Livestreaming
is on the rise, and we're yet to see the full force of what Twitch streaming
can do for game developers looking to get the word out about the latest and
greatest new game experiences.
At tinyBuild, we've been working with Twitch and livestreamers for a while now
-- in fact our best ever sales day was thanks to a livestreaming session we put
together with PewDiePie last year. If you can get the livestreaming community
to care about your game it can yield incredible results for building a fanbase,
and of course, scoring sales.
For those of you who have no idea about the ins and outs of Twitch, it's best
to get to know how these services really work first. Once you begin to watch
lots of content that is in a similar vein to how you'd want to be covered,
you'll get a good idea of how to proceed with your Twitch strategies.
Twitch streamers love to focus on interacting with their audiences, so you'll
want to give them reasons to use your games to build their communities, rather
than just spamming them with links and codes for your game.
When you're contacting Twitch streamers about your game, the best way to make
them care is to give them exactly what they need, as quickly as possible.
Streamers want a quick description of your game, a code or link to download the
game for free, and a video or two of the game in action, so they can assess
whether it's worth covering.
As mentioned previously, they also want ways to use your game to interact with
their audience, be it extra codes to give away to viewers, or an assurance that
you'll tell your own fanbase when a livestreamer starts broadcasting your game.
But before you even get in contact with them, make sure your game actually
streams properly! Go download all the most popular streaming software, like
Open Broadcaster Software and XSplit, then make sure your game plays nicely
with each. If a streamer is put off playing your game because of technical
issues, that's just the worst.
There are opportunities to work with Twitch directly too. The company is still
pretty fresh and the team is exploring how it can help game developers out. At
tinyBuild we've been working with the Twitch team to market some of our
upcoming games, including featuring on the front page of Twitch, and it's
working rather well for us.
Before I sign off, you might find the following link useful. It's a list of
contact information for hundreds of livestreamers, as collected together by
myself. Enjoy! http://tinybuild.com/twitch
By Mike Rose. Formerly a video game journalist of eight years, Mike Rose is now the talent scout and general firestarter at indie developer and publisher. tinyBuild Games.
Tuesday, 5 May 2015
Tuesday, 10 February 2015
Game developers need to accept reality: Virtual reality.
Unlike many of his investors
and the analysts who follow his company, I wasn't sent scrambling to consult Star Trek or the Marvel comics to
discover why Mark Zuckerberg had swooped for the mysterious sounding Oculus
Rift last year – let alone why he thought Facebook should spend $2 billion on
it.
The games industry had kept me
ahead of the wider technology space. Virtual Reality had been back on our radar
for at least 18 months before the Facebook CEO got out his wallet.
Zuckerberg surely suspects
that Facebook's flat desktop experience – or even its increasingly
dominant mobile fly-by interface – will one day be about as relevant as using
smoke signals to ask your hunter-gatherer neighbour to bring over a couple of
extra wooly mammoth steaks for the cave bake.
He certainly wasn't about to
let some VR incubated social network get a head start. However we choose to swap
cat photos and pictures of our lunch in years to come, Zuckerberg is willing to
spend billions to be part of it.
Pie in the pixelated sky?
The same should be true of
game developers. As I say, we had a jump start on Virtual Reality 2.0.
Yet most I meet are highly
sceptical that VR will EVER be how we play games, let along that we'll do it
anytime soon.
For instance, Sony was demoing
its Project Morpheus headset at the last Develop conference, and plenty of
attendees took it out for a spin.
The verdict? Cooler than they expected, but nothing to rival franchises like Far Cry, FIFA, Dragon Age or Grand Theft Auto.
Now, I think they'd be right
if they were talking about the next couple of years, though perhaps wrong if they're
thinking the next ten.
But many game developers seem
to mean… forever!
Let’s get real
This is madness. The future of
interactive entertainment is VR. The question is when not if.
All you need to know to make
this prediction is Moore's Law.
