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The elements of
 Videogambling Experience




La Salle Bonanova
          April 2013

Technology Ethics
gambling, playing, surfing…

What are their needs or goals behind them?




 pleasure, fun, challenge, learning, communication, status, etc.
+

   Let me introduce you to…

THE VIDEOGAMBLING MACHINE!
How can we understand videogambling?
I am going to give you a lot of control…
How does a
relationship
   start?
videogambling is seduction
Disney
princess   +    Pamela
               Anderson




=
Bingo Fire            Fortunes of Ra   Zozzle
Perla del Caribe      Gypsy Moon       Jolly Roger
Seven & Stripes       Time Machine     Lucky Lady’s Charm
Super Slots           Gold Fish        Doctor Cash
Private Eye           Viva las Vegas   Moto Money
Cleopatra             Caribbean Reef   Hot Wild
Party Games           Triple Chance    Princess of the Amazonas
En busca del Tesoro   Mayan Magic      Circus
Magic Sphinx          Sirenas          Dragons
El golpe del Siglo    Hot Sevan        El Tesoro de Java
Lucky player          Texas Bingo      Super 7 Reels
Mysterion Ruleta      Duendes          Casino Loco
Tension and release
And you are going to get a lot money!
‘…is what was Rome to the pilgrim’
           Robert Venturi, architect
videogambling is deception




missinformation?
 dark patterns?

….keep cleaning!
        playing!
darkpattern#1
Easy in, difficult out
darkpattern#2
the Jackpot is always rising
Proportional Jackpot
Community Jackpot
Losses Disguised As Win
darkpattern#3
Near-Misses: almost winning?
“Interior Design? The Best!”
      Friedman, Architecht
videogambling is the grey zone
“the state in which people are so involved in an
activity that nothing else seems to matter; the
experience itself is so enjoyable that people will do it
even at great cost, for the sheer sake of doing it.”




Is videogambling ‘flow’?
     Csikszentmihalyi
Once in the zone, gambling addicts play
not to win but simply to keep playing.
darkpattern#4
             Auto-play Button




“My body was there,
outside the machine”
Is it any useful to know
        the math?

  Different players,
   different Math
darkpattern#5
credits are not money (!)
End of the
Relationship
THE END
Natascha Schull’s Comparison
design asymmetry
design asymmetry

Designer       Longer play
wants          Tougher play
from Users     Loyal play


User
               =
               Escape
needs (?)      Reality:
from VG        no-Time
               win-Money
               =

User
is promised    Entertainment
from VG        win-Money
beat the commercial rival
Best User Research In Town!
K.O.
in technology design & emotions…
           awareness
References




THANK YOU

    darkpatterns.org
     marcmiquel.com
In case you want to know more
- Natasha Dow Schüll. “Addiction By Design: Machine Gambling in Las Vegas” (2012)
- Jesse James Garett. “The Elements of User Experience: User-Centered Design for the
  Web” (2003).
- Bill Friedman “Designing Casinos to Dominate the Competition. The Friedman International
  Standards of Casino Design™” (2000).
- Donald A. Norman "Emotional Design: Why We Love (or Hate) Everyday Things“ (2005).
- L.Clark, A.J. Lawrence, F.A.-Jones and N.Gray. “Gambling Near-Misses Enhance Motivation
  to Gamble and Recruit Win-Related Brain Circuitry”. University of Cambridge (2008).
- Robert Venturi “Learning from Las Vegas” (1977).
- George Lakoff “Women, Fire, and Dangerous Things” (1990).
- K.A.Harrigan, K. Collins, M. J. Dixon “Addictive Gameplay: What Casual Game Designers Can
Learn from Slot Machine Research” (2010).
- J. Parke, M. Griffiths “The Psychology of the Fruit Machine: The Role of Structural
Characteristics (Revisited) (2005)
- J. Spenwyn, D.J.K. Barrett, M.D. Griffiths. “The role of Light and Music in gambling Behaviour:
An Empirical Pilot Study” (2009).
- Candice Jensen. Winning While Losing. University of Waterloo (2011).
- Gary Loveman. “Diamonds in the Data Mine” (2003)
Questions to think about…

• Should I tell what I am doing with user
  information as a designer?

