Showing posts with label Gamification. Show all posts
Showing posts with label Gamification. Show all posts

Monday, September 5, 2022

Screen Time Debate: Puffs or Broccoli?

In this article, game designer Sande Chen delves into the parental guilt associated with app usage, as documented in the book, Baby, Unplugged.

Happy Labor Day! Hope you're having a good holiday and not working :)

In the previous months, I've been following up on research about kid games, especially those for the preschool set. I've had several conversations with parents whose children use apps and with those who weren't using apps of any kind. There was a wide range of opinions. In the latter part of this research, I found myself saying, "No judgment, just questions," mainly because I started to feel like people thought using apps with preschool kids was a touchy subject.  I didn't think it was, but clearly, there was some kind of guilt trigger going on about giving a kid a tablet at a young age, or for not watching or monitoring the kid on the tablet.  I just found it strange that quite a few parents didn't seem to have the same kind of inhibition about kids watching TV. 

This feeling of parental guilt is more clearly described in Baby,Unplugged, a book released during the pandemic and written by a journalist investigating the over $46 billion babytech industry. In the book, author Sophie Brickman wonders if app usage could be compared to secondhand smoke. When she tries to gray out her screen or lock up her iPhone, she finds she really doesn't want to do that. This may seem extreme, but I found that parents who didn't want their kids having any knowledge of a tablet were most successful when they didn't have a tablet and never used their phone beyond calling people. 

Later, she concludes that it's probably a stretch to think that parental app usage causes deep emotional damage to kids.

But what about the flip side: How does app usage affect kids using the apps? Brickman relates an anecdote of a teacher noting that a little girl who could digitally maneuver blocks on an app was at a loss as to what to do when faced with actual real-life blocks. It occurs to me that this is the age-old notion of television rotting one's brain except that it's apps that are rotting kid brains. Brickman does her own survey of preschool apps, which I find problematic because she excluded apps with subscriptions or in-app purchases, and finds a garbage heap. Free apps targeting preschoolers do tend to be advertising-based and questionably educational. 

Brickman ends up interviewing the developers at Sago Mini, Toca Boca, and Khan Academy, entities that develop highly recommended apps for preschoolers. Sago Mini and Toca Boca are owned by the same company and follow the mantra that "Fun is Learning." Their apps are open-ended and promote creativity. Still, she can't shake the feeling that shaving a cartoon lion is not altogether educational. Khan Academy Kidson the other hand, offers a very structured learning plan combined with gamification. It covers core subjects and is proven to improve pre-literacy skills. Brickman likens Toca Boca apps to addictive baby puffs, which are not as bad as cotton candy, and Khan Academy Kids to broccoli, but more like broccoli tempura, something you'd want to eat.  Which would you want: Baby puffs or broccoli tempura?

In the end, Brickman has mixed feelings. In desperation, she finds herself downloading an app recommended by a doctor to help with a toddler bedtime meltdown.

In my next blog post, I'll discuss more about how preschool apps can help, how to use them, and why designing specifically for a preschooler's level of development is critical. 

Sande Chen is a writer and game designer with over 20 years of experience in the industry. Her writing credits include Independent Games Festival winner Terminus and the PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild Award in Videogame Writing. She is the co-author of Serious Games: Games That Educate, Train, and Inform, a founding member of the IGDA Game Design SIG, and an expert in the field of educational game design.

Friday, August 23, 2019

Preview: Decision Fiction

In this article, game writer Sande Chen gives a preview of the upcoming choice-based story app from Decision Fiction.

Now that the TV viewers have experienced interactive choices on NetFlix's "Black Mirror: Bandersnatch," start-up company Decision Fiction is hoping it's time for prose lovers to fall in love with choice-based stories.  The app will be available on iOS, Android, and messaging services.

Unlike other companies in the CYOA marketplace, Decision Fiction's focus is not on visual storytelling or even gamers, but on writers and readers. Writers don't have to write cinematics or learn scripting. They can submit in Twine or whatever is easiest for them. Meanwhile, readers have Avatars and are guided through the interactive fiction experience by gamification.  There will be Missions, similar to Achievements, that can unlock special badges. Artifacts, a type of power-up, can be bought, won, and used in-game. One example of an Artifact is the Reverse Motion Potion, which allows a reader to undo the last decision. Avatars can be dressed up with costumes, which can also be bought or earned in stories.

While gamification to an extent has been used before in reading communities such as Goodreads, Decision Fiction aims for more than just lists and reviews by the addition of these virtual goods.  This approach is unique among the reader-centric apps.  Even Galatea, which brands itself as "immersive fiction" or "addictive fiction," does not require virtual goods because its interaction consists of ARG-like character text messaging, sound effects, and visuals.

Decision Fiction considers itself an aggregator and distributor of interactive fiction gamebooks. It's a space not quite visual novel and not quite novel. Among its ambitions, Decision Fiction aims to be the one to create a new literary genre for mainstream readers.

To do so, Decision Fiction will include analytics so that writers can see what's working and what's not working for readers. This ecosystem of writers and readers is of utmost importance to the company.

This philosophy comes from a collaboration between an interactive fiction writer and technologists. Last month, I had the opportunity to speak with Sir Robinson and Tejas Bhatt about the genesis of Decision Fiction.  Bhatt had never heard about interactive fiction before meeting Robinson in an Internet chatroom, but was excited by the idea of building a platform that would solve this question: How can interactive fiction be monetized successfully?

Decision Fiction's route of gamifying interactive fiction and using virtual goods may be the answer.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, September 8, 2017

Citizen Science and Knowledge Games

In this article, game designer Sande Chen discusses the concept of citizen science, and how it can be embraced by game designers.

On Monday, August 21, 2017, residents of the contiguous United States witnessed a total solar eclipse for the first time since 1979.  Because of the rarity of the occurrence, which will not occur again in the U.S. until 2024,  hundreds bought special eclipse glasses to watch, but some members of the public, as citizen scientists, aided in scientific research by sending temperature data to NASA or by recording animal behavior in a citizen science app like iNaturalist. Amateur photographers contributed to a time-lapse photo spread of the eclipse. Through the combined efforts of researchers and the public, a large amount of data was able to be collected about the total solar eclipse.