To jump to the end of the
story, ever-increasing processing power means we'll eventually have VR that is
practically indistinguishable from our current reality (assuming we escape
global warming or nuclear Armageddon on the way, of course.)
Will it take 20 years, 50 years,
or 200 years?
Search me, but if I look at
the difference between Spacewar from
the 1960s or Pong from the 1970s and
the sort of games we see on next-gen consoles today, then I'm inclined to bet
on brilliant engineering and programming delivering it sooner rather than
later.
But anyway the fact is we
don't need true reality in a headset (or whatever device VR eventually settles
into) for VR games to be sufficiently compelling.
Something very close to
reality will be achieved many decades before we get to perfection.
That near-reality experience
will be so immersive, empowering, exciting and even frightening that the idea
that anyone is going to instead sit in front of a TV fiddling with a joypad is
laughable.
Virtual Rome wasn't built in a day
Just because I believe VR will
eventually be achieved and universal, that doesn't mean I think it will be easy
getting there.
We don't yet have the
scaffolding to create a convincing VR sock drawer, let alone a fully immersive
world.
But VR games today have as
much in common with where VR games will end up as a Punch and Judy puppet show
has with Star Wars VII: The Force Awakens.
There is so much to be
invented, tested, and learned.
And that's why I believe VR
will be the most exciting area to work in games over the next few years.
For all the advances in what
we used to call multimedia, we're still near the bottom of a Mount Everest that
has to be scaled.
Or to mix metaphors, while
films can now conjure up utterly lifelike scenes – given sufficient talent and months
of rendering time – when it comes to live, interactive VR entertainment, we're
gazing across the Uncanny Valley.
We're wondering when to take
our first hesitant steps downhill. It'll be years before we can even think
about climbing out the other side.
Tomorrow's world
Old hands have seen this sort
of thing before. It reminds me of the consensus that said 3D would never be
mainstream in video games, because how would you do side-scrolling platform
games in 3D?
Soon enough, Super Mario 64 and Tomb Raider showed you couldn't quite achieve the same thing
– but you could do something better.
Or think about mobile games.
I co-founded Pocket Gamer in 2005 when most people's
idea of fun on a phone was Snake on a
Nokia. Game developers were at the forefront when it came to scoffing.
But the technology moved
incredibly fast, and now mobile is arguably the most popular platform for
games.
Similarly, over the next few
years, experimentation and innovation by pioneering game developers will
radically improve VR entertainment, and along the way lay down the laws of
virtual reality for generations to come.
How fast should a VR player
turn and move? Can a static player be made to believe they can jump and fly?
And what to do when a player
leans into a supposedly solid wall? Go black or fade out or send an
electric shock through the headset? (Well, perhaps not that last…)
Forget Facebook or even the
first true Virtual Reality Super Mario.
I have a hunch that VR game
developers will work out the first 'rules' of a ubiquitous digital reality – one
that someday we'll all live in.
Blog by Owain Bennallack, freelance journalist and member of Develop: Brighton advisory board.
Friday, 27 June 2014
GUEST BLOG: Window Shopping in Steam
My dad used to own a shop. It was a men's clothing store. He was in business for a long time (over 50 years) and only recently retired. I've learnt a few things from his experience managing a small store. One of them I remember quite clearly is related to the shop window. He used to say that no matter what you put in certain spot in the window it will sell well. If you put something good then you'll sell truckloads of it, if it's something mediocre then it'll simply sell better than it ought to.
The store had 2 windows, a big one, where the 'sweet spots' (there were a couple I think) were placed, and a smaller one, on the side. In that smaller one he usually put stuff that was new or on sale, last pieces of last year's items, etc. He changed that one more often because it was there to serve a purpose (increase the sales of what was there) not to attract people to the store (that's the main window's purpose).