• Am I responsible for the unexpected
  uses of my designs?

• Are honest the brands we like?

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The Elements of Videogambling Experience

  • 1. The elements of Videogambling Experience La Salle Bonanova April 2013 Technology Ethics
  • 2.
  • 3. gambling, playing, surfing… What are their needs or goals behind them? pleasure, fun, challenge, learning, communication, status, etc.
  • 4. + Let me introduce you to… THE VIDEOGAMBLING MACHINE!
  • 5.
  • 6. How can we understand videogambling?
  • 7. I am going to give you a lot of control…
  • 8.
  • 11. Disney princess + Pamela Anderson =
  • 12. Bingo Fire Fortunes of Ra Zozzle Perla del Caribe Gypsy Moon Jolly Roger Seven & Stripes Time Machine Lucky Lady’s Charm Super Slots Gold Fish Doctor Cash Private Eye Viva las Vegas Moto Money Cleopatra Caribbean Reef Hot Wild Party Games Triple Chance Princess of the Amazonas En busca del Tesoro Mayan Magic Circus Magic Sphinx Sirenas Dragons El golpe del Siglo Hot Sevan El Tesoro de Java Lucky player Texas Bingo Super 7 Reels Mysterion Ruleta Duendes Casino Loco
  • 14. And you are going to get a lot money!
  • 15. ‘…is what was Rome to the pilgrim’ Robert Venturi, architect
  • 16. videogambling is deception missinformation? dark patterns? ….keep cleaning! playing!
  • 23. “Interior Design? The Best!” Friedman, Architecht
  • 24. videogambling is the grey zone
  • 25. “the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.” Is videogambling ‘flow’? Csikszentmihalyi
  • 26. Once in the zone, gambling addicts play not to win but simply to keep playing.
  • 27. darkpattern#4 Auto-play Button “My body was there, outside the machine”
  • 28. Is it any useful to know the math? Different players, different Math
  • 30.
  • 33.
  • 36. design asymmetry Designer Longer play wants Tougher play from Users Loyal play User = Escape needs (?) Reality: from VG no-Time win-Money = User is promised Entertainment from VG win-Money
  • 38. Best User Research In Town!
  • 39.
  • 40.
  • 41. K.O.
  • 42. in technology design & emotions… awareness
  • 43. References THANK YOU darkpatterns.org marcmiquel.com
  • 44. In case you want to know more - Natasha Dow Schüll. “Addiction By Design: Machine Gambling in Las Vegas” (2012) - Jesse James Garett. “The Elements of User Experience: User-Centered Design for the Web” (2003). - Bill Friedman “Designing Casinos to Dominate the Competition. The Friedman International Standards of Casino Design™” (2000). - Donald A. Norman "Emotional Design: Why We Love (or Hate) Everyday Things“ (2005). - L.Clark, A.J. Lawrence, F.A.-Jones and N.Gray. “Gambling Near-Misses Enhance Motivation to Gamble and Recruit Win-Related Brain Circuitry”. University of Cambridge (2008). - Robert Venturi “Learning from Las Vegas” (1977). - George Lakoff “Women, Fire, and Dangerous Things” (1990). - K.A.Harrigan, K. Collins, M. J. Dixon “Addictive Gameplay: What Casual Game Designers Can Learn from Slot Machine Research” (2010). - J. Parke, M. Griffiths “The Psychology of the Fruit Machine: The Role of Structural Characteristics (Revisited) (2005) - J. Spenwyn, D.J.K. Barrett, M.D. Griffiths. “The role of Light and Music in gambling Behaviour: An Empirical Pilot Study” (2009). - Candice Jensen. Winning While Losing. University of Waterloo (2011). - Gary Loveman. “Diamonds in the Data Mine” (2003)
  • 45. Questions to think about… • Should I tell what I am doing with user information as a designer? • Am I responsible for the unexpected uses of my designs? • Are honest the brands we like?