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Archive for the ‘Gamification’ Category

Unexpected Rewards

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My first lynda.com course went live on August 25, 2009. As of this writing, very early in the morning on February 17, 2017, I have 48 courses available with two more recorded and in editing. As I told a good friend last week, I’m a sucker for round numbers and milestones. For whatever reason, odometers hitting the next thousand mile mark, new decades, and reaching the next ten on my writing projects means a lot to me. I figured I’d get a card or maybe a small plaque when I hit 50 live courses on lynda.com/LinkedIn Learning, but I wouldn’t have been upset if it was just my wife and I raising a toast the night number 50 went live.

Late last month, a couple of weeks after course number 48 was released, I received a package from a company I didn’t recognize. The package contained a lovely portable game set with chess pieces that looked like real pieces, checkers, dice, and a pack of playing cards, all enclosed in a good-sized box with a two-sided chess/backgammon board that hinged in the middle and was trimmed with the finest Corinthian leather. The package also contained a card from the LinkedIn Learning crew congratulating me on reaching 50 courses.

No, they hadn’t miscounted. I’d had two other courses published, but one had been retired because the online resource it described changed drastically and the other for a combination of reasons that are both esoteric and boring. Those courses no longer appear on my author page, but they do in the LinkedIn Learning internal database. I was going for 50 live, but the team in Carpinteria cared about 50 total.

Researchers who study motivation make the point that unexpected rewards can have a positive impact on worker satisfaction. I love writing and creating online courses, particularly with the LinkedIn Learning team. Their attention to detail and counting my courses in the most favorable way possible makes their gift that much more special.

Dr. Adam Gazzaley: Gaming and Brain (OHSU Brain Awareness Series)

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Oregon Health Sciences University (OHSU) is a leading research and teaching institution located in Portland. They run a speaker series every year, with this year’s presentations centered on the brain. I’d forgotten to put the talk in my Outlook calendar, so I was very happy to receive a reminder message earlier Monday.

Our Speaker

The speaker, Dr. Adam Gazzaley, is a member of the faculty at the University of California San Francisco (UCSF) and, as required by California state law, a co-founder of and adviser to a start-up company. That company, Akili Interactive Labs, produces games designed to provide cognitive benefits to players who play the games for 30-minute sessions three times a week over the course of a month or two. Gazzaley is an engaging speaker, though it seems like he’s spent a lot of his recent appearances speaking more about ideas and vision than hard science. As another attendee remarked in the lobby after the talk, “His presentation was more like a performance than a science lecture.” That approach isn’t surprising, given that he co-founded a company and has to compete for investment funds, so I didn’t think it was a problem.

I have to admit that my heart sank a bit when I realized the presentation focused on brain training using games. Lumosity recently agreed to pay a $2 million fine to settle a U.S. Federal Trade Commission deceptive advertising action that claimed the company’s brain games could help students and seniors improve mental performance. Gazzaley was quick to point out that Akili’s games are going through the U.S. Food and Drug Administration (FDA) approval process, with their first game ready to move from a pilot program step to wider public testing. Unlike Lumosity’s claims and those of “nutraceutical” supplements (available in stores throughout the U.S. or your favorite multi-level marketing scheme) which make claims that have not been evaluated by the FDA, Akili is going through the rigorous, some would say onerous, testing required by the FDA before it will back up claims of a product’s efficacy. Gazzaley emphasized that if the games don’t pass FDA trials the first time around, they’ll revise them and try again.

Works in Progress

Gazzaley showed several games that combine motor skills and recognition tasks. The game that’s farthest along in testing is a driving game where the player attempts to keep a vehicle centered on a winding road using a joystick. The player must also press the joystick’s button when the vehicle passes under a sign that displays a designated symbol from a set of possible designs. The game’s adaptive algorithms increase or decrease the difficulty level based on the player’s performance, with the goal of encouraging an upward path. The player must switch between the two tasks — as switching becomes more fluid, their score increases. Gazzaley noted that “humans love to level up” regardless of age, a finding borne out by gamification research, so games are a natural mode for brain training.

He also noted that there is the possibility games can be used to treat Alzheimer’s Disease, Parkinson’s Disease, ADHD, and other conditions. While his work on games as treatment is still in the very early stages, there is the potential for significant advances. This research program will benefit from new devices such as Oculus Rift or Microsoft’s HoloLens, which generate virtual reality spaces in which a player may act. There are also interesting new neurological measurement devices, such as a whole-head electroencephalogram (EEG) helmet that transmits data to a waiting computer, that can provide researchers additional flexibility in measuring brain activity. I also see great potential for other serious game applications involving teams, such as squad-level military exercises or firefighting, though Dr. Gazzaley said that he’s not aware of any work yet in that area.

