torepeatthoseresponsesthatarefollowedbyneutralorunfavorableresponsesSkinner,1938).

    SinceAlbor2011)definedvideogamesasamediuminwhichPlayersmaynotrecognizetheimpactof

    playontheirunderstandingorbehavior...,theanalogybetweenvideogamesandSkinnerscondi(oning

    chambertriggersaques(on:cangamesfunc(onasanoperantcondi(oningchamber?Canvideogames

    systemsofpersuasionmodifyhumanbehaviourforittorespondinforeseenways?Tounderstandthe

    extenttowhichvideogamescaninfluencehumanbehaviour,considera(onsaboutextrinsicrewardsand

    mo(va(onsmustbeincluded.

    Bycrea(ngadver(sementwhichtargetstheareadescribedbyMaslow1943)asesteem,adver(sersare

    abletogivepoten(alcustomersextrinsicmo(va(oninbuyingproductswiththepromiseofenhancing

    theiresteem.Contemporaryadver(sementinallitsformscansolicitthroughpersuasivetechniquesthe

    sameonesdescribedaboveasensethatthepoten(albuyerneedstheproduct.

    Peoplesresponsivenesstopersuasives(mulihasbeenextensivelytestedinthepast,mostlyinthe

    consumeris(cageandinthelate1950swhenmanystudiesestablishedthattheunconsciouspartofthe

    humanmindmaybeabsorbinginforma(onunwarilyMoore,1992)assomecompaniesoptedtoac(vely

    talkwiththehumansubconsciousnessthoughadver(singPackard,1957).

    Roberta Saliani 13

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    14/48

    Also,BrannonandBrock1994)describedthatthroughtheprocessofadver(sing,Adver(sersdonotwant

    consumersmerelytolikethewordpopcorn;theywantconsumerstobemo(vatedtoact,tobuy

    popcornBrannon&Brock,1994).

    Throughextrinsicmo(va(oncouldvideogamesinfluencehumanbehaviourtotheextentsofcrea(ng

    impulses,whichpushtheplayerstoactinthewaythegameimposes?

    TeutWeidemann,leaddesigneroftheSe\lersOnline,spokeaboutsocialgamesinthoseterms:

    Socialgamescanbeusedtodothat.Theymanipulateus...Teut,Brandon,andIwouldallagreethat

    socialgamesareavola(lecocktailofsleektechnology,dopamine-richenvironmentsandbrilliant

    gamedesign.Thisispreciselywhyplayersgethooked.Thisiswhythesegamesaresopopular...

    We'retalkingnowaboutsomethingthathasbeenwellunderstoodandbroadlyappliedinour

    industryandmanyothers)formanyyears.Ourgoalsasgamedesignersaretobuildengagingand

    fungamesthatpeoplewanttoplay.Weuseourtoolstheknowledgeaboutevolu(onary

    behavioralpa\ernsforexampletoaccomplishthosegoals2010).

    Weidemann2010)referredtodopamine.Dopamineisasubstanceproducedbydifferentareasofthe

    humanbrainmostlyinthecerebrum,hypothalamusandseptum)Bjorklundetal.,2007).Dopamineplays

    animportantroleinthehumana\en(veness,behaviour,cogni(on,feelingsofpunishmentandreward,

    mood,mo(va(on,workingandlearningmemoryandvoluntarymovementZull,2002).Dopamineisoneof

    themajorcontributorstoreward-inducedlearningandseekingbehaviourBayer&Glimcher,2005;Belin&

    Everi\,2008;Wael(,2001).

    AsdescribedbyRaphKoster2005)inAtheoryoffunforgamedesign,videogamesprovideplayerswith

    thetoolsoflearning,wherelearningitselfisthereasonthevideogamebecomesenjoyable.

    Whenarewardissuccessfullyachieved,thebrainreleasesdopamine,whichisthereasonwhythrough

    operantcondi(oningbehaviourcanbemodified.

    Roberta Saliani 14

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    15/48

    Sincethedescrip(onthatSkinner1938),Deci2000),Koster2005),Mabryetal.1966)provided,operant

    condi(oningcanbeappliedthroughgameplaymechanicsandrepe((veprompts,whichreinforceor

    punishthroughpleasantorunpleasantfeedbacksdifferentbehaviour.Thenewbehaviourortarget

    behaviour,whichisacquiredthroughextrinsics(muliDecietal.,2000),ispartoftheinstrumentallearning

    Nevid,2003).Mostof,ifnotallvideogamesfeaturesimilarlearningcurvesandrepe((oninformofthe

    aforemen(onedfeedback.

    Withthenew-emerginggamingtrendepitomisedbysocialnetworkinggames,manycri(quesemerged

    fromdesignerssuchasBogost2010),ques(onningthefutureofgaminganditspossibledeclineinto

    player-exploita(on.

    Social networking video games

    Whydopeopleplaysocialgames?Isitfortheirsimplicity,easy-to-understanduserinterface?

    Manyvideogamesaskforalotinordertobeplayed,soitisnotsurprisingthatmanypeopledonot

    playvideogames.ideogamesaskforalotmorethanotherartforms.Theyaskformore(meand

    theymoreconcretelyrequiretheplayertounderstandtheconven(onsonwhichtheybuild.A

    gamemaynotfitintoaplayerslifeJuul,2010p.10).

    Socialnetworkinggamesandtradi(onalgameshaveamul(tudeofdivergencesfromagameplay

    mechanicsdesign,narra(veandgeneraldesignpurposesandaimsprospec(ve.

    Thefollowingexplainswhysocialnetworkinggamescouldpoten(allybedivergentdesignwisefromthe

    moretradi(onalvideogamedesign.

    Roberta Saliani 15

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    16/48

    Ourprimarymone(za(onmodelisadver(sing.Wegooutandweselltheadspacewithinthe

    gamesthatourtechnologyprovidesandempowersasthisgamesspreadacrossthewebweare

    reachingabout60millionpeopleamonththroughthegamesthatarewithinournetwork

    JamesonHsu,2008).

    Thesocialnetworkingvideogamesbusinessmodelworksbeingbasedonthefreemiumfreeand

    premium)businessmodelbya\rac(ngthemostpossibleaudiencetosaidvideogames.Someofthe

    videogamesmakeaprofitthroughadver(sement,whileothersrelyonthemicro-paymentsalonetomake

    aprofitthroughsellingpremiumsPujol,2011).

