Thursday, May 22, 2014

Gamification Pros and Cons


Note: This post assumes that you already know what gamification is, how it is usually implemented, and basic theories of motivation.

The arguments for and against gamification are aimed at all three gamification philosophies; and it's often hard to distinguish for or against which philosophy the argument is directed. The proponents of one philosophy may join outsider deriders of gamification to argue that the other two philosophies are irrelevant, counterproductive, or bad.

Let’s take a look at the arguments for and against gamification.

PRO ARGUMENTS

Leader boards, badges, points, and missions are proven motivators, in and of themselves. You don’t need – in fact, you don’t want – a game designer. "If anyone tries to sell you a game designer to design your Loyalty 3.0 program [gamification + data crunching], you should run away screaming." – Rajat Paharia, Founder and CPO of Bunchball Inc.

If there is a task that you have to do anyway, wouldn't you rather do it and have fun at the same time? If there is a product or message with which you might be tempted to engage, wouldn't engaging with a game system be an additional motivation to do so? Furthermore, once you have engaged with a game system and the other players who use it, you have invested in earning non-transferable rewards and formed a social group, which induces loyalty and encourages repeat visits and engagement.

Case after case demonstrates that game reward systems work: Warner Bros, Chiquita, SAP, Foursquare, Nike, Starbucks, Bluewolf, LiveOps, Ford, Microsoft, Verizon Wireless, and so on.

People love fast, immediate feedback from systems that have historically been silent. People love conquerable challenges and goals, and they love displaying badges. These kinds of indicators provide intrinsic motivation, such as feelings of accomplishment and success, competition, and interaction with a community.

Yes, there is a problem with a leader board in that only the people who are near the top are really motivated to keep competing. To address this, you can have your leader board display only the area around the current player, so that players are only in competition with others who are doing about the same as them: a localized leader board effect.

Points are a way of feeling proud about the task you have accomplished. Badges are a way of sharing your accomplishment with others to receive social status and support. Games help you do what you want to do anyway, but are having trouble doing because the task is too big, or you’re too isolated, or you can’t see the results immediately. Well-designed games focus you in the right direction and give you the immediate feedback you need to motivate you to succeed.

Mark Twain's Tom Sawyer was on the right track: Work is what you’re obliged to do. Play is what you want to do (actually, "what you're not obliged to do"). Making everyday tasks more fun turns work into play. By fun, I mean the type of fun that motivates people to play games for hours at a time: progress, challenge, competition, problem solving, instant feedback, and so on.

Adding play to things that are not already play, like filling out tax forms or waiting in line at the DMV can and should make life more enjoyable. Furthermore, for play tasks, people spend more time and talent and are far less likely to give up when faced with obstacles. Thousands of people freely solve complex tasks in a playful environment, while paid tasks that feel like work lead to less output and worse results.

CON ARGUMENTS

At best, gamification that serves a corporate interest doesn't serve your interest. At best, it treats you like a mouse in a Skinner box. There is only so long that people are willing to push a lever to get a pellet. In gamification's case, it’s not even a pellet, it’s a virtual pellet. If companies replace good service, lower prices, real value, and attention to quality with virtual rewards, customers will eventually figure out that they are getting less for their money.

Gamification cons customers with illusions, essentially tapping into people’s gambling mentality. Gamification is tempting and engaging to players in the same way that lotteries are; for players, it’s a pyramid scheme. The best people get to the top the leader board, and earn real prizes, but 99% have no hope of getting anything out of the system. Examples given by classic gamification proponents always focus on the people who are winning or topping the leader boards. Sure, pyramid schemes work for a while, but eventually everyone not at the top gets frustrated.

For the companies that want to implement gamification, it’s also an empty hyped up gold rush fad with promises of big rewards based on the few companies that succeeded with it. The first companies succeeded because of the element of surprise; people were excited to find games in unexpected places. As more and more companies offer similar programs, players will tire of it. Who needs 50 points on 50 leader boards at 50 different stores? Social networks were a big rush too, and now only a handful remain.

Points and rewards handed out in a gamification framework are not integrated into the task. In games, you get points for actually doing something, not just for clicking or signing in. Points in video games are tied to in-game bonuses that help you play more and accomplish more (xp => levels and skills, bucks => equipment). This is a positive feedback loop. Points that are earned externally to this loop simply motivate people to game the system to get points, not to do the tasks.

Tasks should be fun and motivating all by themselves. Points are not motivators. External rewards such as points are actually de-motivators. People want to do fun activities; when you add points or other rewards to these tasks, people become de-motivated to do the activities unless they get the points.

Gamification proponents claim that their systems have universal appeal, and give lip-service to the idea that one can’t simply slap points onto activities, but that’s just so they can sell themselves as experts. If you look at their implementations, all they offer, in the end, is points slapped onto activities. They instruct implementers to tailor the system to be fun, but they never explain how to do that. They can’t insist that points are fun, in and of themselves, and then tell you to implement points in a fun way (and then wave their hands when you ask how to you do this). Fun is designed into a system by a game designer.