My dad's store as it appears in Google Maps. The side window isn't even visible from this angle
I can't but find similarities between how my dad's store worked and how Steam works. You have your main window (the big banner with game pictures that appear when you open Steam) and you have your side windows (the 'New Releases', the 'Top Sellers',...). If Steam thinks your game is a great game (or is going to be a great seller) you'll make it to the main window, otherwise you'll be in the side window ('New Releases') for a while and only if you prove to be good enough, move to the main one.
As of lately we're hearing a lot about nay sayers talking about the indie bubble. They argue that the amount of games published on Steam is going to drown the good indie games. I don't think that's what's going to happen. Indie hits are going to go on happening and Steam is going to support them just as much as they did in the past. The problem is going to affect niche indie games. There are a lot of games being published every day in Steam now. We released Super Toy Cars on June the 7th, along with 27 other games! What's the effect of that? Our side window time was reduced to mere hours (8-10 hours).
When we launched LightFish in 2011 the game stayed in the 'New Releases' first page for over a week. That's 15-20 times longer! That means we found then a lot more people that liked the niche genre of the game and it showed in our sales.
Still, blaming Valve for opening the gates to everyone is neither fair, smart or, more importantly, a solution. Actually, I believe there's no one to blame. How could you blame anyone for doing what you do (releasing a game on Steam) or for giving them that chance? I personally don't like many of the games but then again I'm stupid and I might have the same opinion about Minecraft if I didn't know better. Only the market has the right to decide what's worth it and what's not.
So, what can we do about it? Well, the first thing we should do is make sure we have good games worth playing. Then marketing them the right way. Make sure there's buzz about your game. You've tried e-mailing the main webpages and youtubbers and they are ignoring you? Maybe you need to do something different, something better, more unique with your game or the way you communicate it. Be it releasing the game in additional platforms, polishing a long forgotten genre or adding something unique to it, mixing two genres in innovative ways, creating something completely new, or presenting your game to everyone dressed in a pink suit or, better, do a combination of these.

Alexander Bruce not only had unique style but also an outstanding game in his hands (Antichamber)
You can do anything to try to get our game noticed by the press and thus by the public. Anything but blaming Valve because your window time is now a small portion of what it used to be. Now we have to work to get noticed while before just being in Steam gave you that marketing for free. Deal with it and find solutions to the problem!
Now, if you'll excuse me, I have to go pick my green suit from the laundry.

This blog was written by Eduardo Jimenez from Eclipse Games. Eduardo will be talking in the Production track at the upcoming Develop Conference 8 - 10 July, Brighton
The store had 2 windows, a big one, where the 'sweet spots' (there were a couple I think) were placed, and a smaller one, on the side. In that smaller one he usually put stuff that was new or on sale, last pieces of last year's items, etc. He changed that one more often because it was there to serve a purpose (increase the sales of what was there) not to attract people to the store (that's the main window's purpose).

My dad's store as it appears in Google Maps. The side window isn't even visible from this angle
I can't but find similarities between how my dad's store worked and how Steam works. You have your main window (the big banner with game pictures that appear when you open Steam) and you have your side windows (the 'New Releases', the 'Top Sellers',...). If Steam thinks your game is a great game (or is going to be a great seller) you'll make it to the main window, otherwise you'll be in the side window ('New Releases') for a while and only if you prove to be good enough, move to the main one.
As of lately we're hearing a lot about nay sayers talking about the indie bubble. They argue that the amount of games published on Steam is going to drown the good indie games. I don't think that's what's going to happen. Indie hits are going to go on happening and Steam is going to support them just as much as they did in the past. The problem is going to affect niche indie games. There are a lot of games being published every day in Steam now. We released Super Toy Cars on June the 7th, along with 27 other games! What's the effect of that? Our side window time was reduced to mere hours (8-10 hours).
When we launched LightFish in 2011 the game stayed in the 'New Releases' first page for over a week. That's 15-20 times longer! That means we found then a lot more people that liked the niche genre of the game and it showed in our sales.