    Socialnetworkingvideogamesarebasedonamoredemocra(cKoster,2012)free-to-playmodelwhere

    everyonehasaccesstothecontent,any(me,withoutsubscrip(onfeeorformallycalledpaywall).

    Socialnetworkingvideogamesspreadthroughoutthesocialnetworkingwebsitesandthroughe-mail

    invitescrea(ngexamplesofviraladver(sement.Inmanyofthegamesplayedonsocialnetworks,social

    interac(onsarelimitedtoviralmarke(ng:thegameprovidesmechanismsthatmakeitsothatcustomers

    sharetheirexperienceswiththeirfriendsRadoff,2011)

    Thegameplaymechanicsprompttheusertoinvitemorefriends,sendgiVstousersorneighborsTheSims

    Social),requestquestitemsandbragaboutachievementsthroughleaderboardsandbadgesRadoff,2011).

    Sincesocialgamesfollowafree-to-playmodel,designershavetoresorttoadver(singtechniquesandthe

    implementa(onofcompellinggameplaymechanics.

    Associalnetworkingvideogamesfeatureautonomousandself-inducedgoalassignmente.g.watering

    plants,followingaquestlineratherthananother,cleaningthehouse),thedesignofsocialnetworking

    videogamesarecomposedbybothintrinsicandextrinsicmo(va(on.Moreover,usersoVenifnot

    Roberta Saliani 16

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    17/48

    alwaysacquirenotonlyarewardastheyarefulfillingthepredeterminedac(on,buttheyarealso

    gainingatangiblereward.

    Productplacementaswellasbehaviouralpersuasionthroughgameplaymechanicsandcompellingdesign

    techniquesisnotregulated.Sincethisresearchaimstounderstandthemannerinwhichdesignersare

    implemen(ngpersuasivesystemsinTheSimsSocialasocialnetworkinggameproducedbyElectronicArts

    games),abriefanalysisofthepastadver(singtechniquesisincluded.Thistobeabletoanalysethegame,

    whilecomprehendingpastandpresentpersuasivetechniques.

    Alargeandgrowingcommunityofgamedeveloperswouldarguethatyes,gamescaninfluence

    atudesandbehaviour.Advergames,edugames,socialandpoli(caladvocacygamesallpartof

    thenewfieldofpersuasivegameshavebeguntomakeanimpactinrecentyears.Thoughthe

    revenuesandspreadofthesegamespalesincomparisontomainstreamgames,themovementis

    beginningtomakeitsmarkStokes,2005).

    Analogicallytotheconsumeris(crevolu(onofthelate1950s,socialnetworkingvideogamesareusing

    Masspsychoanalysistoguidecampaignsofpersuasionhasbecomethebasisofamul(million-dollarindustry.Professionalpersuadershaveseizeduponitintheirgropingformoreeffec(veways

    tosellustheirwareswhetherproducts,ideas,atudes,candidates,goals,orstatesofmind

    Packard,1957,27).

    Moreover,thepsychologicalneedforproductscanbeprompted.Theindividualisboundtoreacttocertain

    psychologicaltechniques,whicharemeanttoperpetratethehumansubconsciousnessDichter,1960).

    Originally,gamedevelopersfocusedoncrea(ngthemosttouchingandmovingexperiencesthey

    couldfitonafloppyorcartridge,crea(ngrealculturallandmarks.Incontrast,socialgamesare

    turningthegameindustryintoanindustrywheretheprofitmo(vedirectlydictatesgamedesign,

    andhumanpsychologyandsociologyareharnessedinthepursuitofrevenues.Developersbecome

    op(mizersandtheroleofplayersisthatofmindlessclickingmachinesLehdonvirta,2010).

    Lehdonvirtatalkedabouttheexploita(onofpsychologyandsociologyinsocialnetworkingvideogames,

    cri(cizingthenatureoftheirdesign.Whilehighligh(ngthecontentdifference,Lehdonvirtabriefly

    men(onsandcondemnsthefreemiummodel,byaffirmingthatplayersaretransformedintomindless

    Roberta Saliani 17

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    18/48

    clickingmachines,whoseonlyaimestablishedbythedesigner)istobringprofittothecompanythat

    developedthesocialnetworkingvideogame.Lehdonvirtadoesnotdiscussthisclaim.

    Thequalita(veandcompara(veapproachtotradi(onalvideogamesandsocialnetworkingvideogames

    musttakeintoaccountthepsychologicalneedsoftheindividual.Bothtradi(onalgamesandsocial

    networkinggamesprovidesimilarrewards,inthemomentinwhichtheyaredesiredandsubsequently

    bought.

    Tradi(onalvideogamesassocialnetworkingar(factsuseadver(singtechniqueswhichareaimedtocreate

    thedesireandneedforaproduct:oneinformofviraladver(sement,theotherinformofmore

    conven(onaladver(singsuchasbillboards,Tandonlinepublicity,demodistribu(onandreviews.

    Consequently,bothtypesofvideogamestargettheself-esteemneedoftheindividuals.Self-esteembeing

    theexpressionofonesself,theiden(fica(onoftheindividualaspartofagroup,acquiringrespect,social

    standingandsome(mesaesthe(cenhancement.

    Sincetheintroduc(onofvideogames,leaderboards,badges,highscoresandsimilarwereintegrantpartof

    videogamesDickinsonetal.,1998).Analogically,socialnetworkingandtradi(onalvideogamesoVen

    featurewaystogainbraggingrights.However,forthewayinwhichsocialnetworkingvideogamesare

    linkedtosocialnetworks,thefacilityforplayerstoboastaboutachievementsisgreater;aswellasthe

    abilityforthemtoaskforhelpfromfriendsinordertoachieveresults.

    Thereisoneotherfactorthatneedsconsidera(on,sinceLehdonvirtaclassifiedsocialnetworkingvideo

    gamesasamediumtotransformpeopleintomindlessclickingmachines.Role-Playing-GamesRPGs)and

    Massive-Mul(player-OnlineRPGsfeaturegrindingbehaviourincorporatedtoraiseinlevelandorskill.