Conclusion

I enjoyed Dr. Gazzaley’s presentation. Yes, it was a little flashier and a little less sciencey than other talks I’ve attended, but he provided a lot of useful information and compelling demonstrations that made the hour fly by. I will definitely follow his work in the coming years.

Reasons for Playing Chess

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Chess is a rewarding but maddening game. You can build up an overwhelming position for the first 40 moves and then make a simple tactical error that lets your opponent back into the game or, in extreme and highly embarrassing cases, even win on the next move.

Interviewer: So, tell me…does throwing away a win hurt?

Curt: Yes. Yes it does.

You see golfers going crazy over their rounds, alternating between self-loathing over the short putts they missed and self-praise for the 150-yard shot that ended up a foot from the hole. I played golf occasionally for a few years and can testify to that effect. Some of my friends play 18 holes just so they can feel the satisfaction of hitting one good shot.

Some days they have to play 36 holes.

A golfer having a bad day still gets in some physical exercise. What about chess players? As with many endeavors, it depends on why you’re playing in the first place. You always get to exercise your brain and look over the consequences of your moves, which keeps you sharp and might fight off the effects of aging, but what else?

If you’re playing with someone who’s about your own strength, you get the benefit of an equal competition and, very likely, enough wins to keep things interesting. Playing someone stronger than you helps you learn and winning every so often helps keep you going. Playing a weaker player lets you win more often and teach the game, even if only indirectly.

What’s often overlooked is that chess can be a social game. If you play blitz chess, where players have to make all of their moves within three or five minutes, you can get in a lot of games and try many different types of positions. Playing a longer game lets you think more deeply, and playing without a clock lets you approach the game more casually.

You can also take time to analyze your game with your opponent. Serious players often try to identify the move where the winner got an advantage and what the loser missed. When done with a spirit of exploration and sharing, post-game analysis can be fun and helpful.

Chess as metaphor

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Games have long played a part in literature, representing a competition between humans or supernatural beings. Chess features prominently in many stories. The game’s intellectual nature lends itself to such depictions, with the idea being that if you can beat someone else at chess, you are the better man.

Other games, both real and invented, serve similar roles. For me, the best example is the game Azad from Iain M. Banks’ book The Player of Games. The game of Azad is a vast undertaking, with high-level matches often taking a month to play. There are several boards, a combination of team and individual play, and so many pieces as to nearly defy description.

In the story, the game was developed as a metaphor for the structure and values of the Empire of Azad. It was part pastime and part civil service exam. The Azadian home world held a tournament every so often, with the winner crowned emperor. The better you did in the tournament, the higher your position in the government.

The premise of the story is that another civilization, the Culture, sends its best game player to compete in the tournament. Banks was known for a political bent to his stories; The Player of Games is no exception. On its surface a simple diplomatic exchange, our player’s participation and continued success brings the conflict between the two civilizations and their values into sharper relief.

It’s telling that the Culture’s hero only starts to play at a high level when he takes on aspects of the Empire’s philosophy in his own play. Banks manages that conflict magnificently.

Chess is an abstract game with arbitrary but well-balanced rules that allow for a wide range of successful strategies and tactics. Though it doesn’t approach the (admittedly fictional) resolution of a game like Azad, it has long played a role as a metaphor for accomplishment and brilliance. As such, it provides a terrific instructional base.

Chess and Motivation

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To paraphrase the Great Oz, “I’m a good man, but a very bad chess player.” I can beat almost any non-serious player in a casual game, but I’m in the lower half of  those of us who pay to play on the Internet Chess Server.

And yet, even though I lose a lot more than I’d like to, I enjoy the game immensely. In some sense, I like the idea of being a chess player…there’s a certain nerdy caché to the game that fits my personality. I also enjoy my occasional successes (I wouldn’t call them brilliancies) where I’ve seen just a bit farther or evaluated a position more accurately than my opponent.

My rating, the number that indicates my relative strength as compared to my fellow competitors, swings up and down within a range that runs from kind of impressive to “maybe I should go back to Candyland.” Sometimes I feel strong, like I’m concentrating well and see the outcomes of move sequences, while at other times I make the first move I see and hope I get lucky. I’m not sure why my concentration varies so much, but it’s an interesting phenomenon.

So why, if I’m not a very good serious (or even semi-serious) player, do I keep playing? What are the psychic benefits I get from banging my head against 32 pieces and 64 squares? Sure, the game’s fun in and of itself, but what specifically keeps me coming back?