Total solar eclipse August 2017
Citizen science, which engages the public to participate in scientific research, is not a new practice.  Communities of citizen scientists have been active in mapping the stars, counting butterflies, watching birds, and monitoring coral reefs.  Could such communities be galvanized as game players, who through the process of playing games further scientific knowledge?  Associate Professor Karen Schrier, Founding Director of the Games & Emerging Media program at Marist College, asks this very question and more in her book, Knowledge Games.


FoldIt, the protein folding puzzle game, is the most well-known example of this type of game. As documented in the article, "FoldIt Gamers Solve Riddle of HIV Enzyme Within 3 Weeks," the results from FoldIt players has led to scientific breakthroughs, research papers, and in improvements to AI algorithms. Yep, it turns out humans are better than computers at solving certain types of puzzles, especially those requiring intuition and a basis in cultural understanding.

In the past, I had an interesting challenge:  to design a game to generate data about obesity rates and general health indicators over a period of a year.  The project at first had more of a gamification focus and then morphed into the ARG Lumeria.  It provided insights on designing and writing for wearable technology, which would serve as the main way of data collection.  But Schrier argues that these games are more than just about gathering data, but about increasing knowledge, which is why she uses the term, knowledge games, instead of other terms like "crowdsourced games" or "citizen science games."  Data needs to be contextualized, analyzed, and interpreted.  Games like Happy Moths and Galaxy Zoo, which involve classification and categorization of images, do seem to be more about data sets, but as mentioned above, FoldIt and experiments like bullying sim SchoolLife have demonstrated that the intuition shown in human thought processes may be used to improve algorithms or model behavior.

At present, there appears to be three design approaches for knowledge games.
  • Gamification  -  In games like Happy Moths, players receive scores based on tasks.  The common highlights of gamification are present: leaderboards, high scores, badges, game elements rather than gameplay.
  • Separation - In some games, like Reverse the Odds, the gameplay is separate from the knowledge-producing task. Instead, players in Reverse the Odds classify cancerous cells in order to earn potions to continue or better gameplay. 
  • Integration - In games like FoldIt, the gameplay is essential to the knowledge-producing task. FoldIt players use the same tools as scientists would, but that is not necessarily the case. In Play to Cure: Genes in Space, players pilot a spaceship and by doing so in an optimal way, DNA microarrays from breast cancer research are analyzed. However, Schrier states that not all of these games are integrated fully or well, which may make the game feel like a construct, or wrapper, for the knowledge-producing task.
Besides the design of knowledge games, Schrier tackles many issues in her book concerning knowledge games, including the ethics of possibly profiting from such volunteerism (would they be player laborers?), or even the ethics of creating such games since they may not even be created for social good. Do knowledge games need to promote social change?  There is also concern over who exactly is contributing and playing and if this "wisdom of the crowds" is acceptable.  "What if," Schrier muses, "players work through the possible scenarios to tribal peace in The SUDAN Game, and the resulting finding is that two of the tribes need to be decimated?" These are interesting questions for interesting times.  We may need to continue our exploration into knowledge games by creating more knowledge games.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.  









Saturday, April 22, 2017

Serious Games vs. Gamification

In this article, game designer Sande Chen illuminates the differences between serious games, edutainment, and gamification. 

Recently, I read an e-learning industry expert's opinion on "games disguised as a teaching method" and why the tried-and-true colorful comical characters of edutainment might work better for Pre-K. Studies on distraction and attention do point out that young children have difficulty focusing, but I wonder, does edutainment distract children more than it educates? And while there are no doubt popular sites serving up chocolate-covered broccoli, I think it's important to note that there is a distinction between game-based learning and edutainment-type games or even gamification.  Not all educational games are drill and practice, i.e. "games disguised as a teaching method." 

An example of a leaderboard
In 2013, at the Serious Play Conference, I explained the differences in the presentation, "What's in a Name? Serious Games vs. Gamification." Serious games, and all its variations on a name, such as social impact games, games for good, persuasive games, learning games, etc, is not a term interchangeable with gamification. There is confusion and understandably so, because both appear to be methodologies that incorporate gameplay mechanics to increase user motivation, to solidify learning objectives, and to encourage overall engagement.

However, while serious game makers use game technology, processes, and design to solve problems or explain issues in traditionally non-entertainment markets, gamification experts are interested in the motivating power of game elements, like leaderboards, badges, and a points system, usually as a way to promote engagement with a product or service.  These game elements would be tacked on without regard to an overall game. There may be no game at all. For instance, on a gamified site, a user might receive 30 points or a badge for posting a note on the site's forums as a way of onboarding. On a learning site, a child may have to do 10 math problems for a badge or prize.

Edutainment is merely dressing up what would be a problem set, usually with an animated cartoon character. Math Blaster even has math problems inside the game, which the student would have to solve in order to save the galaxy. It doesn't explain the math problems or explain why there are math problems in space or how math problems save the galaxy. In short, the gameplay itself is not about math, but window dressing to make a math problem more palatable.  This is very different from a resource management game like Dragonbox BIG Numbers, which tries to explain the process of subtraction through gameplay.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, February 17, 2017

"Learnification" vs. Gamification

In this article, game designer Sande Chen explains the process of "learnification," as opposed to gamification.

In my last article, I described a reversed process for connecting emotionally with an audience.  Similarly, in my research reports, "The Merging of Entertainment and GBL" and "Facing Edutainment's Dark Legacy," published on Games + Learning, I approached learning games from another point of view, namely entertainment.  Rather than gamifying learning, we would be, in the words of Kuato Studios, engaged in "learnification."

What does this mean?  As I mentioned in my chapter on serious games in the book, Writing for Video Game Genres, subject matter experts are under no obligation to make the material "fun."  Often times, an educational game developer is given a set list of learning outcomes that need to be covered.  However, creating a game straight from a lesson plan may lead to poor gameplay.  If the game's not fun, then how is it going to get kids to play?

