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Utah ATD 2026

Play with Purpose

Designing games for learning and engagement: resources from Daniel Burleigh's session at the Utah ATD Annual Conference, October 7, 2026. The five principles below are the same five boxes on the Learning Game Design Canvas.

Five principles

1

Outcome, capability, and vital behaviors.

Start with the result and the capability needed to produce it. Then name the two or three observable behaviors that demonstrate that capability.

2

Core mechanic.

The mechanic should perform the learning work. What players do repeatedly must rehearse or reveal the capability, not describe it.

3

Motivation and player value.

Motivation is structural, not cosmetic. Players must gain something from the activity itself: choice, growing skill, connection, purpose, and challenge matched to their ability.

4

The surrounding system.

A game is a system inside a system. Whether anything transfers is decided by managers, workflow, incentives, tools, measurement, and follow-up, not by the game alone.

5

Prototype and evidence.

Evidence should guide the next version. Build the cheapest useful prototype, co-create and test it with real players, and decide in advance what would make you revise or stop.

These are iterative design checks, not a rigid five-step process. Understanding your players and their context informs all five.

Five questions to ask before you build

  • 01What result matters, what capability supports it, and which two or three behaviors demonstrate it?
  • 02What will players do repeatedly, and does that action rehearse or reveal the capability?
  • 03What do players gain from the activity itself?
  • 04What will carry the behavior back to work?
  • 05What evidence will guide the next version, and what would make you revise or stop?

The reading list

Game design

The craft of building games that teach and engage.

  • Serious Games

    Clark Abt, 1970

  • The Art of Game Design: A Book of Lenses

    Jesse Schell, 2008

  • The Gamification of Learning and Instruction

    Karl Kapp, 2012

  • Play to Learn

    Sharon Boller & Karl Kapp, ATD Press, 2017

  • Rules of Play

    Katie Salen & Eric Zimmerman, 2004

  • Reality Is Broken

    Jane McGonigal, 2011

  • Finite and Infinite Games

    James P. Carse, 1986

  • A Theory of Fun for Game Design

    Raph Koster, 2004

  • Game Mechanics: Advanced Game Design

    Ernest Adams & Joris Dormans, 2012

  • Game Feel

    Steve Swink, 2008

Systems thinking

Why the organization around a game decides whether it works.

  • The Fifth Discipline

    Peter Senge, 1990

  • Designing Organizations for High Performance

    David P. Hanna, 1988

  • Thinking in Systems

    Donella Meadows, 2008

Motivation & behavior

What actually moves people to act and keep acting.

  • Influencer

    Kerry Patterson, Joseph Grenny et al., 2008

  • Drive

    Daniel Pink, 2009

  • Total Engagement

    Byron Reeves & J. Leighton Read, 2009

  • Flow

    Mihaly Csikszentmihalyi, 1990

Research and frameworks

The evidence and models behind the session.

  • Communicate Hope: Using Games and Play to Improve Productivity

    Ross Smith, Management Innovation eXchange · Where games fit at work

  • Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis

    Clark, Tanner-Smith & Killingsworth, Review of Educational Research, 2016

  • A Meta-Analytic Examination of the Instructional Effectiveness of Computer-Based Simulation Games

    Sitzmann, Personnel Psychology, 2011

  • Developing a Theory of Gamified Learning

    Landers, Simulation & Gaming, 2014

  • Groundswell

    Charlene Li & Josh Bernoff, 2008 · The POST framework: People, Objectives, Strategy, Technology

Get the Learning Game Design Canvas and the session slides.

The canvas is a one-page worksheet for planning your own learning game. The slides will be posted after the session on October 7.

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Want help putting these to work?

We design serious games and simulations that give teams real practice at the behaviors that drive performance.

Use, adapt, or build: if an existing simulation fits your need, start there. We facilitate Wallbreakers®, a board-game simulation about leading change.