Bioethics in the Age of New Media
Bread & Circuses: Big Brother & Reality TV

Positive Game Design (ihobo)

Over on ihobo today, a piece I've been working upon for some time which explores what would happen if we adapted positive animal training to game design:

The highest principle of positive game design (as in positive animal training) is reward not punishment. The player should thus be rewarded for their successes, but not punished for their failures... there is no reason that a game need punish players, and it is perfectly possible to design games that reward the player without punishment (although of course such games look very different from many of the videogames we usually see). In some respects, we can already see something akin to positive game design in games such as the hugely successful Animal Crossing (which has no punishments, and has already sold 10 million units on DS), or in advanced tamagotchi's such as the phenomenally successful Nintendogs (which has no punishments, and has already sold 22 million units on DS). These titles may not have been designed with positive game design as a foundational principle, but they demonstrate how successful this approach can be in appealing to a wide audience not so willing to endure punishments to enhance their rewards (as with many gamer hobbyist titles).

You can read the entire piece by clicking here - and yes, before you ask, it was influenced by Boomer!