Prioritizing education over entertainment may not be the answer, but the reverse, prioritizing entertainment over education, may be the key.

It's ironic, but true:  Like I wrote previously, "Kids would rather play an entertainment title over an educational one, even if that entertainment game makes them learn astrophysics."

Hence, "learnification" is about ensuring an enjoyable game has teachable moments.  I find that it's also important to note that one game may not be able to hit all of the listed learning outcomes.  It helps to focus in on what's the most important point to be conveyed in this game and make sure the gameplay reinforces this point.

So, while gamification may have its merits, "learnification" may get better results.  Just remember, if our intention is to have kids play learning games to learn, then first the kids have to want to play the game.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, August 26, 2016

The Search for Meaningful Work

In this article, game designer Sande Chen discusses research on work-related motivation, in particular on "perceived meaning," to see how this research applies to the game industry.

The number of businesses using a sales bonus, merit bonus, or performance-based incentive to motivate employees keeps rising and yet, study after study indicates that pay for performance programs are barely effective.  In fact, the most recent study conducted by market research firm, Willis Towers Watson, published in February 2016, found that only 20% of senior managers at North American companies surveyed felt that merit-based pay made any difference.

On the surface, pay for performance makes perfect sense. Put up a leaderboard of sorts, get employees pumped up in friendly competition, and reward them for their efforts. Give the carrot and employees perform, right?  But, as we know from our understanding of intrinsic and extrinsic motivation, extrinsic motivators like a cash payout can actually lead to the opposite effect: demotivation.

Employees at Disneyland hotels resented their performance-measuring leaderboard, calling it "the electronic whip." According to a 2013 study by the Institute of Leadership and Management, only 13% of employees are motivated by bonuses.  Instead, intrinsic motivators like job enjoyment, getting along with co-workers, and fair treatment by management rank higher. Blindly adding leaderboards, badges, and bonuses without addressing job satisfaction may be a misguided approach.

Of particular concern to the game industry is the demotivation that occurs after a long-term project has been canceled.  Duke University Professor Dan Ariely began studying "perceived meaning" in work after noticing the apathy that sets in after a team works on a project for many years only to have it canceled.  He found that the affected employees felt that their work was meaningless, just like King Sisyphus of Greek mythology, who was sentenced to roll up an immense boulder up a hill and watch it roll back down for all of eternity.

It turns out that meaningful work is very important and doing meaningful work is a reward in itself.  In the study, Man's Search for Meaning: The Case of Legos," by Ariely, Kamenica, and Prelec, published in the Journal of Economic Behavior and Organization, the researchers purposefully set up pointless Sisyphean situations in which test subjects watched their reports shredded upon completion or their projects smashed in front of their eyes.  Test subjects who were given "perceived meaning," such as how their work would impact underprivileged students, performed better and even were willing to accept less pay for their work.

The study also showed that even the slightest amount of acknowledgement of the effort it took to complete the task increased motivation in the test subjects.  What does this mean for managers?  Basically, small things like showing appreciation to employees and reminding employees how their individual efforts connect to a larger goal can make a big impact.  If the larger project never gets completed, maybe an interim goal has significance.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Tuesday, March 22, 2016

Podcast: The Value of Games in Education

A few weeks back, I did an interview with the Learning Partnership, a charitable organization dedicated to supporting, promoting, and advancing publicly funded education in Canada through lasting partnerships between business, government, education, and community organizations.

Listen on to hear about gamification vs. game-based learning, chocolate-covered broccoli, careers in the game industry, and more.


Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, November 5, 2015

Let's Learn About Learning

In this article, game designer Sande Chen argues that creating a taxonomy of educational games would aid greatly in assigning value and determining usage for these products.

Last week, I was reading about a new system with technology to be implemented in the elementary school when an odd phrase caught my attention.  The article said that the kids would "use iPads to watch a video of the teacher explaining and demonstrating something."  It struck me that this was of more benefit to teachers and higher-ups than for learners.  In a learner-centric approach, if I were a learner who needed assistance, I think I would want to have interaction so I could ask the teacher questions rather than just watch a video of a teacher.  This also reminded me of the early days when computers were first introduced, they were mostly used for typing.  Or of digitized textbooks, which simply moved the textbook from paper to screen.  I truly hope the students get to do more than just watch videos on iPads.

I looked at the article closer.  Maybe the journalist had misinterpreted something.  Perhaps this was more about "flipped classrooms," whereby students view lectures at home and all the discussion and problem sets are done in class.  As I read, I realized the problem.  The headline was "Using Technology for Active Learning" and I associate active learning with learning by doing, but this system was not about active learning.  Rather, the system was named "learner-active" which seemed to be another way of suggesting DIY learning, or learning at one's own pace. This understood, the cynic in me still thought about how a teacher might refer a struggling student to a video rather than spend time going over difficult material.  Furthermore, if I wanted my primary school student to be engaged in the tools of distance learning, I could do that at home.

Learner-active vs active learning.  Too confusing.  I can see why the journalist got mixed-up with these similar-sounding terms.   This highlights an issue I've found when reviewing literature about technology and education.  We can't even agree on the proper terminology to talk about games in education.  No one likes the term edutainment and yet, journalists still continue to use the word, even referring to Portal 2 as edutainment when Valve opened its Teach With Portals site.  There's edtech, learning games, game-based learning, games for good, games for change, persuasive games, serious games, edugames, gamification, and simulations.  There are subtle distinctions but it still adds to the confusing pot of what is educational games. 

In the Cooney Center report, "Games for a Digital Age: K-12 market map and investment analysis," there is a distinction between short-form and long-form learning games.  It's arbitrary, but it indicates to teachers that short-form games are short enough to be used in classrooms whereas long-form games require a lot more sessions.  The authors break educational games down further into the following categories:
  1. Drill and Practice
  2. Puzzle
  3. Interactive Learning Tools
  4. Role Playing
  5. Strategy
  6. Sandbox
  7. Action/Adventure
  8. Simulations
Photo taken by Davi Silva.
While these categories may seem like they're from the game industry, with the exception of Drill and Practice and Interactive Learning Tools, there isn't a clear alignment.  In educational circles especially, there seems to be a great deal of confusion between the act of role-playing and the genre of role-playing games. Almost every game has an element of role-playing whereby players assume a character's role, but the category of role-playing games refers specifically to games derived from tabletop role-playing games, such as Dungeons & Dragons.

