I submit another thesis, shorter, more to the point, more organised, and more fact based. Hopefully this makes it easy enough to edit when it ultimately and inevitably is given "REVISE AND RESUBMIT".
{Agoran Sources of Fun: Shoving things into boxes. 0) Introduction I'm writing an entirely different thesis, again. Hopefully this one is focused and precise, and is easy-to-modify when, inevitably, (rightfully due) criticism arrives. This thesis comes from a place where I do feel that something exists that I want to address, but I haven't adequately or scientifically done so, so I will try to base everything on external sources/fact, then relate Agora to those sources, and keep all that separate from my (valid) feelings about it all. 1) Sources a) Atomic Dissections [0] https://users.cs.northwestern.edu/~hunicke/pubs/MDA.pdf The Mechanics, Dynamics, and Aesthetics framework of game design, along with a sample breakdown of aesthetics you might examine. [1] https://gamedesignconcepts.wordpress.com/2009/07/23/level-8-kinds-of-fun-kinds-of-players/ The 8 kinds of fun (aesthetic) in detail identified in [1]. (Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, and Submission) [2] https://www.gamified.uk/2013/06/05/gamification-user-types-and-the-4-keys-2-fun/ Lazarro's 4 kinds of fun: Friendship, Novelty, Challenge, and Meaning. Along with Marczewski's 4 kinds of fun : Relatedness, Autonomy, Mastery, and Purpose. (Purpose and meaning seem to go together, as do Challenge and Mastery. Friendship is slightly different than Relatedness, because competition isn't necessarily super friendly, but also fellowship from the 8 kinds of fun) [3] https://lushdesignsblog.wordpress.com/2015/07/07/anatomy-of-fun/ A listing of more taxonomies of fun. (just shows that there's no one "correct" taxonomy) [4] https://www.interaction-design.org/literature/article/bartle-s-player-types-for-gamification Bartle's taxonomy is a framework to think about the players and how to improve the engagement from that standpoint. (seems he later expanded this into 8 types, but didn't go looking for it.) Player types: Killer, Achiever, Socializer, Explorer. [5] https://www.gamified.uk/user-types/ a different player taxonomy that builds directly off of Lazarro's with another axis. Player types: Socialiser, Free Spirit, Philanthropist, and Achiever Player (subtypes are) Self-seeker, Consumer, Networker, Exploiter Disruptor (subtypes are) Griefer, Destroyer, Improver, Influencer 2) Relating To Agora a) Classifying Things Into Player and Fun Taxonomies Firstly, lets begin with (1a). An overview of this is that Agora is the Dynamic play of modifying Mechanics[0]. The Aesthetic appeal of this, at a high level then, is that all of the Aesthetics can, and do, apply. Using many of the taxonomies provided, Agora can fill nearly any requirement. So why bother? In the context of Agora, I feel that the most helpful taxonomies are the ones that reduce options to the least number of choices: for example Bartle's Taxonomy[4], Marczewski’s Hexad [5], or Lazarro's 4 keys to fun [2]. I say this because of what Agora is at its heart: a game of changing the mechanics of itself. That and due to the relatively low amount of players at any given time, a taxonomy will not be too helpful unless it can capture larger swaths of the population. I think the point in bothering is the similarities of the taxonomies, even if we don't have the exact right complexities trapped within them. That being said, given what Agora is at it's core, a game of nomic, of self-amendment and change, then what are the core mechanics of Agora? I would say that it would be getting players to agree to the game and changes thereof. That means, we have a few core mechanics: Proposals, Judgement, Offices, Rules&Scams, Assets&Badges&Radiance (Points by any other name), Voting, Blots (punishment by any other name), Degrees, Subgames&Tourneys, and Contracts&Promises. Relating these mechanics to the few main taxonomies (Marczewski's fun and player types[2,5], Lazarro's fun types[2], and Bartle's player types[4]), then, we have the following: The proposal system generally maps to expression, novelty, fellowship/relatedness, discovery, meaning, autonomy, and creativity, and also is the most versatile mechanic of Nomic. It appeals to primarily to free spirits, explorers, and disruptors due to this versatility. The judgement system generally maps to relatedness/fellowship, narrative, fantasy, meaning, and mastery. It appeals primarily to achievers and philanthropists: to show a mastery over the ruleset and its interpretation for the good of the game and the