Games Design @ Hull School of Art and Design


October 3, 2016

Game Theory -Gamification TED Talks

Gamification to improve our world: Yu-kai Chou

TEDx Talks – Yu-kai Chou

  • The average gamer is 35 Years Old.
  • 68% are over 18.
  • 47% are female.
  • More adult  women that under 18 male, “Everyone can be a gamer.”
  • Gamification putting fun game elements into boring real-life context.
  • Don’t just use points, badges or leaderboards for a gamification feature.
  • Good Gamification = challenging, interactive and social.
  • Octalysis – Display that shows examples of gamification.

Octalysis Gamification Framework

Image: Yu-Kai Chou Octalysis.

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  • Pain Squad – Epic Meaning and Calling
  • Nike Fuel Band – Development and Accomplishment
  • Fold it – Empowerment of Creativity and Feedback
  • DragonBox – Ownership and Possession
  • OPower – Social Influence and Relatedness
  • KickStarter – Scarcity and Impatience
  • Speed Camera Lottery – Unpredictability and Curiousity
  • Zombies Run – Loss and Avoidance.

Ted Talks Source:


Game Thoery – Lesson 2 – (Flow Theory)


Game Theory

[The text below is my notes from my second lesson of Game Theory, these notes may not make sense in some form to others but I am able to understand them clearly enough.]

  • Learn the Learning Outcomes
  • Next Week = 3000 word essay
  • Man Playing Games – Rodger Caillois
  • Eric Zimmerman
  • Katie – Anthology
  • Theory of Flow and Category of play

Image result for Flow theory image

Image: Mihaly Csikszentmihalyi’s Theory of Flow

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Padia – Without Rules

Agon – Competitive

Alea – Chance

Illinx – Disorientation

Mimicry – Copy/Imitation 

Ludus – With Rules

Information Above: Rodger Caillios -4 Categories of Play

Image result for richard bartle 4 categories of play

Image: Richard Bartle – Player Types

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Image result for 8 categories of fun marc leblanc

Image: Marc Leblac – 8 Categories of fun

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Image result for maslow's pyramid

Image: Abraham Maslow’s Pyramid

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Image result for bf skinner operant conditioning

Image: Burrhus Frederic Skinner – Operent Conditioning

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Game Examples Compared (in my opinion) to the theory of flow – Mihaly Csikszentmihalyi’s

Fallout 4 – Flow

Bioshock – Worry/Anxiety

Abe’s Oddysee/Exoddus – Arousal

Spyro – Relaxation

Look at other Flow Theory Chart

Make your own flow?

Forming own rules when playing games. Padia -> Ludus

Live Action Role Play = Mimicry

Link theories, discuss correct people and word count  – Learning Outcome 1

Ebay = most profitable game (bids) pretending to be a buyer or seller (mimicry) competitive.

Link research into gamification

FourSquare App

‘The Gamification Summit’

‘GWC – Conference’

Extrinsic and Intrinsic




Game Theory – Lesson 1 (Flow Theory)


Game Theory – Lesson 1

(Flow Theory)

[The text below is my notes from my first lesson of Game Theory, these notes may not make sense in some form to others but I am able to understand them clearly enough.]

  • Understanding life.
  • Curious about going about life after the war.
  • Went to a talk about flying saucers, believes the war creates illusions because of the after effects.
  • Learning about happiness.
  • Flow in composing music.
  • Human Achievement.
  • Difference between reality and everyday life.
  • Understanding the brain and how much information it can process.
  • Changing things for the better.
  • Flow in poetry.
  • Flow in figure skating.
  • Norman Augustine, former CEO of Lockheed.
  • Anita Roddick – Founder of BodyShop.
  • Masaru Ibuka.
  • How does it feel to be in a state of flow? List on TED
  • Flow Graph on TED
  • Challenges and skills, low or high?
  • Placing more everyday tasks in the flow chart.

Mihaly Csikszentmihalyi – (Pronunciation = Me – high  Cheek – sent – me – high)


Image result for richard bartle 4 categories of play

Image: Richard Bartle

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Rodger Callios – categories of play

Mimicry – Cosplay, Character Creation

Illinx – Disorientation, gta drinking

Agon – Competitive

Alea – Chance

^Memorise language terms above.

This lesson blends with Interactive Environments


Research Rodger Callios and Mihaly

Information is most important

4 categories of play

Theory of Flow

Hierachy of Needs


Skinner Operent Conditioning

Training someone to do something e.g. Super Mario teaches you to jump at the correct times otherwise you die. [Ludic Loop]

Mihaly Csikszentmihalyi, Rodger Caillois, Richard Bartle

Baby, Snake and Rabbit Experiment.


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