Still, blaming Valve for opening the gates to everyone is neither fair, smart or, more importantly, a solution. Actually, I believe there's no one to blame. How could you blame anyone for doing what you do (releasing a game on Steam) or for giving them that chance? I personally don't like many of the games but then again I'm stupid and I might have the same opinion about Minecraft if I didn't know better. Only the market has the right to decide what's worth it and what's not.
So, what can we do about it? Well, the first thing we should do is make sure we have good games worth playing. Then marketing them the right way. Make sure there's buzz about your game. You've tried e-mailing the main webpages and youtubbers and they are ignoring you? Maybe you need to do something different, something better, more unique with your game or the way you communicate it. Be it releasing the game in additional platforms, polishing a long forgotten genre or adding something unique to it, mixing two genres in innovative ways, creating something completely new, or presenting your game to everyone dressed in a pink suit or, better, do a combination of these.

Alexander Bruce not only had unique style but also an outstanding game in his hands (Antichamber)
You can do anything to try to get our game noticed by the press and thus by the public. Anything but blaming Valve because your window time is now a small portion of what it used to be. Now we have to work to get noticed while before just being in Steam gave you that marketing for free. Deal with it and find solutions to the problem!
Now, if you'll excuse me, I have to go pick my green suit from the laundry.

This blog was written by Eduardo Jimenez from Eclipse Games. Eduardo will be talking in the Production track at the upcoming Develop Conference 8 - 10 July, Brighton
Monday, 23 June 2014
GUEST BLOG: Life Moves Pretty Fast
Wondering whether to attend this year’s Develop Conference? Stop wondering, and commit. Commit right now. Clear your diary. Book your train ticket. THIS IS IMPORTANT.
To quote Ferris Bueller: “Life moves pretty fast. If you don’t stop and look around once in a while, you might miss it”.
Everything is changing. Everything is always changing. Novelty, imagination, surprise and experimentation are fundamentally embedded into games culture and markets. We bestride the twin galloping horses of technology and culture like giggling, partially-blindfolded, stunt riders. Our job is to make millions of people do things they’ve never done before - while our platforms, models and markets are in a continual state of turbulence.
This month, Amazon announced a phone that tracks your head movements. Didn’t they used to sell books? Cloud Imperium revealed that they have 260 people working on Star Citizen. Didn’t you used to need a publisher to make a game like that?
So stop and look around once in a while. Remind yourself that games are made by people; people more or less like you - and that they’re ultimately FOR people, too. Good analytics will give you excellent insight into the way your players are behaving right now; but if you want them to stay with you next year, you’ll need a taste for the future.
Get it at Develop.

Jonathan Smith is Strategic Director at TT Games, and a member of the Develop in Brighton Advisory Board.
To quote Ferris Bueller: “Life moves pretty fast. If you don’t stop and look around once in a while, you might miss it”.
Everything is changing. Everything is always changing. Novelty, imagination, surprise and experimentation are fundamentally embedded into games culture and markets. We bestride the twin galloping horses of technology and culture like giggling, partially-blindfolded, stunt riders. Our job is to make millions of people do things they’ve never done before - while our platforms, models and markets are in a continual state of turbulence.
This month, Amazon announced a phone that tracks your head movements. Didn’t they used to sell books? Cloud Imperium revealed that they have 260 people working on Star Citizen. Didn’t you used to need a publisher to make a game like that?
So stop and look around once in a while. Remind yourself that games are made by people; people more or less like you - and that they’re ultimately FOR people, too. Good analytics will give you excellent insight into the way your players are behaving right now; but if you want them to stay with you next year, you’ll need a taste for the future.
Get it at Develop.

Jonathan Smith is Strategic Director at TT Games, and a member of the Develop in Brighton Advisory Board.
Monday, 16 June 2014
GUEST BLOG: Realistic Jam
Game Jams are a lot of fun to be part of. They're
inherently flexible, and can last anything from an hour to several days.
