Maximizing Fun: The Gamer DNA Model Explained
John Uke
- Hall:
- Water Hall (Business Track)
What the talk is about
John Uke presents the Gamer DNA model, which the Game Tree team built to analyze games and understand which kinds of fun they deliver. The model splits fun into groups of aesthetics: action, strategy, challenge, competition, fellowship, completion and grinding, discovery, visuals and sound, expression, role-play, and story. He advises picking a few that fit your audience instead of spreading resources thin. Game Tree's data shows story and expression go well together, as do competition and challenge, while those two clusters tend to conflict. Competition fits poorly with discovery, which pairs well with completion and fellowship. The Q&A covers balancing player types in MMOs and using the model for marketing and feature decisions. Useful for game designers, indie developers, and players who want to choose games they will enjoy.