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The Organic Nature of Game Ideation:
                Game Ideas Arise from Solitude
                    and Mature by Bouncing


                                 Annakaisa Kultima
                               University of Tampere
                                     FINLAND
                              annakaisa.kultima@uta.fi




Future Play 2010, Vancouver
My Background
   Project Manager/Researcher,
     University of Tampere, Finland
   Games and Innovation (GaIn)
         gamesandinnovation.com
   Previous projects:
         GaS, Games as Services
         GameSpace, Design and evaluation methods
           for casual mobile multiplayer games
   INFIM/TRIM/Game Research Lab
   Trim.fi, gamelab.uta.fi




Future Play 2010, Vancouver
Game Ideation
   Ideation/idea generation (creation)
   Game ideation
         = The processes of coming up with new game ideas
   Research questions:
         What are the informal practices?
         What are the experiences with formal approaches?
         What is a game idea?




Future Play 2010, Vancouver
Ideation and creativity
   Idea generation is generally recognized as a critical part of
      innovation (Clapham 2003)
   Idea generation is relatively structured and explicable
      process (Mumford & Gustafson 1988, Perttula 2006)
   Studies show that creativity training has the highest impact
      on originality of the ideas (Clapham 2003, Harkins &
       Macrosson 1990)
   Patterns of thinking are difficult to break (de Bono 1970)
   Studies indicate a strong relationship between the number
     of idea generation techniques and the number of
     successful products (Parnes 1961, Sowrey 1989)


Future Play 2010, Vancouver
Brainstorming
   Has become a general term, referring to
     any kind of group ideation session
   Originating from advertising world
         Popularized by Alex Osborn
         Applied Imagination (1953)

   Basic setting:
         Criticism is ruled out
         Free-wheeling is welcomed
         Quantity is wanted
         Reacting to ideas of others




Future Play 2010, Vancouver
Brainstorming
   Research:
       Production blocking, social loafing, fear of evaluation, (Furnham &
       Yazdanpanahi 1994)
        Instructions and setting matters
       Need for facilitation, “go for quantity instead of quality” (Rossiter &
       Lilien 1994)
   Several other techniques developed
         Brainwriting, Bodystorming, SCAMPER, etc.
           Game idea generation games
         http://www.mycoted.com/Category:Creativity_Techniques
         Thinkertoys: A Handbook of Creative-Thinking Techniques,
           Michalko 2006


Future Play 2010, Vancouver
Games Industry
   Games are idea-based products
       (Tschang & Szczypula 2006)
   Innovation within games industries is considered to be
      mainly incremental and it seems to be rather common
      that ideas are drawn from other games and similar
      domains (Fullerton et al. 2006, Hagen 2009)
   Room for systematizing processes
       (Tschang, 2007)
   Brainstorming doesn't (always) work
       (Gabler K. et al. 2005; McFadzean 2000)




Future Play 2010, Vancouver
Data
   23 game professionals from 8 Finnish game companies
         Various current roles, game designer experience
           or other idea related role
   Two interview settings; 2005 and 2007
         Semi-structured, thematic interviews
         2005: idea generation practices as a side topic
         2007: concentrated on idea generation practices




Future Play 2010, Vancouver
Findings
   Social aspect
         Ideas are generated in solitude
         Matured and further developed by bouncing
   Informal practices
         Seeking inspiration: various sources
         Purposeful activities: retreating, walking, google pics, wikipedia,
           being always on watch, prototyping
   Formal practices
       Brainstorming, Mindmaps, Six Thinking Hats,
       Double Team + various brainwriting techniques




Future Play 2010, Vancouver
Findings
   Challenges of brainstorming (group ideation)
         Production blocking, fear of evaluation
         Inadequate understanding of the technique
         Fear of loosing creative freedom
         Sense of inefficiency (too big groups, ideas far-fetching)
         Practical reasons (scheduling)
   Game idea
         from one-liners to eight-page formal design documents
         Mechanics
         Change (idea as starting point, ambivalence…)
   Challenge of selecting and evaluating ideas


Future Play 2010, Vancouver
Conclusions & Discussion
   Need for education and training
       curricula, company practices/processes
       organic practices should be acknowledged and further developed
   Ideas arise from solitude
       solitaire techniques
   Change is seen ambivalently
       starting point / fundament
   Idea selection is a particular challenge
       inspirational value of an idea?

   Recent changes in the industry?