I’ll address these questions in more detail in my forthcoming series of posts, but I’ll start out with a note on what my motivation is not. A friend once said, when I was furious at myself for a series of embarrassing losses, “It would be a shame for you to give up the game after you’ve put so much into it.”

She was right in a way, but her statement is an example of the sunk cost fallacy. The sunk cost fallacy says that the investment (of money, or time, or whatever) you’ve made in an endeavor should affect future decisions. In fact, if you have no way of reclaiming the money or time you’ve invested in something, those “expenses” should in no way affect your future decisions. All you should care about is whether future investments are worth the cost.

I keep playing, so I obviously must think it’s worth my effort to continue. Chess is a rich game, after all, one that rewards its players for their efforts beyond rating points or games won. I look forward to examining it more closely.

Gamification: Game Design and Addiction

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I’m the editor and chief reviewer of Technology and Society Book Reviews, a site I founded in February 1998. I recently reviewed Natasha Dow Schüll’s book Addiction by Design, which makes many points relevant to my post on the ethics of gamification. The full text of my review appears below.

addictionbydesign

Title: Addiction by Design

Author: Natasha Dow Schüll

Publisher: Princeton University Press

Copyright: 2012

ISBN13: 978-0-691-12755-2

Length: 444

Price: $35.00

Rating: 89%

I purchased this book for personal use.

Natasha Dow Schüll, an associate professor in MIT’s Program in Science, Technology, and Society, explored the allure of food in mass quantities in her documentary Buffet: All You Can Eat Las Vegas. In her new book Addiction by Design from Princeton University Press, she examines how machine and game design facilitate addictive behavior.

Human Side of the Equation

Schüll begins by describing the human cost of gambling addiction by profiling several individuals, all of whom have driven themselves and their families into difficult situations because of their gambling. One woman interviewed by the author has structured her daily routine to visit a circuit of gambling establishments, including casinos and grocery stores with video poker machines. The small footprint, low operating costs, and revenue generation capacity of machines means that table games such as blackjack and craps have been squeezed into increasingly smaller spaces. Mirroring this trend, the typical problem gambler has changed from a middle-aged man who bets on sports or blackjack and waits ten years to get help to a 35 year-old woman with two kids who plays video poker and seeks help after just two years.

The financial windfall generated by problem gamblers is staggering. One study by Tracy Shrans indicated that gamblers who follow the industry’s “responsible gaming rules of conduct” (e.g, setting time and money limits, understanding the odds of the games, and not gambling when you’re lonely, angry, or depressed) generate just 4% of gambling revenue. A slew of studies, notably work published in 1998 by Lesieur (cited p. 16), estimate that problem gamblers generate between 30-60% of casino revenue. Part of gambling’s attraction is the possibility, however remote, of winning a significant amount of money, but the varied reward schedule plays a significant role as well.

Entering the Machine Zone

The effectiveness of a varied reward schedule holds true across the animal kingdom. Rats that press a lever and receive a food pellet every time will press only when they’re hungry, but rats rewarded on an irregular schedule, where they have no idea when the next food pellet will drop, will press the lever until exhausted. When the rewards come not from food but from direct stimulation of the endogenous reward system, the effects are even more pronounced. In her Great Courses video series Understanding the Brain, Jeanette Norden notes that rats with wires inserted into their brains, allowing them to stimulate their pleasure centers by pressing a lever, will forgo all other activities — including but not limited to sleeping, eating, and sex — to press the lever. She described the scene of an exhausted, filthy rat collapsed on the floor of its cage, reaching with its last bit of strength to press the lever just one more time.

According to Schüll’s analysis, the analog for humans appears to be entering the “machine zone”, where the player is engrossed in the game and their interaction with the machine. Unlike poker and other table games that provide experiences mediated by other humans and offer occasional thrills, machine gamblers are able to maintain stimulation for as long as their bankroll allows. The rhythm of their interaction with the device induces comfort and, most importantly, lets the player escape from the world for a time. Game designers have capitalized on this trend by offering multi-line video slot machines with as many as 100 payouts. The result is that most spins pay something, but the majority of spins pay less than the player wagered. Rather than a singular win or loss, these fractional payouts provide a smoother ride down as the built-in house advantage grinds away at the player’s bankroll.

Nevada is arguably the most libertarian state in the U.S., so it’s no surprise the gaming industry bases its arguments against limiting game design and player tracking on the grounds of personal responsibility. Schüll implies, but never as far as I could tell directly states that the games’ design promotes addiction. She probably couldn’t do so because of legal concerns and the inherent difficulty in proving such a statement, which is fair enough. That said, if there ever is such proof, it’s likely that the self-exclusion policies in other gambling jurisdictions such as British Columbia, Canada, and Australia would be replaced by stricter rules.

