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 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.
- 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.
- 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.
- 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.
- The Molyneux lens in
game-design-molyneux-lensis 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.
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.