    Grindingintendstobearepe((vebehaviour,specificallyrelatedtogameplayrepe((onRogers,2010).

    Roberta Saliani 18

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    19/48

    Methodology

    Themethodusedtoinspectandanalyzethisqualita(vestudywasatextualanalysisofTheSimsSocialby

    ElectronicArtsgames.

    Intheliteraturereview,psychologicalconceptshavebeenexplained.

    Whilepersuasionhasbeensubjecttostudiessincethebirthofrhetoric,mostrecentstudiesfromthe

    nineteenthcenturyonwardsunderlinethatthehumansubconsciousnesscouldbeinfluencedby

    manipula(vetechniques.Furthermore,behaviourcanbecondi(onedandmodifiedtocreateanew

    behaviour.

    CanTheSimsSocialinfluenceaplayersbehaviourusingpersuasivetechniquesandhowarethey

    incorporatedintosocialnetworkingvideogamesmechanics?

    Theobjec(veoftheresearchques(onwastoestablishifTheSimsSocialcaninfluenceandmodifythe

    playersbehaviour,whileseekingtodiscoverhowpersuasivemechanicsareincorporatedintosocial

    networkingvideogamesmechanics.

    TheSimsSocialplaythoughtookanes(matedperiodbetween1weekto4weeks.Thehighamountof(me

    wasstrategic,sincetheresearchwaswillingtoinves(gatethetypeofmo(va(onfeaturedbytheplayer.

    TheplaythroughinspectedthevariousgameplaymechanicsofTheSimsSocial.Peculiara\en(onwas

    offeredtogameplaymechanicsthathavepersuasivepoten(alaimedtowardsabehaviouralcondi(oning.

    Roberta Saliani 19

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    20/48

    Theanalysisexploresiftheplayersac(onswereself-inducedorgeneratedbyareward-seekingbehaviour;

    iftheplayersrewardconsistedinthesheerpleasureofmakingtheac(onortheacquisi(onofin-game

    goods.

    Butpeopledoactwithpurpose.Theirbehaviourmakessenseifyouthinkaboutitintermsofitsgoals,of

    people'sneedsandtheirmo(ves.Thatseemstobethesecretofunderstandingormanipula(ng

    people.Packard,1957)

    TheresearchusedatextualanalysisofTheSimsSocialaimedtoreachacomprehensiveconclusion.

    Othermethodswereassessed.Oneofmethodsassessedwasconduc(ngaqualita(veresearchthat

    involvedtestsubjects.Includingpar(cipantswouldhavebeenhighlyinconclusiveanda(meconsuming

    prac(cesincethepar(cipantsshouldhavebeenindoctrinated).

    Researchshowedthatpeople,whenaskedaboutaproductorservicewouldprovideanswersthatproved

    tobecompletelytheoppositeofwhattheirneedsstrivedforPackard,1957).

    Furthermore,byusingatextualanalysisalsomeanthavingthepossibilitytoplaythegameforalonger

    periodof(me;havingachanceofexpressinganddescribingaswellasinspec(ngtheins(nc(veimpulses

    suchgameplaymechanicscouldtrigger;thepossibilityofincludingrecordings,screencapturesandvideos

    whicharerelevanttotheresearch.

    TheresearchusedachecklistinformofanExcelspreadsheet,whichlistedouttheac(onsmadeinthe

    game,whysuchac(onsweredone;ifthemo(va(oncamefromarewardseekingpa\ernorifitwas

    triggeredbyself-ini(atedprocesses;itwillclassifytherewardsasclaimingindividuality,self-esteem,

    respectfromtheothersandsocialstanding.Theframeworkusedaimedtogainfindingscompa(blewith

    thediscussedliterature,aswellasestablishingrelevantconclusions.

    Roberta Saliani 20

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    21/48

    Sample analysis

    Hereisanexampleoftheanalysis:

    Premises:TheplayerhasapproachedtheSimsSocialasanexperiencedplayerofTheSims1,2and3,

    whichareaseriesoftradi(onalvideogamespublishedbyElectronicArtsgames).

    Testtools:anExcelspreadsheetfeaturingachecklist.Inthechecklisttheplayersac(onswereques(oned.

    Theac(ongridlistsouttheac(onsmadeinthegame,whysuchac(onsweredone;ifthemo(va(oncame

    fromarewardseekingpa\ernorifitwastriggeredbyself-ini(atedprocesses;itindividuatediftherewards

    achievedclaimedindividuality,self-esteem,respectfromtheothersand/orsocialstanding.

    Theavatarhasnowanewquest:LifesairtualBeach,whichinformstheplayerthatanewquestis

    available.DisplayedonthecentralleVsideofthescreenthequestlogblicksaNew!sign.

    Onceopened,thequestinformstheplayerthatanewfeature,theloca(onsfeatureisavailable.It

    forwardstheplayertoanotherquest,calledBeachHousewheretheplayermustpossess12thousands

    Simoleons,10contractsand5cer(ficatestobeabletobuythenewproperty.Theextrarewardthatcomes

    whenfulfillingthosecriteriaisapalmtreeSeeAppendixBandC).

    Togainthecontractsandcer(ficatesonemustasktheSimsSocialfriendsorformalgameneighboursin

    ordertoretrievethem.

    Thisnormallyblockstheplayerfromfinallygainingtheobjectofdesire:inthiscase,avaca(onhouse.An

    alterna(veisproposedfromthegamewhichconsistsinspeedinguptheprocessbypurchasingthe

    propertybyusingSimCash.

    Roberta Saliani 21

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    22/48

    SimCashisoneofthein-gamevaluesusedbyTheSimsSocial.SimCashisgatheredthroughrealmoney

    andacquiredthroughmicro-payments.Thepricevariesbetween7SimCashfor$135SimCashtotal

    purchase)to9SimCashfor$100900SimCashtotal).

    Ithasbeenaround48hoursandnooneoftheplayersneighboursansweredtotheplayersrequesttoget

    10contractsand5cer(ficates.TheurgeoftheplayertobuySimCashisgrowingstronger.

    Typeofreward:therewardfeaturedintheLoca(onsquesttriggeredtheplayersextrinsicmo(va(on.