Photos by Natalie Seery [ http://www.natalieseery.com ] and Jessica Bernard [ http://www.ph0t0.co.uk ])
Most of the jams I've been involved with have been
fairly typical affairs, where a bunch of people arrive with laptops or use lab
machines at a university. I've organised and hosted some really strange ones
too though; Nat Marco [ http://www.honeyslug.com/
] ran one a few years ago in which people made games out of paper and rocks:
The year after that, we did "Jam Game Jam: A Game
Jam With Jam", which involved throwing jam around on the deck of an East
German fishing trawler:
The same day, Jonathan Whiting [ http://jonathanwhiting.com/ ] ran a level
design workshop in which people defined rules, stuck bits of paper down onto
the deck, and pranced around:
He'd initially approached me saying he had an idea
with scary spatial requirements, and I replied that I generally read
"scary" to mean "exciting".
Those examples might seem esoteric compared to the day
job you spend at a tablet or keyboard, but there's a lot of value in them.
Games are fundamentally about rules and behaviour, and when we bind those to a
given type of hardware, we're also binding them to a lot of established
convention.
The technology we use isn't the pinnacle of games,
it's just another branch of stuff we can express them through. Play and games
have a history stretching back thousands of years, all of it relevant to the
things we make.
Sure, few if any of the weirder avenues point in
viable commercial directions, but that's not what jams are about. They're
increasing your skills as a designer, artist or programmer, they're a way of
hanging out with other developers, and if you happen to make something amazing
that's probably too weird for an existing audience or platform, there's a
growing throng of festivals and events worldwide that might still be
interested.
A game jam is a perfect place to experiment with the
strangest ideas you have. That's because beyond tech (or the intentional lack
thereof), the best thing about a jam is the time constraint it imposes. It
creates a space where it's okay to try something new and perhaps fail horribly,
knowing that the project won't drag on.
Some of the best things I ever designed, way back,
came from speed mapping contests run by the Unreal Tournament mapping community.
The results were never pretty with a four hour time limit, but they were an
excellent way of getting a good, solid sketch done.
Without such constraints, it's easy to get attached to
something then sink too much effort into it, and I've seen even established
developers do this. A game jam is above all a focussing tool. You might still
become myopically attached to a duff idea, but that deadline is going to come
in nice and quick to finish it off instead of letting you toil at it for
months.
David Hayward [ http://www.ympt.co.uk ] wrote this blog. He will be running the Develop in Brighton Game Jam for 2014.Photos by Natalie Seery [ http://www.natalieseery.com ] and Jessica Bernard [ http://www.ph0t0.co.uk ])
Thursday, 5 June 2014
GUEST BLOG: Industry echoes: 19 years later, the first E3 still rings in my ears
I was lucky enough to attend the first E3 back in 1995. It was, I think, my second ever trip over the Atlantic.
For a reasonably young man, whose work travels had up until then taken him to Croydon, Derby and Woking, it was overwhelmingly exciting. I stayed in the hotel through which Arnie rode a horse True Lies, and the one friends tell me Pamela Anderson took her clothes off in “The Pamela Anderson Story” (sadly no longer available, apparently).
I thought of my teachers who said I'd amount to little and imagined them still tormented by little bastards like me, cursed to a life of endlessly scrubbing chalk phalluses off their suit jackets whilst I was on a business trip to where Americans came from.
They were actually filming Heat in the streets outside. Imagine that. No do: imagine that.
For an industry which had historically sold its wares on hunks of plastic or “floppy” “disks” (technically neither, though no-one seemed to mention this) that first E3 was a sign of intent. We were moving from business shows in stuffy hotels literally to Hollywood.
Of course, as a young industry, we were hopelessly naive. Rich execs decided that the best way of showing how great their games were was to throw vast amounts of money at their stands; setting a dick-waving precedent which would escalate so quickly that apparently Peter Moore originally suggested he announce GTA4’s appearance on Xbox at the 2006 Microsoft press conference not with a fake tattoo, but by dangling the game’s logo from his still smarting Prince Albert.
