(Episode Zero) Player Motivation with Emily Squezello

I highly recommend looking at the data when listening

In this test episode I am joined by my partner, Emily Squezello. We discuss her background with games, what makes a good role playing game, Murder at Baldur’s Gate, experiencing empathy through game play.

In the second section, Emily and I discuss gamer data from Quanticfoundry.com. The data points go over different areas of motivation for gamers based on self reporting. Emily and I go over gamer differences between men, women, and non-binary demographics.


Resources/Plugs

01-male-primary-motivations-1024x51302-female-primary-motivations-1024x51303-nonbinary-primary-motivations-1024x513

Quantic Foundary


Musical tracks are provided via:
Riot-Bomber (Sting)
MK2-Far Away (Sting)

Generosity and Happiness at the Game Table with Ray Otus

In this episode, I am joined by Ray Otus of Plundergrounds. In the first half, we talk about Ray’s background as a gamer, professional life, parenting, Ray’s philosophy for beginners, and the newest edition of Plundergrounds; Rakka’s Raiders.

In the second half, we discuss the psychology of generosity and happiness at the gaming table, Oxytocin, Dopamine, Serotonin, Endorphins, ‘eyes up gaming’, and ways to cultivate happiness on and above the table. Lastly, Ray drops some secrets about the upcoming issue of Plundergrounds.

Resources/plugs

http://www.jellysaw.com/

https://plus.google.com/+RayOtus

https://www.patreon.com/rayotus/posts


Data 1: (Dunn, Aknin, and Norton, at Harvard; 2012) ‘Prosocial Spending and Happiness: Money to Benefit Others Pays Off’ reports that spending resources on others makes the giver happier than spending resources on oneself. This experiment was completed by giving people money to either spend on themselves or others and then rated levels of happiness.
Data 2: (Dunn, Norton, 2013) ‘Happy Money: The Science of Smarter Spending’ states that (1) buying experiences, (2) making treats a rare occurrence, (3) paying now, consuming later, (4) focus on enjoyable time over making more money, and (5) investing in others all yield higher levels of happiness for the spender.
Data 3: (Psychology Today, Oxytocin-Pair Bonding). Oxytocin is a neurotransmitter that is involved in empathy, generosity, sex, flirting, orgasm, birth, breast feeding, and trust. Many of these increase Oxytocin in the giver and the receiver. (Psychology Today: Paul Zak, 2013) Ways to increase Oxytocin include: Listen with your eyes, give a gift, share a meal, meditating on others, a nice bath, pet a dog, hugs, use social media. Increasing oxytocin increases behaviors of generosity by 80%.

Musical tracks are provided via:
Riot-Bomber (Sting)
MK2-Far Away (Sting)

Playing Evil with David LaFreniere

David LaFreniere of the Discern Realities Podcast joins me to talk about what is enjoyable about role playing games, the origin of the DR podcast, why Dungeon World is a great game, Ramshackle Crow, and the best ways to start a session.

In the second section, David and I discuss data about evil thoughts, video game data regarding multiple good/evil play-through’s, and a classic psychological study of the 1960’s Milgrim Obedience experiment.


Resources/Plugs

David on G+

The Gauntlet community 

Discern Realities Podcast


Data: David M. Buss (Professor of Psychology and Author at U of T, 2011): of 5,000 participants, 91% of men, 84% of women report fantasizing about killing people they don’t like.
Data: Statistics presented by Microsoft  Amanda Lange at the Game Developers Conference 2015 showed that, in narrative games where “good” and “evil” were clearly defined as story paths, only 5 percent of players opted for “evil” on a first play-through. The number jumped to around 50 percent on a second run.  https://www.polygon.com/2015/3/3/8144573/game-players-evil-choices
Data: Milgram Obedience experiment (July 1961, Yale): Participants A were lead to believe that they were shocking Participant B by pushing a button. Data shows that ~65% of participants administered the final 450 volt shock, killing Participant B. Psychiatrists predicted less than 2% would complete the experiment.

Musical tracks are provided via:
Riot-Bomber (Sting)
MK2-Far Away (Sting)