    Theplayermadetheac(ontogainthetangiblevirtual,butfeltastangible)reward,whichinthiscaseis

    theBeachHouse.

    Whatmo(vatedtheplayertowantthereward?Representa(onneeds:anurgetoshowotherplayersthe

    capabili(esoftheavatar,whichatthegivencircumstancesfeltasaself-extension.Individualityand

    personalityexpressionneedsastheplayerownsapropertyinreallife)nearthesea.Theprocessisnot

    self-ini(atedandnotautonomous.

    Wasshowingtherewardanintrinsicmo(va(onalboostordetrimental?Results:N/A.Theplayerwasnot

    beabletobuytheBeachHouseasthequestitemsneededtocompletethequestprovedtoodifficultto

    acquire.Overalltheplayerwasconfusedandcouldnottellifthegameplaymechanicsactedasablockorif

    showingtherewardhaddetrimentaleffectsontheintrinsicmo(va(on.

    Data collection procedures

    TheSimsSocialisastrategicroleplayinglifesimula(ononlinebrowservideogamedevelopedbyPlayfish

    andpublishedbyElectronicArtsGamesonAugust2009.

    Roberta Saliani 22

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    23/48

    ThedatawascollectedbyplayingthroughTheSimsSocialanditwasrecordedinformofvideoandaudio

    whereapplicable)recordingsina.swffile.ThevideowasrecordedwithJingasoVwarefromTechSmith

    Corp.2007-2011).

    Thefileswereorderedbydate.

    Notalltheplaysessionswererecorded.

    Data analysis methods

    ThedatawasanalysedbyusingthedataacquiredintheExcelspreadsheet.Theanalysisframeworkwas

    determinedbytheliteraturehighlightedintheliteraturereviewsec(on.

    Itanalysedthedataacquiredbyiden(fyingtheac(onsmadeinthegame.

    Theanalysissoughttounderstandwhysuchac(onsweredonewastheplayerautonomouslydoingthe

    ac(onorwasitarewardinducedac(on?);ifthemo(va(onwasextrinsicorintrinsic;iftheac(onwas

    autonomousortriggeredandencouragedbythevideogame;andwhatwerethepsychologicalneedsthat

    startedtheac(onindividuality/self-expression/personality,respectandesteemMaslow)andsocial

    standing).

    Data collection

    ideorecordingofgameplayusingJing.Thevideoswillbestoredandsavedforfurtherfuturereference.

    Audiorecordingwhenapplicable)oftheplaythrough

    Roberta Saliani 23

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    24/48

    Wri\ennotesdigital):ifunexpectedresultsarefound

    Data analysis methods

    1. Createachecklist

    2. Checktheques(onsanddetermineifthetoolsareappropriate

    3. Reorderthechecklist,ifneeded

    4. Startvideorecordinggameplaysessions

    5. Takenotesaboutfindings,discussionissuesandunexpectedresultsaswellaslimita(onsofthemethod

    6. Namethevideofilesbydate

    7. Datainterpreta(onanddiscussion

    Ethics

    Theresearchdoesnotinvolveothertestsubjectsotherthantheresearcher.

    ThisresearchiscompliantwiththeLondonSouthBankUniversityResearchEthicsCommi\eeandtheCode

    ofPrac(ceforResearchInvolvingHumanPar(cipants,whichcanbeviewedanddownloadedhereh\p://

    www.lsbu.ac.uk/rbdo/students/researchdegrees/ethics_commi\ee.shtml .

    TheresearchdoesnotinfringetherightsdetailedintheHumanRightsAct1998).

    Limitations of proposed research design

    Themethodslimita(onistheimpossibilitytoincludeandmen(onawiderspectrumofliteraturedueto

    thelimitedwordcount.Anunlimitedwordcountwouldhaveenhancedthemethodastheliteraturereview

    wouldhavefeaturedmoreinforma(ononwhichtheanalysiscouldhavereliedon.

    Furthermore,giventhevariabilityoftheSimsSocialdesign,gameplaymechanicsandvideogamesize,not

    allac(onscouldhavebeenlisted.

    Roberta Saliani 24

    http://www.lsbu.ac.uk/rbdo/students/researchdegrees/ethics_committee.shtmlhttp://www.lsbu.ac.uk/rbdo/students/researchdegrees/ethics_committee.shtmlhttp://www.lsbu.ac.uk/rbdo/students/researchdegrees/ethics_committee.shtmlhttp://www.lsbu.ac.uk/rbdo/students/researchdegrees/ethics_committee.shtmlhttp://www.lsbu.ac.uk/rbdo/students/researchdegrees/ethics_committee.shtml
  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    25/48

    Analysis

    Premise:thechecklistfeaturesamo(va(onfieldthatfeaturesbothintrinsicandextrinsicmo(va(on.

    Theanswerswereindicatedwiththreeterms:weak,mediumandstrong.Someanswersweresubjectto

    assessmentassome(mestheplayerindicatedintrinsicmo(va(on,whilepost-analysisverifica(onrevealed

    thattheac(onwasmo(vatedbyextrinsicfactors.

    Theanalysis,throughatextualanalysis,highlightedfromaplayersprospec(vethegameplaymechanics

    featuredinTheSimsSocial.

    Ul(mately,thisprospec(vewassubjecttofurtheranalysis,whichsoughttodiscoverhowsystemsof

    persuasionwereimplementedinsocialnetworkingvideogames.

    Testtools:anExcelspreadsheetfeaturingachecklist.Theac(ongridlistsouttheac(onsmadeinthegame,

    whysuchac(onsweredone;ifthemo(va(oncamefromarewardseekingpa\ernorifitwastriggeredby

    self-ini(atedprocesses;also,thechecklistclassedthetypeofrewardsindividuality,self-esteem,respect

    fromtheothersandsocialstandingandorcoherence,autonomyandrelatedness).

    Purchasing items with Simoleons

    Self-representa(onneeds:whathappenstomo(va(onwhentheobjectofdesirecantbeobtained.

    Theplayeraccessestheshop,lookingforsomekitchenwaretoembellishandpersonalisetheaesthe(csof

    theprefabhouse.Theplayerwassaddenedbynotbeingabletobuyahobasthegamewasrequiringa

    certainlevelofcookingskilltounlockthehob.Theplayerboughtthemicrowave.