Conclusions

Schüll goes beyond the basic “reward schedule” addiction analysis so common in the literature and casts the role of casinos and their visitors in terms of the social theories of Weber, Levi-Strauss, and Foucault, mirroring the theoretical underpinnings of MIT’s Program in Science, Technology, and Society. (Though this publication and the program have similar names, we are not affiliated.)  I thought her analysis added value to the book, but the sections didn’t feel tightly integrated with the rest of the narrative. Schüll wrote the book over several years and the book’s cohesiveness might have suffered a bit because of it. Important life events take priority, of course, and despite some small shortcomings Addiction by Design is a detailed, useful, and readable analysis of machine gambling and the players on all sides of the game.

Curtis Frye is the editor of Technology and Society Book Reviews. He is the author of more than 30 books, including Improspectives, his look at applying the principles of improv comedy to business and life. His list includes more than 20 books for Microsoft Press and O’Reilly Media; he has also created over a dozen online training courses for lynda.com. In addition to his writing, Curt is a keynote speaker and entertainer. You can find more information about him at www.curtisfrye.com.

Gamification: Ethics, Disney, and Playbor

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It’s always seemed somewhat ironic that discussions of most systems, from gamification to genetic modification, always leave the issue of ethics until near the end. Of course, you can’t discuss the ethics of something until you have a clear idea of what it is you’re examining, so it might be a necessary evil.

In For the Win, Wharton business school professors Kevin Werbach and Dan Hunter (and Werbach in his Gamification course on Coursera) examine the ethics of gamification. The childhood saying is that anything’s fun until someone loses an eye, but gamification can have a manipulative side. Werbach and Hunter refer to the practice of using gamification to amplify work effort as playbor, a terrific term that captures the essence of their critique.

One example Werbach mentions in both the book and the course is Disney’s use of a leaderboard to display performance statistics for workers in their laundry facilities. One of the basic tenets of business is that “if you can’t measure it, you can’t manage it”, but there’s a real question as to when you cross the line from performance measurement to manipulation. When I had a summer job with a telemarketing firm back in the 1980s, did my target call, contact, and sale numbers amount to manipulation? How about sales quotas for bonuses? Or entering in at least a certain number of books per hour when I took a temp job helping a large independent bookstore digitize their inventory? In neither case was I compared directly to other employees (I was the only salesperson at a very small company), so it probably wasn’t an example of gamification, though I was aware of my performance in relation to my targets.

Ethics is always a tricky subject. In many cases, workplace treatment comes down to what can be negotiated between workers and management, either through union representatives or by workers voting with their feet. In a down economy, many workers are willing to accept conditions they wouldn’t consider in better times. There have been several articles on conditions in Amazon warehouses as well as a recent report on what might be an Amazon warehouse, that remind us how circumstances can give employers leverage over their employees.

Gamification: Deploy the Appropriate Tools

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My previous set of posts described elements of gamification (such as meaningful choices and conflict) and how to incorporate them into business and improv. Kevin Werbach and his coauthor Dan Hunter also identify six steps to gamification (For the Win, p. 86), which I think provide an excellent framework for business and theatrical endeavors. I took a wild stab at designing for fun in my last post. In this post, I’ll talk about deploying the appropriate tools.

As a quick review, the authors’ six D’s are:

  • Define business objectives
  • Delineate target behaviors
  • Describe your players
  • Devise activity cycles
  • Don’t forget the fun!
  • Deploy the appropriate tools

Deploying the appropriate tools is where the cool concepts you’ve brought together become a system you can poke, prod, enter data into, and get feedback from. If you’re measuring data entry, you can automate the process. If you’re measuring geographic information or activity, you might program a mobile app to capture the data automatically. Otherwise, you need to create a system that combines automatic data collection with user entry. The specifics will change based on your environment and resources, but bear in mind that almost any system will require a significant investment of time, money, or both.

In an improv context, deploying the appropriate tools occurs in the context of creating your show and presenting your product. How you present your performances, from your venue to your costumes and format, shapes your audience’s expectations and reactions. Much improv comedy happens in restaurants, bars, and other spaces where the performance is secondary to the venue’s revenue stream. The venue often provides the space in exchange for a little rent or in the hope that the performers’ friends will eat and drink during the show. All the performer needs to do is put on their dark colored top, jeans, and soft-soled black shoes to get going. Troupes with dedicated spaces must pay attention to audience seating, bathroom access, and availability of snacks, drinks, and swag to buy at the performance.