Drill and Practice "games" refer to programs such as Study Island that would be considered interactive worksheets.  Interactive Learning Tools are interactive elements, not necessarily games, that can be easily inserted into a lesson.  A timeline is an example of an "interactive."

I think this is a good start towards a taxonomy of educational games and software.  It's very hard for parents and administrators to gauge the value of the game.  There's so many games and apps out there for young learners and they're all labeled educational.  Parents need more information.  A taxonomy would help in indicating how an educational product is supposed to help in learning.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG. 

Saturday, January 24, 2015

Motivational Boosts to Fitness Behavior Modification

In this article, game designer Sande Chen discusses the use of intrinsic and extrinsic motivators in fitness apps.

As I mentioned previously in the article, Fitness Behavior Modification, January is the month for fitness goals, weight loss goals, and other behavior modification goals (e.g. smoking cessation).  Numerous smartphone tools, trackers, and devices such as FitBit exist to help people succeed.  Has technology helped boost motivation to change behaviors? 

In a 2014 study of approximately 1900 volunteers around the world, researchers at Imperial College London wrote that there was a "significant although modest" reduction in BMI of those dieters who used social media and smartphone apps compared to those who didn't use technology.  Another study at Arizona State University's School of Nutrition and Health Promotion noted that those who used smartphone calorie trackers were more likely to continue tracking food intake than those who used pencil and paper.

To me, it seems like the technological leap in the Arizona State University study seems to be more about convenience.  I have tried both calorie tracking methods -- smartphone and the more traditional pencil & paper -- and I can state that it is somewhat of a chore to accurately track calories.  I never bothered to weigh my food with a food scale and if I couldn't find the exact information I needed, I would put down whatever was approximate.  A smartphone app made it easier for me to track calories, but I confess that even with the app,  I stopped after a month or two.  This experience of mine isn't unique.  People often take to New Year's resolutions with eagerness, only to fall back into old habits by March.

Still, a monitor or tracker would seem to point to intrinsic motivation rather than extrinsic motivation. The information gained from the data tracking compels the individual to get better numbers and do better.  Intrinsic motivation is about a person's internal desire to engage in the activity without the fear of a negative event or the promise of a reward. Intrinsic motivation arises from within an individual whereas extrinsic motivation is from an outside source.

While I do not know the apps specified in the Imperial College London study, the researchers reasoned that the community forums provided support, advice, and approval to the dieters who used them.  While peer approval would appear to be an extrinsic motivator, it has been seen in research that praise in certain situations can improve intrinsic motivation.  Excessive praise for minimal work certainly does erode intrinsic motivation but if the praise isn't evaluative like "Great job!" and more a subjective expression of appreciation than a reward, then praise can lead to a boost in intrinsic motivation.

Let's take a look at other fitness apps: Here's the carrot or stick approach.
  • Nexercise allows users to earn discounts and gift cards in a gamified environment of XP points, leveling and badges.  
  • FIT ACC punishes users who fail to work out regularly with a monetary fine. 
Competition can be considered an extrinsic motivator, even if it's just about bragging rights.  But what about competing against yourself?
  • Cardio Smackdown allows players to compete against friends.
  • Ghost Race allows players to compete against friends but also a player's best time in the form of a "ghost" self.
Many people consider cut scenes in video games to be a story reward. Run and get some story?
  •  Zombies, Run!  is a well-known exergame in which the runner player needs to avoid zombies
  • Superhero Workout helps defenders of the Earth get in shape for the alien invasion.
So what's better, intrinsic or extrinsic motivation?  The danger to extrinsic rewards, as many researchers have observed, is that it tends to diminish performance.  Enthusiasm turns to boredom.  Now it's just work rather than fun.  Extrinsic motivation is useful for mechanical tasks, which I'm not sure if exercise would be considered one.  Extrinsic motivation can get previously uninterested individuals to start the process of behavior modification, but I think for a real life change to happen, intrinsic motivators need to take over.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, March 1, 2013

Are Badges Really All That?

In this article, game designer Sande Chen discusses the importance of badges in games, gamification, and in real life.

While working as a game designer, I've had to come up with a lot of badges, titles, or achievements.  A badge or achievement can be a delightful surprise, especially for players who don't go out of their way to collect every badge.  And badges are a great addition for completists, who now get to go through the game again but with an entirely different aim.

Badges are cool if they make the player look at the game another way and encourage exploration.  Badges can track progress and indicate to others how many times a player did an awesome video game feat.  It's all part of our instant infographic world.  But badges are not so cool if they're for lots of repetitive actions (like clicking a button) or paying money into the game. Well, that just shows how much time you've wasted or how much money you've spent, possibly...

Gamification gurus extol the use of badges and sure, people will do things for bragging points.  While status is important, I'm not utterly convinced that badges would motivate someone to do something s/he doesn't want to do.  For instance, if a hotel placed me in a room the furthest away from the elevator and told me I would get the badge of "Hall Strider" for walking down a particular hallway 10 times, I don't think I would care too much about that badge...  unless of course it came with an economic incentive, like 10% off my hotel bill.

Most of the time, in real life, badges or titles are tied to economic or social motivators.  Getting "Employee of the Month" can translate into better performance reviews and a raise.  And with each move up the corporate ladder, you get a new, distinguished title.  If you get other badges or titles at work unrelated to economic incentive, it's probably all in fun, some kind of in-joke among co-workers.