    Roberta Saliani 25

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    26/48

    Theplayerstartedcookingwiththemicrowavetogaintherequiredskill.

    Arrivedatlevel19s(lldidnotmanagetobuyahob;theplayergaveupontryingtogaintherequiredquest

    itemsatlevel15SeeAppendixB).

    Typeofreward:Beingabletobuyagoodthatcouldhavecontributedinrepresen(ngtheplayers

    personalityandpassions.Thisprocesswouldhaves(mulatedtheplayersesteemneed.

    Theplayerdidtheac(ontogainthevirtualreward,whichinthiscasewasthehob.

    Whatmo(vatestheplayertowantthereward?Representa(onandeffec(venessneeds:anurgetoshow

    otherplayersthecapabili(esoftheavatar,whichatthegivencircumstancesfeltasaself-extension.

    Individualityandpersonalityexpressionastheplayerhasapassionforcooking.

    Theprocesswasself-ini(ated,buttheprocessthatwasneededfortheplayertobeabletopurchasethe

    objectdidnotjus(fythemeans.

    Wasshowingtherewardanintrinsicmo(va(onalboostordetrimental?Results:detrimental.

    Theplayercouldnotbuythehobasthequestitemsneededprovedtoodifficulttoacquire.Thefindings

    indicatethattherewasweakintrinsicmo(va(ontobuythehob.

    Fromthedataalsoemergesthattheplayerenjoymentofthemicrowavewasinexistent:theplayerdidnot

    recognisewiththeproductanddidnotseeitasamediumtogainindividuality,respectorsocialstanding.

    Inthiscase,themo(va(onoftheplayerwasextrinsicastheplayerwantedtobuytheoveninordertobe,

    infuture,abletobuyahob.

    Similarresultswereencounteredwiththepeacockandthegrandpa(sserieitems,withthedifferencethat

    theseobjectsweregame-inducedintroducedbythegamethroughadver(sementandquests).

    Roberta Saliani 26

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    27/48

    TotalpurchaseditemswithSimoleons:6,ofwhich2wereitemsintroducedtotheplayerbythegameand3

    featuredweakintrinsicmo(va(on.

    Theobjectsthatwerenotenjoyedbytheplayer,atthesame(medidnotrepresenttheplayerinanyway.

    Furthermoretheaforemen(oneditemsbothfeaturedweakmo(va(on,andforthe66%ofthecasesthe

    itemswereintroducedtotheplayerbythegame.

    Theplayersac(onofbuyingthepeacockandthegrandpa(sseriedidnotfiteitherintrinsicorextrinsic

    field.However,aVerlogging-inthegameaVeralongperiodof(me,apop-upwindowappeared,showing

    AFreshstart!.Theplayerimaginedthatbybuyingthepa(sserieobject,therecouldhavebeenachance

    ofproducinggoodsthatcouldhavebeensoldtootherplayers.Thismadebuyingthepa(sserieiteman

    ac(onpromptedbyextrinsicmo(va(on,wheretheconsequencesjus(fiedthemeans.

    Forthepeacock,therewasnotwri\enthatitwasjustasculpture:theplayerwasbroughttothinkthe

    peacockwouldhavebeenapet.

    Thisac(onwaspromptedbyintrinsicmo(va(ons,eventhoughtheplayerwasintroducedtotheobjectby

    in-gameadver(sement.

    Note:therewasnotanobjectwhichwaspurchasedwithSimCashthatproducedtheaboveresults.

    Self-representation needs: motivation with ready to be purchased products

    erydifferentresultshavebeenfoundwhentheproductswerereadytobepurchased.

    Roberta Saliani 27

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    28/48

    Thechecklistshowsthattheplayersintrinsicmo(va(onwasneverweak.

    Theac(onwasself-inducedandautonomous.Thechecklistalsoshowsthatthroughpurchasingtheitems

    withSimoleonsandSimCash)therewasanexpressionofiden(tyandpersonality.Thisneedforself-

    expressioncomesdirectlyfromthefeelingofshowingoffotherplayersthepersonaliden(tyoftheplayer,

    whileachievinganaesthe(clevelofpleasureand(diness.

    Throughthisdata,theresearchalsoshowedthatthebehaviourwasrewardinducedastheobjectofdesire

    wasvisibletotheplayer.However,theac(onofpurchasingtheitemwasnotpleasurableastheplayer

    wouldlosethechancetobuyanotherobjectforlackoffunds.

    The Sims Social Quests

    Theonlyquestthatwasdescribedasrepresen(ngtheplayerwasAsmartstart.Theonlyaimofdoingthe

    questwasdowntothetermusedbythequest.Theplayerwantedtoshowthegameofbeingsmart,which

    madetheac(onmo(vatedbyintrinsicfactorsandesteemneeds.

    Allthequestsaregame-induced,thustheac(onwasnotautonomous.Thequestdidnotappearasadirect

    consequenceoftheplayersfavouriteac(ons,anditwasseenassomethingforcedupontheplayer.

    Furthermore,thequestsactedasablockforthenumberofautonomousac(onstheplayerdidatthestart

    ofthegame,likewri(ng,playingmusicalinstruments,cookingandsoonSeeAppendixB).

    Thequestsintrinsicmo(va(onwasvariable.Suchvariabilitywasdependingonthetypeofac(vitythe

    questneedstheplayertodo.

    Iftheac(vitywassomethingtheplayerwasfamiliarwithandinnormalcondi(onsitwouldhavebeena

    self-inducedac(on,theplayersmo(va(onwasstrong;whilewhenthequestwasfarfromtheplayers

    Roberta Saliani 28

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    29/48

    pleasurableac(vi(es,theintrinsicmo(va(onwasweak,makingtheac(onaspromptedbyextrinsic

    factors.

    In-Game Actions

    Thein-gameac(onstheplayerchosetodowere,forthemajorityofcases,categorisedbytheplayeras

    pleasurableac(vi(esandnotusuallyforcedupontheplayerfromthevideogame.

    Theplayerrecogniseditspassions,some(mesbehaviourandpreferenceswithsomeac(ons.