Poetically, in 1995, no stand was more impressive than that of Acclaim. Standing proudly inside the main doors, where EA usually is these days, it was a nightclub of a booth, all flashing lights, massive screens and pulsating music from show open to show fucking close.
I was working on the stand next door, so I was the regular unintended victim of Acclaim’s “theme “ – a 30-second ditty which opened the 10 minute showreel. I heard it 162 times.
Now and again – close to 20 years later – it still bounces round my skull.
It went like this: “[Something, something] Acclaim, your entertainment source. Hits on every format – can you feel the force? Interactive entertainment, it’s so hot you just can’t contain it, something something something something Acclaim!”162 times.
What’s most astonishing about this song isn’t that presumably an actual human being was paid coins of money in order to write it and that other human beings didn’t think that the first human was joking, nor that it made such an indelible mark on my then young brain that even now – at an age when I genuinely occasionally forget the names of my family – I can still recall most of it.
No, what was most astonishing was, that from a marketing point of view, spending such a vast amount of money on a stand and theme song did the job – even now, when people stop me on the street to enquire as to where they can find the source of entertainment, I remind them of Acclaim before showing them some SNES and Mega Drive cartridges and pushing them over so they can feel the force.
Sadly, that’s where the story ends. These people can’t buy Turok: Evolution, WWF Wrestlemania, nor Dave Mira’s BMX XXX even if they wanted to. Which they didn’t: Acclaim went out of business in 2004 – leaving nothing more than a few gaming controversies, some brilliant PR ideas and one dreadful song.
E3 has always been about attracting attention, making the most noise, having the biggest queues. Yet, with the exception of a just couple of years when, quite rightly, publishers questioned the amount they were pouring into the building that Nicholas Cage tried to blow up in Face/Off, E3 has got bigger but not necessarily better.
The news rarely comes from the show floor any more, beamed instead globally onto monitors the day before, via grainy, buffering streams. American execs trying hard to be casual without realising they’re memes in waiting.
Fact is, if you’re a publisher in decline or a hardware manufacturer which lacks confidence to deliver your vision, chasing Twitter favourites rather than sticking to your design philosophy, attracting such vast attention is pointless unless you’re able to deliver the goods. Come see my talk at Develop this year and I’ll show you how to be Mike Bithell – current King of the Indies, deliverer of goods and, at the time of writing, someone who’s yet to resort to a theme tune.
Though it is only a matter of time.
This blog was written by Simon Byron, a director at Premier PR. Simon will be talking in the new Marketing track at Develop in Brighton on 9 July. www.developconference.com
Tuesday, 27 May 2014
GUEST BLOG: Go With the Flow - A Fresh Look at Old Concepts
I suspect that some of you
reading this will think “Why talk about something as obvious as flow when
everybody in the industry understands the concept and gets it right?”
Well, believe it or not,
there’s way more to flow than people in the industry might imagine.
Only the other week, Keith
Stuart talked in The Guardian about the concept of flow as one of the reasons
people find games like Candy Crush so compelling (http://www.theguardian.com/technology/2014/may/21/candy-crush-angry-birds-psychology-compulsive-casual-games-mobile-flappy-birds).
When players are so
completely engaged with a game, to the extent that they don't even hear you
when you call them or acknowledge you when you talk to them, there’s a very good
chance that they’re experiencing flow in the game play. And when an individual
is experiencing flow, they’re completely fixated on the task of playing the
game, and you’ll find it pretty hard to break their concentration.
I remember late last year consulting at a large
game developers studio and the fire alarm went off - it was lunchtime and a few
employees were playing a game in the games room during their break. Despite the
piecing sound of the alarm, they didn’t even look up from their games and the
boss of the company had to literally go in and drag them out.
So you can see how flow, the state of utter
engagement in gaming, can certainly account for how compelling video game
playing can be.