If you're aiming to be Mayor of an establishment on Foursquare, it could be for the discounts the place gives to the Mayor,  like any business would give to a frequent customer.  Or it could be a social rivalry among friends.  If suppose a celebrity went on a talk show and declared it cool to get "Hall Strider," I bet the hotel wouldn't have any trouble getting people to accept that room now that the badge of "Hall Strider" has social status.  No doubt people would aim for "Hall Stalker" and further.

Yes, designers can successfully incorporate these social rivalries and instead of economic motivators, give gameplay motivators.  Badges can be fun elements, but badges in itself do not equal fun.  Just because there are badges doesn't mean people will want those badges.  If your gamification effort is based upon giving out badges, then take a look at the core activity and ask yourself, is this fun?  If you're giving out badges for something completely not fun like undergoing root canals, the simple act of giving out badges or smiley stickers is not going to drive up demand for root canals.  That's when it might be a good time to re-evaluate the project and see how gamification, not badges, can help you.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Tuesday, January 15, 2013

Fitness Behavior Modification

In this article, game designer Sande Chen reviews how gamification can assist people's fitness goals.

In January, people are likely to sign up for fitness clubs as part of a New Year's resolution to get fit or stay fit.  But of those with fitness resolutions, 73% fail to stick to the plan, according to a Harris Interactive online study conducted in November 2012.  As a person said to me, "January is not the time for resolutions.  It's the time for behavior modification."  Time to shed bad habits and adopt better ones.  So how do we help people do this feat?

Last year, I participated in a class on designing learning environments.  I found a group interested in gamification but we only had a matter of days to put together a group project.  After tossing around numerous subjects that could be gamified, we settled upon fitness.

I think fitness ended up being a great choice for our group's gamification project because it's been noted that social pressure can help people stay on track with fitness goals.  It's why people join mall walker clubs or have a workout buddy.  In addition, there is a history of fitness games, spanning from Dance Dance Revolution to Yourself!Fitness to Wii Fit.

So why do people give up on fitness goals?  Here's what the study indicated:
  • No time (36%)
  • Too difficult to maintain (42%)
  • Too easy to not bother with it (38%)
Furthermore, fitness experts say to succeed with fitness resolutions, people should set realistic goals and switch up routines to avoid boredom.

Gamification, through online interaction with friends or others interested in similar fitness goals, can provide the competition and social impetus to keep up with the fitness program.  In addition, the program can define what would be an individual's realistic goal (just answer some questions and plug in the parameters) and give helpful suggestions as to which activities would satisfy that realistic goal.  Although it's not a personal trainer, the program gives the ability to personalize and specify routines for an individual.

To add to the fun, we tied real-world activities and check-ins to correspond with virtual ones.  The virtual routine, such as a run through a park, would serve as a guide for the real-world run.  If a person was attempting something for the first time, the virtual routine would allow that person to be more familiar with the right techniques.  I know that when I read magazine articles that suggest physical exercises, I sometimes wish there were pictures to illustrate what exactly I need to do.

I'm hoping that we can go further with this project and really nail down the specifics.  I see the word gamification used in regards to a lot of things.  Here's one case where I think it could really work to improve people's lives.

So happy January, everyone, and good luck with any of your behavior modification goals! 


Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Sunday, September 9, 2012

Gameful Design (Part II)

In Part I of this article, game designer Chelsea Howe explains the difference between gameful design and gamification. In Part II, she lists more reasons why gameful design is more compelling than what's popularly known as gamification. 

SOCIAL CONNECTIONS


GAMIFICATION
Tokenizes social relationships

GAMEFUL DESIGN
Creates & strengthens social relationships

THE GAME DESIGN BEHIND THE SCENES
In many social games and social services, gates are put onto mechanics that force you to be viral and connect with other players before you’re allowed to continue (for example, you need 3 friends to expand your land in FarmVille). This is tokenizing – or only considering how many connections you have, and not the type, depth, duration, or any number of other facets that make each human relationship unique. Almost every social network game is like this. Even Twitter is like this.

Tokenizing is not actually social. For something to be truly social, the experience of playing has to be different depending on who I’m playing with. Mechanically, social means other people impact the game meaningfully; they’re making interesting decisions and expressive choices too, and my game is unique because of their unique contribution to it.

Again, this comes down to remembering that people are people and not numbers in a DAU or CTR graph or mindless click-machines
.
SEE IT IN SUPERBETTER
When you invite allies to join you, we ask you to give them a mission – something unique that you need and would be grateful for and something specifically suited to that person’s talents. We also ask that you check in – that is, have a heart to heart or face to face conversation with them – at least once every two weeks. These aren’t just numbers helping you towards some other purpose; the strength of your relationships matters and has a real and measurable effect on your well being. Each friend is a unique ally.

CHALLENGE AND SKILL

GAMIFICATION
Requires little to no skill

GAMEFUL DESIGN
Trains up skills of players’ choosing

THE GAME DESIGN BEHIND THE SCENES
This is closely linked to learning a system – when developing skills is seen as learning and mastery can be either knowledge-based or skill-based. Most services that employ gamification aren’t challenging or fun to do. They require no skill. In the tired example of frequent flyer miles, for instance: is it fun to click on a flight scheduler? It is challenging to pick Virgin over Delta? No, of course not.

And believe it or not, we love a good challenge – 80% of the time we’re playing, we’re failing. And we love it! We like failing, struggling, and utilizing our skills to succeed. We play games because they challenge us. And when they don’t? We just stop caring altogether.

SEE IT IN SUPERBETTER
In SuperBetter, YOU choose how you want to improve, and the whole game is about getting stronger. Power Packs are custom tailored to challenges, and focus on different skills across the board: social, physical, emotional, mental. Not challenging enough? Add another Power Pack. Overwhelmed? Take a break, or just do a single move (3 quests, 1 battle, 3 power-ups) a day.

VIRALITY

GAMIFICATION
Promote sharing indiscriminately, constantly, to everyone

GAMEFUL DESIGN
Promote sharing meaningfully, at major moments, to whom it matters

THE GAME DESIGN BEHIND THE SCENES
Gamers are great at tuning out irrelevant information, and if they’re constantly spammed with the same canned messages, they’re not going to get engaged. Novelty is a huge component of engagement (it’s something new to figure out, to learn, to master) and unique content adds value. As much as you can, let players add their own messages, and prompt virality when it matters: when the player has accomplished something difficult, when they’ve expressed something unique, when they’ve really made a difference. And don’t blast it to everyone if it doesn’t apply to them: send it to the people to whom it matters most.