    Theplayerhadweakmo(va(ontosa(sfythephysiologicalneedsoftheavatarandtomopthefloors,

    whichwasdescribedasareal-lifechoreandwasthereforeinterpretedbytheplayerasanin-gamechore.

    Thismeantthattheplayerwasdoingtheac(ontogainaresult,inthiscasetheresultwashavingcleanand

    (dyfloors,and/oranonwhinyavatar.

    Theac(onwasdoneonlybecauseoftheresult;thismeansthattherewasnotanintrinsicmo(va(on,but

    extrinsic.

    Otherac(onsneededtobeconsideredsuchas:repairingitems,cungthegrass,mushrooms,andflowers

    andtakingpicturesofanimals.Thoseac(onsfeaturedastrongmo(va(on:theplayerdidtheac(on

    becauseoftheirpleasurablenature.Theac(onwasgeneratedbytheplayersneedforautonomytheneed

    tobethecauseofonesownlife,theavatarsinthiscase)andtheneedforcoherencewiththeavatarsand

    playersinnerbeing.

    Roberta Saliani 29

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    30/48

    Social in-game actions

    Whentheplayervisitedfriends,theaimofthevisitwastogainenergypoints.Atthestartbeforethe

    playerbecameawareofthegameplaymechanicsthatallowedtorestoreenergypointstheplayer

    enjoyedtheautonomousac(vitythatwasproducedbytheneedforinterac(on,nurturingandconnec(on.

    Theintrinsicmo(va(onoftheplayerwastosa(sfytheplayerscuriosityandexplora(onneed,whichwas

    sa(sfiedbyvisi(ngtheneighbourshouses.

    Sincethediscoveryofthegameplaymechanic,theintrinsicmo(va(onshiVedtobecomereplacedwith

    extrinsicmo(va(onthewilltodosomethingforitsendresultI-PLOCtoE-PLOC).

    TheSimsSocialhasfeaturesthatallowtheplayertoboastachievements.

    ByallowingTheSimsSocialtosharethisinforma(on,thevideogamepostsontotheuserswall.Thepost,if

    clickedbyotherplayers,offersrewards,Simoleonsorsocialpoints.Sharingin-gameeventsofthiskinddid

    notappealtotheplayer,sincetherewasanerroneousrepresenta(onoftheplayersbeing.Sincetheneed

    forcoherenceandautonomywasnotrespected,thedesignofthefeaturedidnotappealtotheplayer.

    Thisfactorisverydifferentfromplayertoplayerasitisuptotheuserspersonality.Somepeoplearemore

    reservedaboutboas(ngachievementsthanothers.

    Reward:none.

    Extrinsicmo(va(on:weak,inthissubjec(vecasetheplayerdidnotenjoythefeatureastheextrinsic

    rewardwasnotworththeefforttheplayerwouldhavehadtoputindoingtheac(on.

    ThesendgiVstofriendsfeatureallowstheplayertosenditems,Simoleonsandquestitemstoother

    players.TheplayerfrequentlysharedgiVsasaresultofextrinsicmo(vators.

    Roberta Saliani 30

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    31/48

    TherewardwasreceivinggiVsback.ThegameplaymechanicsorderthatwhenaplayerreceivesagiVby

    clickingAcceptanop(onofsendingagiVbackbyclickingtheSendonebackbu\onappears.Sincethe

    gameplaymechanicsmakeiteasytoreturnthefavor,mostofthe(mestheplayergetsbackavirtual

    reward.

    Typeofmo(va(on:weak.Thiswasaweakextrinsicmo(va(onastheplayerchancesofreceivingthe

    extrinsicrewardisvariable.

    Ul(mately,thegameimposesthatinordertocompletesomequestslikeLifeisaBeach,theplayer

    neededtorequestquestitems.Themo(va(ontoretrievethequestitemswasweakasthiswasfeltasa

    forcefulgamefeature.Ontheotherhand,iftheplayerhadthechoicetopurchasethevaca(onhome

    withoutdoingthequest,themo(va(onwouldhavebeenstrong.

    Theac(onofreques(ngquestitemsfromotherplayerswashighlyunpleasantastheplayerwasawarethat

    itwasverydifficulttogetotherplayerstorespondtoquestobjectsrequests.Thisisevenmoredifficult

    whenthegamedidnotsendamessagetootherplayersreques(ngtheobject,butitpostedan

    announcementontheusersFacebookwallandno-onevisualisedit.

    Thedesignofthefeaturemaybestrategic:bycrea(ngfrustra(onfromtheusers,thedesignerscangettwo

    responses,whicharedenialand/ortheneedtoacquiretheobjectsbyanymeanpossible.

    Theconsequenceofsuchstrongneedtopursuetheobjectsisthattheplayerisforcedtobuythegoodsor

    questitemswithSimCash.

    Typeofmo(va(on:weakextrinsic.Therewardofferedthrillstheplayer,butthemeanstogainthereward

    provedtobeexcessivefortheplayerinques(on.

    Roberta Saliani 31

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    32/48

    Reasonfortheac(on:toremovetheblockthegameimposedtheplayerquestitems)inordertobeable

    togainthereward)buythevaca(onhouse.

    Collectables

    Therearetwotypesofcollectablesinthegame:collec(onobjectsandcollectableobjectssimilartoRPGs

    loot).

    Asaresultofdoinganyself-inducedorgame-inducedac(on,thegamerewardstheac(onbygivingstars

    XPpoints,usefultolevelupandaccessotherfeatures),Simoleonsusefultopurchasegoods)andlife(me

    pointstopurchaseSimstraitsthatdeterminehowtheavatarbehaves)andhousevaluepointswhich

    posi(ontheplayerinahousevalueleaderboardagainsttheotherplayers).

    Amul(tudeofac(onsbringtheplayertogaintheabovesaidpoints.

    Thereisalsoapa\ernintheplayersbehaviour,whichwasno(ced.

    Theplayerwouldalwaystrytocollecttheitemswhenthegamereleasedthem,eventhoughthegame

    wouldhavecollectedtheitemsaVerfewseconds.

    Thisisuptotheneedfor(diness,sincetheobjectsweredroppedonthefloor.Unlikethemopthefloor

    ac(on,thiswasaspontaneousac(on.