benefit of others, as well as being clear and convincing requires strong dark arts of logic and historie. Notably, these are decision points for the legal fiction. Offices, generally, map to submission, fellowship/relatedness, narrative, and purpose. It appeals primarily to philanthropists, improvers, and influencers, as the habitual nature, and the tendency to reward those offices, allows continued and meaningful interaction with the game and the participants. Specifically, offices allow the narrative of each participant's actions to have an effect. Rules and scams generally map to fantasy, challenge, and discovery. They primarily appeal to socialisers, philanthropists, players, killers, griefers, and destroyers. Rules lay down the law, but also can be disempowered by a scam. They also create the legal fiction we play in. Assets, badges, points, and ribbons are for relatedness(competition), challenge, meaning, mastery, and submission. They primarily appeal to philanthropists, achievers, and players, as they give you the goals to churn towards. Voting is for meaning, narrative, fellowship/relatedness, and submission. It primarily appeals to disruptors and socialisers, but as a truly central part of nomic, it also appeals to philanthropists. It is the means that the game ultimately changes, regardless of the proposal system, and relies generally on coordinated effort. Punishment is for expression, challenge, narrative, meaning, and fellowship/relatedness. It primarily appeals to achievers, philanthropists, and players. It gives an obstacle to overcome, it represents negative social capital, and gives some more meaning behind what it means to follow the rules. Degrees are for expression, challenge, narrative, meaning, mastery, fellowship/relatedness, submission, and fantasy. They primarily appeal to philanthropists, free spirits, explorers, and achievers. They are an academic challenge, but also an entire learning experience unto itself. The process also lends itself towards some drama between the reviewers ("the professors") and the submitter ("the student"). Subgames and Tourneys are for challenge, mastery, submission, discovery, and relatedness(competition). They primarily appeal to achievers, players, disruptors, and killers. These small competitions allow for shenanigans to take place, but also for fierce competition. Contracts and promises are for mastery, discovery, relatedness/fellowship, expression, and narrative. They primarily appeal to socialisers, players, killers, and achievers. These allow for complex relationships to form, which can be exploited or show strong companionship. 3) Moving forward I don't want this thesis to be a dead end, like some others have been. So I'm not going to go further than I've already gone: I don't feel the need to at this point in time. However, I will give a starting point: The participation of the game is somewhat low, it hovers between 10 and 20 active players. What things are we doing that lower the experience and cause players to ghost us? What things could we be doing, and aren't, to improve engagement? Are these missed opportunities, impossibilities of Agora, or something? What evidence do we have? I don't think it is a matter of advertising: if we kept every player that came here, or at least more of the players that come by, we'd have more participation, so it's more about keeping what we earn than getting more. a) Unproven or incomplete evidence based suggestions https://datagame.io/gamification-principles/ This source provides an easy source to reference for some ideas to implement to improve user engagement. These ideas aren't specific (as there is some literature around just having "points" or "badges" isn't enough to motivate properly, it has to be about motiviation.) https://www.sciencedirect.com/science/article/pii/S074756321630855X?via%3Dihub gives a list of game design elements, and how they relate to psychological need satisfaction (which is another way of saying what reasons exist to play a game) https://www.gamified.uk/user-types/gamification-mechanics-elements/ gives a mapping of suggestions to player types [5] they appeal to. https://thinkgamedesign.com/player-retention-engagement/ There should be different levels of goals (short, mid, long) to keep players engaged the whole time and yet make progress, and a balance of difficulty. https://thinkgamedesign.com/design-videogame/ Game design can be broken down as a top down process, or a bottom up process. Additionally, its important to ease participants into the gameplay. } -- 4st Referee & Deputy (AKA FAKE) Herald Uncertified Bad Idea Generator