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CREDITS.md

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Credits

These skills apply established frameworks from design, psychology and business research to game design problems. The frameworks belong to their authors. What is licensed in this repository is the skill instructions, structure and wording, not the theory underneath.

Player motivation and psychology

  • Player types — Richard Bartle, Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs (1996). Used in game-design-bartle-archetype-audit.
  • Self-Determination Theory — Edward L. Deci and Richard M. Ryan; applied to games as PENS by Ryan, Rigby and Przybylski (2006). Used in game-design-player-need-satisfaction-audit, game-design-player-motivation-audit, game-design-granular-player-motivation-audit.
  • Flow — Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience (1990). Used in game-design-flow-audit.
  • Fogg Behavior Model — BJ Fogg, Stanford Behavior Design Lab. Used in game-design-fogg-behavior-audit.
  • Big Five / OCEAN — the five-factor model of personality, developed across the work of Tupes and Christal, Goldberg, Costa and McCrae. Used in game-design-big-five-personality-audit.
  • Attribution theory — Bernard Weiner's model of locus, stability and controllability. Used in game-design-attribution-audit.
  • Empathizing-systemizing — Simon Baron-Cohen. Used in game-design-systematizing-empathizing-audit.

Cognition, memory and decision-making

  • Fast and slow thinking — Daniel Kahneman, Thinking, Fast and Slow (2011). Used in game-design-thinking-fast-and-slow-audit.
  • Peak-end rule — Daniel Kahneman and colleagues. Used in game-design-peak-end-audit.
  • Zeigarnik effect — Bluma Zeigarnik (1927). Used in game-design-zeigarnik-effect-audit.
  • Gambler's fallacy and related misperceptions of randomness — Amos Tversky and Daniel Kahneman. Used in game-design-perceived-randomness-audit.
  • Kano model — Noriaki Kano. Informs game-design-social-satisfaction-matrix.

Narrative and creative method

  • The Hero's Journey / monomyth — Joseph Campbell, The Hero with a Thousand Faces (1949), and Christopher Vogler's screenwriting adaptation. Used in game-design-ftue-hero-journey-audit.
  • SCAMPER — Bob Eberle, after Alex Osborn. Six Thinking Hats — Edward de Bono. Brainwriting 6-3-5 — Bernd Rohrbach. How Might We — developed at Procter & Gamble and popularised by IDEO. Crazy 8s — Google Ventures design sprint. Lotus Blossom — Yasuo Matsumura. Morphological analysis — Fritz Zwicky. All used in game-design-brainstorm-methods.
  • Oblique Strategies — Brian Eno and Peter Schmidt (1975), as a method influence on game-design-creative-unblocker.

Process and management

  • GROW model — Graham Alexander, Alan Fine and Sir John Whitmore. Used in game-design-grow-design.
  • SMART goals — commonly credited to George T. Doran (1981). Used in game-design-smart-goal-audit.
  • Pre-mortem — Gary Klein. Used in design-red-team-audit.
  • Backcasting — John B. Robinson. Used in game-design-ideal-outcome-backcasting.
  • Known and unknown unknowns — as a risk-framing convention in project management. Used in game-design-unknown-unknowns-prototyping.

Named lenses

  • The Molyneux lens in game-design-molyneux-lens is a deliberately provocative design posture named after Peter Molyneux's public reputation for ambitious overstatement. It is a critique method, not an endorsement, affiliation, or a claim about him personally.

A note on scope

Where a skill names a framework, it applies that framework's logic in this author's own words and structure. No skill reproduces the text of any book, paper or copyrighted instrument. Readers who want the source material should go to the originals, which are better than any summary of them.