THE BIG IDEAS

Phew! Long post! Those were just a few examples, but I hope they helped clarify the difference between what most people call gamification and what we consider the “right” way to borrow from games (gameful design). Looking over the list, here are the three key bullets I’d pull out next time you go out and try to design a great experience:
  • Keep it intrinsic 
  • Players are people 
  • Agency, agency, agency 
Now go make it gameful

[This article originally appeared on the SuperBetter blog.]

Chelsea Howe likes making games that make a difference. At Zynga, she designed and analyzed features that touched tens of millions of people, and at SuperBetter Labs, she used research on positive emotion and social connection to make those touches more powerful, evocative,and meaningful. By night, Chelsea designs award-winning indie games, runs the San Francisco Global Game Jam, and works with developers at Cornell University on experimental gameplay demos and youth outreach, all without a bat signal.

Sunday, September 2, 2012

Gameful Design (Part I)

In Part I of this article, game designer Chelsea Howe explains the difference between gameful design and gamification. 

Two years ago I attended a conference on the emerging field of gamification – or adding game elements to services and applications. Just by giving people a bit of reward, you could incentivize any behavior you wanted — navigating to another page, leaving a comment, learning multiplication.

Others celebrated this silver bullet, but I, as a game designer, was worried. The medium I’d dedicated my life to was reduced to basic behavioral response to stimulus, to operant conditioning, to dolphin training. Click. Cookie. Repeat.

These gamification experts extolled all the superficial, short-term psychological hooks from games and none of the meaningful, metaphysical joy and satisfaction produced from playing. They forgot that players are people. 

As we designed SuperBetter, we wanted to prove that games are more than just dopamine injections, that players are more than chemical machines.

SuperBetter offers an alternative to gamification. Instead of taking the psychological hooks and operant conditioning from games, we use their deeply satisfying properties – things like agency, emotion, and immediate feedback - to help people do what they really want to do: feel better, reach their goals, connect with others, and live with meaning. We call this a gameful approach to design.

So, what does this look like in practice? Here are a few key differences in how we approach design. Of course, not everyone who calls themselves a gamification company hits all of these points, but too many do.

We can do better.

PURPOSE

GAMIFICATION
Makes you do what companies want you to do

GAMEFUL DESIGN
Helps you do what YOU want to do

THE GAME DESIGN BEHIND THE SCENES
You play games because it’s what you want to do. No one is telling you to play, no one is giving you money to play, no one is holding a gun to your head making you play. You’re intrinsically motivated. Intrinsic motivation means you take pleasure in the activity itself.

If you don’t want to do something, no amount of awards, badges, leaderboards, or points is going to make you do it – not long term, not sustainably.

MOTIVATING USERS

GAMIFICATION
Relies on operant conditioning (reward, punishment)

GAMEFUL DESIGN
Harnesses the good of games (feedback, agency, emotion)

THE GAME DESIGN BEHIND THE SCENES
You don’t actually play games for points or badges– those are just progress indicators that help you contextualize your improvements/skill (which is exciting). People love games because they are in control and can affect the world (this is called agency), because they can make meaningful choices and interesting decisions. They play because games are delightful, challenging, and filled with clear goals. Operant conditioning ignores all of those things, and tries to motivate using our most basic human instincts instead of the complex depth that makes us human.

SEE IT IN SUPERBETTER
SuperBetter’s core elements — quests, power-ups, bad guys, and allies — help people feel more in control of their lives and capable of changing them (this is agency). Instead of setting goals for you, we let you choose goals that challenge you, and we make sure you’re creating a toolbox of ways to spark positive emotions in your life while identifying and gaining control over those things that hold you back.

INTEGRATION

GAMIFICATION
Added to an existing platform, curriculum, or service

GAMEFUL DESIGN
Integrated into design from the ground up

THE GAME DESIGN BEHIND THE SCENES
All games teach. All play and all fun is learning. If the entirety of a system is “Leave Comment, Get Badge” people will learn that very quickly, and once a system is learned, it loses its charm, its fun, its pleasure. Tack on something like badges or leaderboards, and after an initial engagement spike, the system suddenly becomes a transparently irrelevant annoyance – or worse, an unavoidable reason to leave the site/service altogether.

THE REWARDS

GAMIFICATION
Uses extrinsic rewards

GAMEFUL DESIGN
Uses intrinsic rewards

THE GAME DESIGN BEHIND THE SCENES
Rewards only motivate people to get rewards. Here’s a true story about extrinsic rewards: A child with a love for music starts playing the piano. Her mother, wanting to encourage her interest, begins rewarding her every time she plays. When the mother stops rewarding, the child stops playing, her initial curiosity and intrinsic desire to play diminished by the reward system.

Lasting behavior change comes from within. Giving someone cash to do something taints the nature of whatever they do. Even if it’s something they wanted to do, getting a reward for it decreases intrinsic motivation, and actually makes people less likely to perform the behavior without reward. The moment you give someone a reward, you’re decreasing the likelihood of lasting, sustainable change for them. 

SEE IT IN SUPERBETTER
Intrinsic reward is a fine line and hugely nuanced. In SuperBetter, when players report actions, we increase their Resilience score. But Resilience isn’t a made up thing – it’s not just magical, virtual “points” – it’s a reflection of a very real, validated principle of psychology. You’re rewarded by seeing your progress in an immediate, tangible way, but not by the points themselves. SuperBetter also lets you track changes to your well-being, so over time seeing the difference is its own reward. Most importantly, players are rewarded because as they do these actions, they really do start to feel better and reach their goals.