    Whatisthedifferencebetweenthemopthefloorac(onandtheobjectcollec(on?

    Bothofthemaregame-inducedac(onsthattheplayerdidtoeitherstopthevisualdisturbanceorclean

    aVertheavatar.Surprisingly,themo(va(ontocollecttheobjectswasstrongerthanmoppingthefloors.

    Roberta Saliani 32

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    33/48

    Theplayersawtheac(onofcollec(ngitemsasapleasantac(vityandfeltrewardedsincetheac(onwas

    mo(vatedbyintrinsicreasons,whiletheac(onofmoppingthefloorswasfeltbytheplayerasanac(on

    neededasaresultofanalgorithmwri\eninthegameandnotproducedbytheplayersownac(ons.

    ThisresultedinhavingtheplayerfeelingforcedtocleanaVerthegamesalgorithmandnotaVertheavatar.

    Typeofmo(va(on:strongintrinsic.

    Whatneedtheac(onofcollec(ngitemstargetsintheplayer?Theneedforcoherenceortheneedtobe

    incontroloftheoutcomes)andautonomytheneedtobethecauseofonesownlifeeffectsand

    consequences).

    TheplayerfromaMaslovianpointofviewthroughcollec(ngitemsexpressestheneedforpower,or

    esteem.

    Roberta Saliani 33

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    34/48

    Conclusion

    ThegameplaymechanicsusedinTheSimsSocialpresentamul(tudeofpersuasivetechniques.

    Intheabovegameplaymechanicsanalysis,adis(nc(onbetweenself-inducedandgame-inducedfeatures

    aswellasintrinsicandextrinsicmo(va(onwasmade.

    Theaimwastodeterminehowpersuasivegameplaymechanicsareimplementedinsocialnetworking

    gamesdesign,andinwhichmomentthepersuasionwasfeltasaforcefuladdi(onthatinterruptedthe

    gameplay.

    Thegameplaymechanicsthatwereindividuatedasforcefulthroughouttheanalysisare:sa(sfyingthe

    physiologicalneedsoftheavatar;cleaningthefloors;sharinginforma(onabouttheavatarsachievements;

    havingtorequestquestitems;beingforcedtoaskforhelptobuildobjectssofas,rooms,toilets,washing

    basins,baths,cupboards,chairs,fridges,andmanymore);dealwiththewai(ng(mesoncetheplayer

    finishestheenergypointsisnotabletodoanythingaswellasbuilding(mes,questwai(ng(mes);the

    needforquestitems;sendinggiVsonlyinthehopeofreceivingthesameback.

    ThisindicatesthatpersuasivegameplaymechanicsareindeedimplementedinthedesignofTheSims

    Socialandsomeofthemwereforcedupontheplayer.Throughconstric(on,themechanicscanpersuade

    theplayerintodoingtheac(ontogainextrinsicmo(vators/rewards.

    Thedesignerscanpersuadetheplayersintoseekingalterna(veroutestogainthesamerewardswithout

    havingtogothroughthepurposelydesignedstrenuousprocesses.

    Therefore,fromthepointofviewoftherespondentcondi(oning,whichistheimita(vebehaviouraswell

    asthebehaviourthatrespondstoextrinsics(muli,theplayerscanbecondi(onedtorespondtoextrinsic

    mo(vatorsandrewards.

    Roberta Saliani 34

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    35/48

    Thegame,ifplayedforthefreefromblocksandgratuitousfeatures,wouldnotofferenoughfeaturesto

    keeptheplayerhooked.InthatsenseitcorrelatestowhatMyersandMiller1954)saidregardinganimals

    intheirstudy,Animalsexplorenovels(mulitorelieveaBoredomdrivethatresultsfromunchanging

    s(muli.

    ThegameplaymechanicsinTheSimsSocialtargetthepsychologicalneedsforcoherence,autonomyand

    relatednessDecietal.,2000)aswellas,inothertermsdescribedbyMaslow1943)self-expression,

    individualityandcontribu(onbyproposingvirtualgoodsthatshowstatus,whilerepresen(ngameanfor

    playerstotaciturnlyexpressiden(ty.Notonlythat,buttherhythmoftherepe((vegameplaymechanicsis

    brokenbytheplayersneedtoexploreandfindotherenthrallings(muliMayers&Miller,1954;Miller&

    Zimbardo,1958).Moreover,theplayerisdrivenbytheneedtoexploretheirneighbourshouses,asaway

    tofindinterac(onandconnec(on.

    Thepersuasivedesignisbasedonthereward-gameplayrepe((on-rewardpa\ern,wheretheplayersin-

    gameac(onsandthetypeofgameplayofferediscommandedfromthedesign.

    Somegameplaymechanicshadextrinsicrewardsthatblockedthegameplaybyaskingtheplayertorequest

    otherplayersandfriendstocontributetowardstherealiza(onofthereward.Thein-gamecommunica(on

    issilentandimpersonal,makingtheobjectacquisi(onastrenuouseffort.

    Atthisstagethedesignoffersalterna(vesthroughSimCash.Theplayerthatiscompletelyabsorbedinthe

    gameplaycanbepersuadedtobuySimCash.

    Otherpersuasivetechniquescanbeseenwhenself-inducedac(onsbecomeblockedbythegame.An

    exampleiscookingandwri(ng.Atthestart,theac(vi(eswereautonomous,butthemoretheplayer

    advancedinskill,themoreblocksthegameputinthewayofdoingtheac(on.Asaconsequencethe

    Roberta Saliani 35

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    36/48

    intrinsicmo(va(onshiVstobecomeextrinsicsincetheac(onisnotanymorepromptedbyanautonomous

    choice,butitispromptedbytherewardsofferedbythegame.

    With(metheplayerislevel20,withahouseworth55thousandSimoleons),thenumberoftheac(ons

    theplayerwasintrinsicallymo(vatedtodo,graduallybecamelower.

