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8/2/2019 SalianiRoberta AME 6 DGM 20112012 Persuasive Techniques in Social New Tor King Video Games
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Persuasive techniques in social
networking video games
Disserta(on
DepartmentofArtsandMedia,FacultyoftheArtsandHumanSciences
AME_6_DGM
Semester2,2011/2012
RobertaSaliani2825299)
Roberta Saliani 1
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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.
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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
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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.
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Thisstudybenefitsscholarlyresearchandliteratureinthefieldofvideogamestudiesasthetopicofchoice
hasonlybrieflybeendiscussedinvideogameslearningrelatedacademicpapers,butithasnotbeen
discussedfromapsychologicalandchronologicalprospec(ve.Themajorityofresearchersthusfarhasnot
soughttofindthereasonbehindpersuasivevideogamestechniquesandhowtheyaffectthehuman
psyche.
Thisresearchwilllookintodetermininghowpersuasivetechniquesareusedinsocialnetworkingvideo
gamesandtowhatextenttheycaninfluencetheplayer.
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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-
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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
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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
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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.
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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
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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)
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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)
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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).
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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.
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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.
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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
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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
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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).
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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).
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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
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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
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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
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Appendices
Appendix A
Operant Conditioning
Table1
Operant Conditioning Environment Action
Presented Removed
Response oforganism
Increases/continues Positivereinforcement
Negativereinforcement
Decreases/stops Presentedpunishment
RemovedPunishment(extinction)
!!!!
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Appendix B
The Sims Social Screenshots
Cooking
Wri(ng
Theloca(ons
feature
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Appendix C
The Sims Social Screenshots
BeachHouse
Peacockbo\om
righthand
corner)GrandPa(sserie
centreleV)
Physiological
needsofSim&
mopfloor.
Ontheright
theavatarrepairsthe
toilet.
42
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Appendix D
The Checklist
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Appendix E
The checklist: continuation
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Appendix F
NotesCollectedDuringtheResearch
Relevantandnotrelevanttothestudy.
Thereisinherentsa
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Onemanagementconsul
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Aristotlesno
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takechoicesaccordingtothewillofbeingagoodhumanbeing.InAristotlesterms,ethicsisapraxisguidedbythe
phonensisorjudgmentofthehumanbeingsthathavethedesiretoachievevirtue.
Ifagameisasetofunambiguousrulestheplayerhastoacceptinordertoachievegoals,itmightbepossibletosay
thatagoodplayerinAristoteliansenseiswhoobeystherulesandusesherjudgmentinordertoachievethegoals
giventheappropriatecircumstances.Ifthisweretrue,thewholeno