BADGES/ACHIEVEMENTS/AWARDS

GAMIFICATION
Limited meaning/social context

GAMEFUL DESIGN
Meaningful/customized awards

THE GAME DESIGN BEHIND THE SCENES
But wait – didn’t I just say rewards can be bad? There’s a difference between celebrating accomplishment (“award”) and incentivizing actions (“reward”). This is about the former!

Getting an award is a great feeling – when you’ve worked for it. When it feels relevant and special to you. When it represents success at something appropriately challenging. There’s nothing wrong about celebrating accomplishment; it feels great to be recognized for what you’ve done, as long as what you’ve done is actually something worthwhile.

If you go to certain sites you’ll find yourself with random badges for seemingly no reason at all, after just clicking through a few pages (and of course, you have to sign up to keep them). Is that satisfying? (No.)

SEE IT IN SUPERBETTER
While we do have a few automatically awarded achievements in SuperBetter, we found the best way to make awards meaningful was to ensure it wasn’t a machine giving them to you. Allies have the option to give achievements to their heroes: to create a title and customize the icon and provide a reason/description for the award. When players get awards from friends, it means something unique to them, their relationship, and their actions. It matters.

[This article originally appeared on the SuperBetter blog.]

Chelsea Howe likes making games that make a difference. At Zynga, she designed and analyzed features that touched tens of millions of people, and at SuperBetter Labs, she used research on positive emotion and social connection to make those touches more powerful, evocative,and meaningful. By night, Chelsea designs award-winning indie games, runs the San Francisco Global Game Jam, and works with developers at Cornell University on experimental gameplay demos and youth outreach, all without a bat signal.

Monday, May 2, 2011

Game On! Can Playing Games Drive Adoption of Sales Force Automation

In this article, market analyst Lauren Carlson gives examples of how one might gamify sales force automation software.

There has been a lot of buzz lately around this term "gamification." But what is it? Gamification is the process of adding elements of games to non-gaming activities to encourage action or participation. Essentially, it is about making menial, repetitive or boring things a little more fun and engaging. Experts in the field of gamification have discussed introducing this concept into several different areas including education and e-commerce.

What about adding gamification to an area of enterprise software with traditionally low levels of engagement and adoption: sales force automation (SFA) software? The connection seems logical. Sales people and gamers share that same fiercely competitive nature. Perhaps the addition of gaming elements to SFA software would encourage sales people to learn, use and master the software.

Software Advice, a free online resource for software buyers, sketched out some pretty neat ideas for adding gamification to SFA software. They show how adding badges, leader boards and time v. completion charts can enhance the SFA software user experience.

I. Badges

II. Data Quality



III. Goal Tracking

Lauren Carlson writes about various topics related to CRM software, with particular interest in sales force automation, marketing automation, and customer service. She has a background in the music industry, and when she isn't writing about software, you can find her running at Town Lake and singing at local venues. She is a graduate of the University of Texas with a bachelor's degree in journalism.

Thursday, April 28, 2011

Spissify Da Gamify

In this article, game designer David Calvo explains spissitude and why the gamification of life needs to be more transcendent to truly affect us as human beings.
“When the fat gets thinner, the thin dies.”
Darryl. F. Zanuck.
I often get the same question, when I talk about my job. From mothers, teachers, activists.  Don’t you think games are dangerous? Don’t you think they worsen the problems of our world, isolating individuals in immersive realities, while letting the bad guys take care of the REAL reality? Don’t you think the Roman Empire was destroyed by breads, and games? Don’t you think the gamification of brushing your teeth is a bad thing for humankind?

This is the Godwin point of all discussion about games.
This is how I usually get out.

*

Why do we play? Let me try my hand at a definition. We play because we want to be engaged in play. All the stuff you hear about FUN, JOY, MEANING, is an extra layer of an evolved discourse. I love game discourse, but when dealing with people who don’t play, we have to rely on old jedi tricks, like tautology. Here is one: Play is play. It is what brings the animals closer to humans, or the reverse. Otters playing hide and seek. It is an instinct. It is not rational. It is. Here is something Reason should not get a hold on. Ever. It is NATURE. Get it Mum? It’s like pissing. Don’t do it, you’ll die.

I don’t want to create a sub category of games, that would be more “playful” than others, but why should we add a new layer on reality to make it fun? Reality is not played. That’s why it’s not a game. We need reality. We need patience, we need boredom. We need constraints. I’m pretty sure nobody likes constraints, but I’m also sure a constraint with a cherry on top is still a constraint. The balance between what is played and what is lived is a neat tool to keep us on the edge of ourselves, perpetually changing our assertions about the world, one side challenging the other.

I know I sound like my father: oh, keep it boring, keep it real. Life is tough, eat your soup. I do think we need to change the world. I’m, as Steffen Walz put it, part of the Californian Sunshine School. I love Jane. But what experience has taught me is that we cannot help something that doesn’t want to be helped. Reality and its tenants are OK with the states of things. They want fear, tsunamis, nuclear toasters. People want comfort, entertainment, washing-machines. How can we change their perspective on life? By making more cows?

*

I often feel something is missing from games. Something essential. But is this something missing from the design or from our appreciation of play? A little of both actually. What matters is Interdependence, and to define the space in between life and play. Because we have forgotten how to see it, and designers have never known how to turn it into gameplay. This thing has no name, it is a monad, in the pythagorician sense. Ludeme has often be quoted as the basic unit on which design is built. This Monad would the basic unit on which Meaning is built. Not symbolic meaning. Not systemic. Spiritual meaning. Let’s give it a name. Spissitude.
Now, that’s a big word.

Spissitude is a dimension where dwells the invisible. It was theorized by Henry More in the 17th century. Spissitude is everywhere. It is part of everything. It is the secret place where 5D dwells, observing us, appearing briefly as slices of saucers in the skies. It is the place where dwells the Soul, this HUGE part of us, immanent or transcendent, who cares? It is a massive realm, untapped by our human activity too busy surviving, not allowing itself the luxury of spiritual self-actualization. Of course we need to survive. But can we survive only on bodies? Can we survive in the dark, grey areas of this shrouded world? Ask David Foster Wallace.