    Designerscondi(ontheuserstoperceivethemajorityofthegameplaymechanicsaspleasurableatthe

    startofthegame.AVerwards,whenapleasants(muliisassociatedwiththeac(onsimilarlytoSkinners

    operantcondi(oningchamber),thedesignbroughtthegametoshiVthemo(va(onfromintrinsicto

    extrinsic.Bycrea(ngassocia(veprocessesthatemploycondi(oning,designersareabletopreservethe

    enjoyabilityoftheintrinsicmo(va(onsincetheac(onwasrepeatedseveral(mes,itisassociatedwiththe

    reward)andkeeptheusersengagedwiththegameevenwhenshiVingfromanI-PLOCapproachtoanE-

    PLOCone.

    Anothertechniquethatfeaturespersuasionisin-gameproductsadver(sement,whichactsasinternal

    publicityforproductsandquests.Theadver(sementsarevisualizedatintermi\entperiodsof(meand

    whentheplayerleVthegameformorethan1minute.

    Itwasno(cedthatsuchin-gameadver(sementcanprompttheneedforgoodsthattheuserwas

    previouslyunawareofwan(ngorevenunwillingtopurchasePackard,1957).

    TheSimsSocialfeaturesaplethoraofpersuasivegameplaymechanics.Itsmechanicsarebasedontothe

    mone(za(onprinciple,wherethecustomerdesireforgoodsispromptedbytheever-changingandalways

    expandingrepertoireofpolishedgoods.Notonly,butsincethereisapossibilitythatthecustomeror

    formalplayerisnotwillingtospendanyin-gamemoney,TheSimsSocialasthemajorityofsocial

    networkinggameshascreatedasetofpersuasivegameplaymechanicsthattrytopersuadetheusers

    intoinvi(ngtheirfriendsandpurchasingin-gamegoodsenergy,points,questitems...)throughSimCash.

    Roberta Saliani 36

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    37/48

    List of References

    Ahlers,R.,Driskell,J.E.&Garris,R.2002).Games,mo(va(on,andlearning:Aresearchandprac(cemode.

    Simul/on&Gaming,33,4,441-467.

    Albor,J.2011).SystemsatPlay:TheConstruc/onofInterna/onalSystemsinSocialImpactGames.

    Unpublishedmastersdisserta(on,UniversityofSanFrancisco,California,UnitedStatesofAmerica.

    Aronson,J.M.2002).Improvingacademicachievement:Impactofpsychologicalfactorsoneduca(on.

    Amsterdam:AcademicPress.

    Bayer,H.M.,&Glimcher,P.W.2005).MidbrainDopamineNeuronsEncodeaQuan(ta(veReward

    Predic(onErrorSignal.Neuron,47,129141.

    Belin,D.,Mar,A.C.,Dalley,J.W.,Robbins,T.W.,&Everi\,B.J.January01,2008).Highimpulsivitypredicts

    theswitchtocompulsivecocaine-taking.ScienceNewYork,N.Y.),320,5881,1352-5.

    Bogost,I.2007).Persuasivegames:Theexpressivepowerofvideogames.Cambridge,MA:MITPress.

    Bogost,I.2010).The2010GameDevelopersConference.PaperpresentedatThe2010GameDevelopers

    Conference,NewYork,NY.

    Bogost,I.(2011).Persuasivegames:Exploita

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    38/48

    ickinson,V.,&Newcomer,J.R.(1998).U.S.PatentNo.6,224,485B1.ashington,C:U.S.Patentand

    TrademarkOffice.

    Eisenberger,R.,&Cameron,J.(January01,1996).etrimentaleffectsofreward.Realityormyth?.The

    AmericanPsychologist,51,11,1153-66.

    Fergusson,M.,&eidemann,T.(2010).PlayingwithFire:EthicsandGameesign.Gamasutra.Retrieved

    fromhDp://www.gamasutra.com/view/feature/6218/playing_with_fire_ethics_and_game_.php

    Gee,J.P.(2005).Whyvideogamesaregoodforyoursoul:Pleasureandlearning.Melbourne,Vic.:Common

    GroundPublishing.

    Hamari,J.,&Lehdonvirta,V.(February05,2010).Gamedesignasmarke

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    39/48

    Pujol,N.(2011).Themindsharemarket:Thepowerofanalterna9vecurrency.S.l.:CreateSpace.119.

    Radoff,J.(2011).GameOn:EnergizeYourBusinesswithSocialMediaGames.Indianapolis:iley.118-124.

    Stokes,2005.

    Skinner,B.F.(1938).Thebehavioroforganisms:Anexperimentalanalysis.NewYork,London:.

    Appleton-Centurycompany,incorporated.

    Skinner,B.F.(March,1984).TheEvolu

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    40/48

    Appendices

    Appendix A

    Operant Conditioning

    Table1

    Operant Conditioning Environment Action

    Presented Removed

    Response oforganism

    Increases/continues Positivereinforcement

    Negativereinforcement

    Decreases/stops Presentedpunishment

    RemovedPunishment(extinction)

    !!!!

    Roberta Saliani 40

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    41/48

    Appendix B

    The Sims Social Screenshots

    Cooking

    Wri(ng

    Theloca(ons

    feature

    Roberta Saliani 41

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    42/48

    Appendix C

    The Sims Social Screenshots

    BeachHouse

    Peacockbo\om

    righthand

    corner)GrandPa(sserie

    centreleV)

    Physiological

    needsofSim&

    mopfloor.

    Ontheright

    theavatarrepairsthe

    toilet.

    42

    Roberta Saliani 42

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    43/48

    Appendix D

    The Checklist

    Roberta Saliani 43

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    44/48

    Appendix E

    The checklist: continuation

    Roberta Saliani 44

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    45/48

    Appendix F

    NotesCollectedDuringtheResearch

    Relevantandnotrelevanttothestudy.

    Thereisinherentsa

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    46/48

    Onemanagementconsul

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    47/48

    Aristotlesno

  • 8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games

    48/48

    takechoicesaccordingtothewillofbeingagoodhumanbeing.InAristotlesterms,ethicsisapraxisguidedbythe

    phonensisorjudgmentofthehumanbeingsthathavethedesiretoachievevirtue.

    Ifagameisasetofunambiguousrulestheplayerhastoacceptinordertoachievegoals,itmightbepossibletosay

    thatagoodplayerinAristoteliansenseiswhoobeystherulesandusesherjudgmentinordertoachievethegoals

    giventheappropriatecircumstances.Ifthisweretrue,thewholeno