By Kris Graft | February 4, 2015 This Gamasutra article explores how Warner Bros. Games’ studio Monolith designed the Nemesis system of Middle-earth: Shadow of Mordor using Self-Determination Theory (SDT) concepts and imploring Immersyve’s engagement metrics called the Player Experience of Need Satisfaction (PENS).
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Presented by Scott Rigby at PAX Dev in Seattle, WA (2011) This session presented a validated model and specific strategies for designing mechanics, content, and features that are optimally designed to maximize the lifetime value and enthusiasm of players by sustaining their interest and engagement
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Presented by Scott Rigby at the Game Developers Conference in San Francisco (March 2009) Based upon multiple studies with over 15,000 gamers, this presentation defines and reviews three specific motivational needs that are directly related to sustained engagement and value. The Player Experience of Need
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