A really great piece of work that I would
recommend to developers is by Boyle et al (2012) – ‘Engagement in digital entertainment games: A
systematic review’ - who initially uncovered a staggering 20,000 papers related to
engagement, and then drilled this number down to 55 key papers to review.
The authors describe flow as the most influential construct used to explain the subjective emotional experience and optimal state of pleasure experienced in video game play. They highlight how flow is actually quite a complex construct involving eight different components. They maintain that central to the concept, is that the experience is intrinsically rewarding and enables immersion in the game, and they suggest that flow as a state evokes high levels of concentration and allows the player to have a sense of control, have clearly defined goals as well as providing direct feedback.
Further to this, is the
motivation to escape the real world, because flow in gaming does offer
opportunities to carry out behaviours not possible in the real world!
Last year I was delighted to be asked to contribute to the Charlie Brooker documentary ‘How Video Games Changed the World’. In the documentary I talked about the concept of flow and this really hit home with many gamers who watched the programme. In the weeks after, I had loads of emails from gamers who were quite relieved to understand what was happening to them when they were in this almost altered state of mind, completely fixated on a game.
Following the programme a blogger posted the stills of my contribution about flow on tumblr and so far nearly 60,000 people have reblogged or commented. (http://senjukannon.tumblr.com/post/68759294958/gloriousbacon-cyber-psychologist-berni-goode) As a psychologist, what this tells me is that gamers really want to understand what’s happening to them when they’re engaged in virtual worlds and that they very much want developers to make games that enhance this state for them, as they garner immense pleasure and contentment from the experience.
Alex Meredith, Cyberpsychologist from Nottingham Trent University says "Developers can really embrace the concept of flow and incorporate it into the development of their games, within ethical parameters of course, and of particular interest is how flow impacts on motivation to play and the sense of self during game play and cathartic release.”
Last year I was delighted to be asked to contribute to the Charlie Brooker documentary ‘How Video Games Changed the World’. In the documentary I talked about the concept of flow and this really hit home with many gamers who watched the programme. In the weeks after, I had loads of emails from gamers who were quite relieved to understand what was happening to them when they were in this almost altered state of mind, completely fixated on a game.
Following the programme a blogger posted the stills of my contribution about flow on tumblr and so far nearly 60,000 people have reblogged or commented. (http://senjukannon.tumblr.com/post/68759294958/gloriousbacon-cyber-psychologist-berni-goode) As a psychologist, what this tells me is that gamers really want to understand what’s happening to them when they’re engaged in virtual worlds and that they very much want developers to make games that enhance this state for them, as they garner immense pleasure and contentment from the experience.
Alex Meredith, Cyberpsychologist from Nottingham Trent University says "Developers can really embrace the concept of flow and incorporate it into the development of their games, within ethical parameters of course, and of particular interest is how flow impacts on motivation to play and the sense of self during game play and cathartic release.”
And there’s a lot more to the concept of flow in video games that
psychologists like myself are still uncovering, I’m especially interested in
the group flow and recently saw a great presentation by Linda Kaye of Edge Hill
University who examined the extent to which group flow experiences (versus solo
flow experiences) impact on post-play positive effect. The results of her work
indicate that post-play positive effect was heightened in group flow, something
which is particularly interesting when designing for collaborative play.
At this year’s Evolve, on the first day of the Develop Conference, as
part of the psychology track, a number of leading psychologists will join me to
look at what it means to develop games that enhance this flow experience, and
together we’ll be offering some ethical take-away tips about how to build in
strategies that evoke the flow state in gamers and really heighten the gaming
experience. 

Berni Good
is a psychologist who specialises in Cyberpsychology, particularly in video
games and is the founder of Cyberpsychologist Limited, www.cyberpsychologist.co.uk. This
year Berni will curate the psychology track at Evolve which will see some of
the leading psychologists and experts in the field of psychology in video games
talk and give amazing insights and tips into how to develop games incorporating
psychology to really heighten the experience for the gamer.
@GoodBerni
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