Now, I have a writer’s perspective on this, I believe games are texts that can be interpreted in many ways, not always obvious. Call it postmodern hermeneutics. More was a theist, I’m not, but I can see his point. I am no church goer, I am an agnostic. I believe in an invisible grace that makes things greater than the sum of its parts. Where is the friggin’ soul? The spine of what we do, why we do it. Fun is no longer relevant, in my opinion. Reality has become a trap. And we, as designers, are part of it. We cannot design Soul, we cannot create it from nothing. We need constraints, we need a source. To channel Soul, we need something more than a process.

*

I was one of the people to see Brian Moriarty at the last GDC, talking about how true Art is devotional, and the rest is Kitsch. I don’t agree. I don’t agree in the split between high and low. I disagree that we should worship. But he was making a big point, in this era where believing in the invisible is an insult for the Empire of Reason we’ve built. We need something to devote to. We need a goal in our game to make games. What can we devote our craft to? We have no Gods. We have no horizons. We can’t even believe in reforming the system, except by adding extra rewards to it. Where does lie this new motivational trigger? Rapture is not a moment, Rapture is now a place. This is Real. How can we unmake the Real?

This is for me the true essence of the so-called Gamification of life, which I would call the Vivification of Games, as someone brilliant put it before me. Bring Life unto Us. Grace cannot be engineered. Because Grace belongs to what we do and how we do it. It can’t be a “layer”. It is not a by-product. It is inside. It matters. It is personal. It is an individual relationship to something. In Arts and Entertainment, traditionally, Soul comes from the creator. The Uber director. The mastermind. But games are also collective, right? We can have powerful creators, telling strong narratives or branding this or that kind of games, but wouldn’t it be more compelling to deduce a soul from all individuals ? A noosphere of games. A cloud of ourselves, FROM ourselves, to connect with a higher sky. Immanence, bridging transcendence.

If gamification is adding an external motivational pull to our daily activities, to our suffering, then here is what I choose : every game is a prayer for a better world. As all prayers, Games will not change the world. It will change us. Make us humans again, in this vast pool of green goo. What kind of world do we want? Would making a game out of brushing my teeth bad for civilization ? A vast majority of us don’t brush their teeth to prevent them from rotting. They brush their teeth to have a nice smile. This is seduction. The act of brushing one’s teeth has already become a Game. We need to consider the essential place of Play in our lives. Not make it our lives. Because to live is to play the biggest game of all: how do we learn to play death?

David Calvo is a writer, cartoonist and game designer. he spends his life between France and the USA, busy building bridges between dreams and real time earth. His work can be found on metagaming.org.

Friday, April 8, 2011

Living on a Gamified World?

In this article, game developer Dan Bahamon considers how gamification can help improve people's lives.

I agree that most people think of achievements when they hear gamification, and I do agree that these little achievements will help many people to organize and learn about things that are good for them and the community, anywhere from getting kids to eat vegetables to reducing water over usage, awarding points and rewards will really help build these core behaviors.

Now the term "gamification is the million dollar question, because up to now it seems something an app could handle, so it would be called "applification" or something like that.

I've been thinking, and perhaps there are two game elements missing from this, a clear big end goal and enemies. This reminds me of the Ted Talk by Jane McGonigal.  She talks about making massive online games to get people working on a big goal like low fuel usage.  This would resemble something closer to gamification in my opinion, but to be honest, there is still some doubt on my mind. One belief I have that I really think is true is that people will not reach their potential if they are not emotionally involved with what they are doing. So some world wide problems might not motivate many people to play.

The only goal of gamification is to help society improve. So I would suggest that instead of looking at games to solve big problems in the world, we turn to games to help each and every human reach their goals and dreams. Thus making a better world.

Perhaps the closest example to help you visualize what I'm thinking it would be something like second life. But much more elaborate and with real life opportunities, with careers people can pursue, sort of like Warcraft, but with the difference that you are given real tasks and you are evaluated on performance.

So for example, Let's say I want to be a police officer, and I'm 10, going out of my house at 1 am to fight crime is not a possibility, but with the use of games, there can be events like car chases, robberies and more, could be either simulated or user triggered. And as I play the game I gain badges or ranks that allow me to play or do different things in the game, and by the time I'm 18 I would have already understood many of the challenges and difficulties of this career, helping me make my decision on what career to choose. This career changing decisions are easier to make in game when young than during midlife chaos.

This sort of reminds me of Wannado City, a wonderful place where kids get to run around in a kid-only "city", and they are given jobs they choose, like being chefs, police officers, scientists and many others.

In conclusion, gamification should promote and encourage people to be who they want to be and to follow their dreams, It should help them understand what they say they want, and track their experience that will later be rewarded by real life jobs. It is a big dream, it would definitely take a world wide collaboration to accomplish it, but that didn't stop Wikipedia from being the top encyclopedia on earth.

Thanks for reading and I would love to hear opinions, There is nothing more productive that teamwork.

Daniel Bahamon is the founder of Impudia games. His goals are not only to entertain and engage players around the world but to use this technology to help kids around the world learn by playing.

Wednesday, April 6, 2011

April 2011: Gamification

What does it mean to gamify? Does this mean that the world is full of activities, sites, and programs that can be "gamed"? Is this good or bad?

When I was first introduced to gamification by its proponents, I thought it was very similar to what David Michael and I supported in our book, Serious Games: Games That Educate, Train, and Inform. We could see that game design could be used to improve the learning experience. So, it was very exciting to hear tales of increased engagement and changed behaviors.

But lately, when I hear about point systems to various things, I wonder: Are we trivializing what we want to emphasize? Is gamification about a point system, badges, or a way of thinking?

Maybe you've seen Jesse Schell 2010 DICE speech in which he describes a Big Brother'ish world where all our actions are tracked and measured in order to award points. Is this where we're headed? Or is this so not what gamification is about?



I want to hear from you. What's your opinion on gamification?
  • What exactly is gamification?  
  • Is gamification beneficial?  How so?
  • Is there anything wrong with gamification?
  • Is a gamified future inevitable?