You also have to create feedback mechanisms for the audience and performers. As I’ve said in other contexts, the audience isn’t there for the performers’ sake — they attended the show to have an enjoyable night out. Even your best friends wouldn’t see more than one show if the experience was so dire they didn’t enjoy themselves. You can get feedback from troupe members sitting in the audience and, in addition to watching the show, paying careful attention to the audience’s reaction. It’s easy to develop “laughing ears” where every reaction, regardless of how small, seems like a standing ovation. A teammate in the seats can help you see and hear what the audience really thinks. It’s your job to listen.

I’ll close out this section on gamification with a look at ethical considerations. Is it possible to use game mechanics to oppress your workers? Oh, yes…

Gamification: Don’t Forget the Fun

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My previous set of posts described elements of gamification (such as meaningful choices and conflict) and how to incorporate them into business and improv. Kevin Werbach and his coauthor Dan Hunter also identify six steps to gamification (For the Win, p. 86), which I think provide an excellent framework for business and theatrical endeavors. I just examined how you can devise activity cycles for user interactions. In this post, I’ll talk about the ever-elusive concept of fun.

As a quick review, the authors’ six D’s are:

  • Define business objectives
  • Delineate target behaviors
  • Describe your players
  • Devise activity cycles
  • Don’t forget the fun!
  • Deploy the appropriate tools

What is fun? Dictionaries tell us it’s a sense of enjoyment or pleasure, which is a straightforward enough definition. When you gamify a business or personal process, such as eating healthfully or completing daily assigned tasks, you want to make the experience as enjoyable as possible.

Designing for fun isn’t easy, so my best recommendation is to look for best practices in the industry, visit as many gamified websites as you can, and scour the literature for every example you can find. Many companies have gone before you, so you should do everything possible to learn from their successes and failures. The one hint I can give is that you should acknowledge your players’ actions. Congratulate them and make them feel good about what they’ve accomplished. That step might not seem like fun, but it rewards the player’s action and helps establish that undertaking the desired activity creates a positive reaction.

Always bear in mind that you have different types of players with different goals, whether to explore the world or to specialize in an area and unlock achievements as quickly as they can. You might consider displaying different congratulatory messages for different types of players.

Like all designing, designing for fun is an iterative process. After you implement your system, monitor player activities and feedback to see what you can do differently. Buy key players coffee and ask why they like what they’re doing, how they encourage their friends and coworkers, or why they stopped playing. Every bit of information you capture will help you make your system more rewarding.

Gamification: Devising Activity Cycles

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My previous set of posts described elements of gamification (such as meaningful choices and conflict) and how to incorporate them into business and improv. Kevin Werbach and his coauthor Dan Hunter also identify six steps to gamification (For the Win, p. 86), which I think provide an excellent framework for business and theatrical endeavors. I just examined how you can describe your players using personas. In this post, I’ll talk about devising activity cycles.

As a quick review, the authors’ six D’s are:

  • Define business objectives
  • Delineate target behaviors
  • Describe your players
  • Devise activity cycles
  • Don’t forget the fun!
  • Deploy the appropriate tools

In a gamification context, activity cycles are the actions you want your players (teammates, customers, co-workers, etc.) to take. You can think of activity cycles as patterns of interaction with your site that represent a task or series of tasks taken to completion. As an example, consider how you check in at sites on FourSquare. Your activity cycle involves pulling up the app on your phone, having it sense your location, and giving it permission to check you in at that location. You can also earn badges, receive special offers, and be named Mayor of a location by checking in there more than everyone else.

Some sites have longer activity cycles. TeamSnap offers a website where you can track your sports teams’ rosters, schedule practices, track attendance, and record game results. You can even assign team members (or their parents) tasks such as bringing snacks to the game. TeamSnap’s also useful for improv groups who want to track practices, send messages, and schedule shows. (Full disclosure: I’m good friends with several TeamSnap executives and my main improv group, ComedySportz Portland, uses their site to track our activities.)

Businesses have activity cycles in all aspects of their operations. Client generation, sales tracking, and customer service all lend themselves to gamification. In some sense, businesses that track sales performance and use other measures to rank their employees already use elements of gamification, but many times those scenarios take on the tenor of the “motivational speech” Alec Baldwin’s character Blake delivers at the start of a monthly sales contest in the film version of Glengarry Glen Ross. In that contest, first place is a Cadillac El Dorado, second place is a set of steak knives, and third place is “You’re fired.”

Some bosses thrive on intimidation and insult, but that approach goes against the spirit of gamification. If you want to gamify successfully, you can’t forget the fun.