Future Play 2010, Vancouver
Future Research
   Innovation attitudes among game
      professionals (2009)

   Survey opened:
       www.gamesandinnovation.com/survey
        What is the status of games industry
          with idea generation?
        Are ideas recorded and if so,
          are they revisited?
   Results to be expected next Autumn




Future Play 2010, Vancouver
Thank you!
                                Annakaisa Kultima
                               University of Tampere

                              annakaisa.kultima@uta.fi

                                aakoosgamelab.com
                              gamesandinnovation.com
                                   gamelab.uta.fi
                                       uta.fi



Future Play 2010, Vancouver

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The organic nature of game ideation

  • 1. The Organic Nature of Game Ideation: Game Ideas Arise from Solitude and Mature by Bouncing Annakaisa Kultima University of Tampere FINLAND annakaisa.kultima@uta.fi Future Play 2010, Vancouver
  • 2. My Background Project Manager/Researcher, University of Tampere, Finland Games and Innovation (GaIn) gamesandinnovation.com Previous projects: GaS, Games as Services GameSpace, Design and evaluation methods for casual mobile multiplayer games INFIM/TRIM/Game Research Lab Trim.fi, gamelab.uta.fi Future Play 2010, Vancouver
  • 3. Game Ideation Ideation/idea generation (creation) Game ideation = The processes of coming up with new game ideas Research questions: What are the informal practices? What are the experiences with formal approaches? What is a game idea? Future Play 2010, Vancouver
  • 4. Ideation and creativity Idea generation is generally recognized as a critical part of innovation (Clapham 2003) Idea generation is relatively structured and explicable process (Mumford & Gustafson 1988, Perttula 2006) Studies show that creativity training has the highest impact on originality of the ideas (Clapham 2003, Harkins & Macrosson 1990) Patterns of thinking are difficult to break (de Bono 1970) Studies indicate a strong relationship between the number of idea generation techniques and the number of successful products (Parnes 1961, Sowrey 1989) Future Play 2010, Vancouver
  • 5. Brainstorming Has become a general term, referring to any kind of group ideation session Originating from advertising world Popularized by Alex Osborn Applied Imagination (1953) Basic setting: Criticism is ruled out Free-wheeling is welcomed Quantity is wanted Reacting to ideas of others Future Play 2010, Vancouver
  • 6. Brainstorming Research: Production blocking, social loafing, fear of evaluation, (Furnham & Yazdanpanahi 1994) Instructions and setting matters Need for facilitation, “go for quantity instead of quality” (Rossiter & Lilien 1994) Several other techniques developed Brainwriting, Bodystorming, SCAMPER, etc. Game idea generation games http://www.mycoted.com/Category:Creativity_Techniques Thinkertoys: A Handbook of Creative-Thinking Techniques, Michalko 2006 Future Play 2010, Vancouver
  • 7. Games Industry Games are idea-based products (Tschang & Szczypula 2006) Innovation within games industries is considered to be mainly incremental and it seems to be rather common that ideas are drawn from other games and similar domains (Fullerton et al. 2006, Hagen 2009) Room for systematizing processes (Tschang, 2007) Brainstorming doesn't (always) work (Gabler K. et al. 2005; McFadzean 2000) Future Play 2010, Vancouver
  • 8. Data 23 game professionals from 8 Finnish game companies Various current roles, game designer experience or other idea related role Two interview settings; 2005 and 2007 Semi-structured, thematic interviews 2005: idea generation practices as a side topic 2007: concentrated on idea generation practices Future Play 2010, Vancouver
  • 9. Findings Social aspect Ideas are generated in solitude Matured and further developed by bouncing Informal practices Seeking inspiration: various sources Purposeful activities: retreating, walking, google pics, wikipedia, being always on watch, prototyping Formal practices Brainstorming, Mindmaps, Six Thinking Hats, Double Team + various brainwriting techniques Future Play 2010, Vancouver
  • 10. Findings Challenges of brainstorming (group ideation) Production blocking, fear of evaluation Inadequate understanding of the technique Fear of loosing creative freedom Sense of inefficiency (too big groups, ideas far-fetching) Practical reasons (scheduling) Game idea from one-liners to eight-page formal design documents Mechanics Change (idea as starting point, ambivalence…) Challenge of selecting and evaluating ideas Future Play 2010, Vancouver
  • 11. Conclusions & Discussion Need for education and training curricula, company practices/processes organic practices should be acknowledged and further developed Ideas arise from solitude solitaire techniques Change is seen ambivalently starting point / fundament Idea selection is a particular challenge inspirational value of an idea? Recent changes in the industry? Future Play 2010, Vancouver
  • 12. Future Research Innovation attitudes among game professionals (2009) Survey opened: www.gamesandinnovation.com/survey What is the status of games industry with idea generation? Are ideas recorded and if so, are they revisited? Results to be expected next Autumn Future Play 2010, Vancouver
  • 13. Thank you! Annakaisa Kultima University of Tampere annakaisa.kultima@uta.fi aakoosgamelab.com gamesandinnovation.com gamelab.uta.fi uta.fi Future Play 2010, Vancouver