Rosenverse
Embrace Your Fun Factor: Game Development Best Practices for Product Design

Log in or create a free Rosenverse account to watch this video.

Log in Create free account

100s of community videos are available to free members. Conference talks are generally available to Gold members.

Embrace Your Fun Factor: Game Development Best Practices for Product Design

Friday, January 9, 2026 • Rosenfeld Community
Share the love for this talk
Embrace Your Fun Factor: Game Development Best Practices for Product Design
Speakers: Cheryl Platz
Link:

Summary

According to a Circana report from October 2024, 71% of US consumers play video games. So why is it that we treat the art and science of game design and development as completely separate from product design? Many of your customers view video games as the ultimate way to spend their time, and the best practices developed there are forged in the fire of a hyper-competitive marketplace. \

In this session, author Cheryl Platz shares her insights as a missing link between the two worlds. She’s worked as design lead for Microsoft’s Azure platform, but she’s also served as UX Director for Riot Games and Scopely’s MARVEL Strike Force in addition to her continuing role as adjunct faculty of video games for Carnegie Mellon University’s Masters of Entertainment Industry Management program.

You'll learn about some of the most universally applicable insights from her new Rosenfeld book The Game Development Strategy Guide: Crafting Modern Video Games That Thrive, including the Motivators of Play – a tool for understanding player and customer behavior backed by cognitive psychology and industry research that reveals how expectations have changed deeply in the past decade. You’ll also be introduced to useful concepts around monetization, emergent behavior, and designing for positive large-scale interactions. Isn’t it time to level up your product design skills with a new skill tree?

Key Insights

  • •

    71% of people self-identify as gamers, making game design principles widely relevant.

  • •

    Classic motivators of play include mastery, competition, immersion, meditation, and comfort.

  • •

    Modern motivators like self-expression, companionship, and education have risen due to technological and social changes.

  • •

    Competitiveness as a motivator has diminished, replaced increasingly by a desire for companionship and collaboration.

  • •

    Misapplied gamification, such as meaningless badges or incentivizing harmful behaviors, can demotivate users.

  • •

    Game loops help understand and optimize user engagement by linking sequential player actions with feedback.

  • •

    Pro-social design focuses on fostering positive social interactions and community safety, a key challenge at scale.

  • •

    Ethical monetization varies; pay-to-express models (cosmetics) are less harmful than pay-to-win (pay-for-power) schemes.

  • •

    Duolingo exemplifies both strengths (mastery challenges) and pitfalls (manipulative nudges, declining immersion) in gamified products.

  • •

    Understanding and designing for motivators can transform traditionally 'non-fun' domains like banking, healthcare, and enterprise software.

Notable Quotes

"If 71% of people self-identify as gamers, why aren’t you learning from the video game industry?"

"Is gamification just last decade’s fad or have the principles become so ubiquitous we stopped calling it that?"

"With great power comes great responsibility; we shouldn’t abandon using motivation techniques, or others will use them poorly."

"Competitiveness doesn’t motivate play as much as it used to; companionship and collaboration are more motivating now."

"Mastery is a core human motivator; people want to understand and feel competent in what they do."

"Pro-social gaming is about designing for positive social interactions that contribute to thriving communities."

"Not all monetization is equal; pay-to-express models are less threatening to social dynamics than pay-for-power schemes."

"Duolingo’s AI push damaged immersion by breaking narrative cohesion and lowering course quality."

"The Echo Look failed because it missed key motivators like self-expression and companionship by focusing too much on AI."

"Designing for human motivation makes experiences more likely to thrive long term."

Ask the Rosenbot
Nathan Curtis
Design Systems for Us: How Many One-Source(s)-of-Truth Are Enough?
2019 • DesignOps Community
Cassandra Piester
Developing and Deploying Your Design Operations Strategy
2024 • DesignOps Summit 2024
Gold
Matt Duignan
HITS, Microsoft's internal human insight system: From research library to living body of knowledge
2019 • Advancing Research Community
Michael Land
Establishing Design Operations in Government
2021 • DesignOps Community
Russ Unger
Getting Out from Under Everyone: How to Escape the Paralysis of Getting Started
2016 • Enterprise UX 2016
Gold
Sofía Delsordo
Public Policy for Jalisco's Designers to Make Design Matter
2021 • Civic Design 2021
Gold
Milan Guenther
A Shared Language for Co-Creating Ambitious Endeavours
2023 • Enterprise UX 2023
Gold
Ariba Jahan
Team Resiliency Through a Pandemic
2024 • DesignOps Summit 2020
Gold
Meghan Hellstern
The Next 100 Years of Civic Design: How Might We Better Rise to Meet the Challenges of Today and Tomorrow?
2021 • Civic Design 2021
Gold
Elana Chapman
Getting started with accessibility research
2025 • Rosenfeld Community
Teresa Swingler
Look, Up in the Sky! UX/UI for Aerospace
2022 • Enterprise Community
Jennifer Kanyamibwa
Creating the Blueprint: Growing and Building Design Teams
2018 • DesignOps Summit 2018
Gold
Nalini P. Kotamraju
An Organizational Story: Salesforce Lightning Design System
2016 • Enterprise UX 2016
Gold
Megan Blocker
What UX research maturity looks like and how we get there [Advancing Research Community Workshop Series]
2023 • Advancing Research Community
Louis Rosenfeld
Coffee with Lou
2024 • Rosenfeld Community
Llewyn Paine
[Demo] Deploying AI doppelgangers to de-identify user research recordings
2024 • Designing with AI 2024
Gold

More Videos

Corey Long

"There are roles out there, but they come with longer processes—some of mine lasted up to five months."

Corey Long

Hiring in DesignOps: A Critical Study on How to Hire and Get Hired

September 23, 2024

Gretchen Anderson

"Designers can be really paranoid and very precious."

Gretchen Anderson

Scaling the Human Center

June 8, 2017

Lori Muszynski

"We create the constraints that bring out the best from design teams. We are the enablers of weird."

Lori Muszynski Peter Merholz

Keeping Design Weird

October 2, 2023

Sam Proulx

"Expert screen reader users listen at over 300 words per minute and still fully understand the content."

Sam Proulx

SUS: A System Unusable for Twenty Percent of the Population

June 9, 2021

Prayag Narula

"Technologies don't have universal impact; what happens in New York vs Jakarta can be very different."

Prayag Narula Rida Qadri

HCI 2.0: Humanity Deserves the Attention that UX Research has to Offer

March 28, 2023

Deanna Smith

"We forget a lot of details over time; documentation saves us from repeating mistakes."

Deanna Smith

Leading Change with Confidence: Strategies for Optimizing Your Process

September 23, 2024

Lija Hogan

"Researchers have a lane enforcing best practice, but non-researchers can significantly contribute to creating intelligence."

Lija Hogan

Doing more with more: Lessons from the Front Lines of Democratization

March 9, 2022

Sam Proulx

"With Apple, I could pick up any phone and triple-click the home button and VoiceOver would come on."

Sam Proulx

To Boldly Go: The New Frontiers of Accessibility

March 11, 2022

Bria Alexander

"David Nicholson is the reason why you don’t have to write very fast."

Bria Alexander

Opening Remarks

October 3, 2023