If you look at the supposed case studies brought as proof of gamification success, they all a) offer real rewards, like cash prizes, which is old school, or b) gained customers quickly only to lose them just as quickly, or c) use playification as their prime motivation, not gamification.

Adding games or play to a non play system is distracting. You're either focused on the task or you’re focused on play, not both. In theory you can do both, but in practice people end up wasting time. Many systems are simply not appropriate for play, and in other systems you just want to get in and out as soon as possible, and not be bothered with added distractions that clutter up the work flow. Not everyone wants to play games; many gamification systems assume you are a video gamer and don’t explain what their systems do or why you would want to use them.

CONCLUSION

The proponents of the three gamification philosophies don't spend much time answering these criticisms; when they do, they answer them in different ways. Straight gamification proponents argue that the system simply works, and they point again to the case studies. Gameful design proponents argue that their systems are built around activities with their own intrinsic motivation; the points they add are therefore meaningful. Playification proponents argue that play can be tightly bound to an activity, and therefore not distracting.

I design games, and I know that games motivate. For me the questions are: How can you best utilize them in ways that motivate long term? What is the ROI of using games and/or play versus traditional methods of motivation? Which approach, if any, is right for which activities?

Wednesday, May 14, 2014

Gamification, Gameful Design, and Playification


Note: This post assumes that you have already read an introductory article on gamification: you know the definition of gamification and the basic theories of motivation (such as self-determination theory and its derivatives).

The prospect of increased interest, brand awareness, understanding, desired behavior, or loyalty for your process or message is tempting, and within the reach of a properly designed gamification system.

There are three main approaches to gamification: straight "gamification", "gameful design", and "playification".

Straight gamification is importing video game trappings into non-game contexts. Gamification nearly always uses some combination of points (or some other name for points, like "bucks"), badges, leader boards, levels, missions, and so on. This direct approach is based on the fact that a great number of millennials play and enjoy video games. These game elements provide opportunities for mastery, achievement, social comparison, and so on. in non-game contexts, as well.

Opponents of straight gamification argue that most of the fun in games does not come from these elements, so the result is not going to be truly motivating. These kinds of imaginary rewards are only meaningful when they are the result of challenging game play, so they won't hold a player's long term attention. Furthermore, people focused on gaining points are not focused on the message (for example, gamification that promotes recycling may result in a temporary increase in recycling, but won't truly change people's behavior once they get bored with the game.

While these criticisms are valid, proponents of straight gamification are not unaware of the need to make gamification fun and challenging; it's the CEOs and clueless marketers who ask for meaningless point systems who are to blame for poor implementations. Also, the interface is simple to produce, instantly recognizable to many people, and has a proven track record of providing motivation, especially when the content is enjoyable anyway or the players already know each other.

Gameful design, a term popularized by Jane McGonigal, is about adding rewards selectively to challenges that are important and intrinsically rewarding. For example, you know you have to diet, and you feel great when you do, but it's hard; adding gameful design – badges, levels, and so on - to the process of dieting provides an added incentive to make you feel proud and accomplished.

The proponents of gameful design stress achievement and purpose, and believe in adding game elements to important tasks that will help guide us to do what is best for us and the world.

Essentially, gameful design restricts applying gamification to tasks that are purely beneficial to the player (or others), as opposed to straight gamficiation that is used primarily to benefit the designer. Gameful design uses many of the same trappings as gamification; there is no fine line between the two approaches, except with regards to who is designing the system and why.

Playification focuses on bringing the other aspects of play into non-game activities: competition (but not necessarily scores), cooperation, puzzles, physical activity, and so on. Points and badges might be used, but they are not the focus. Instead, the aim is to make non-game activities more fun, in general.

Playification asserts that the play elements contain most of the fun - the most universally enjoyed fun. Even if no one assigns ranks at the end of a 100 meter dash, the play elements (physical challenge, excerise, and competition) contain all of the motivation necessary for people to participate. Even animals enjoy play activities; play spans the entire animal kingdom. It is biological, and the fun is intrinsic to the activity.

In contrast, points elements make no sense without play elements. "You win!" and other imaginary rewards add an additional layer of fun to play, but only to some people, some of the time. "Winning" is a title added to an already achieved success, and a seemingly irrelevant one, unless your enjoyment of success is incomplete without this title.

Play elements are the intrinsic elements that involve autonomy, mastery, and connectedness, whereas points are focused on achievement and rankings (the latter of which is of no motivation to anybody but the winner).

All of the above philosophies have some validity, more or less, and represent different paths that can be taken to add motivation and benefit to everyday tasks.

Yehuda

Wednesday, April 16, 2014

Competitive Whining, Family Style

I slept at my mom's last night. Here are the very first words spoken this morning (no exaggeration):

Mom: I couldn't get to sleep at all last night.
Me: I have these small pains on the outsides of both ears, here and here.
Mom: Part of my tooth fell off while I was eating matzoh this morning.
Me: ... My right arm just fell off of my body.
Mom: I bet the dentist is closed today because it's Passover, too.

Monday, April 14, 2014

Mini Vacation with Tal and Saarya

Tal and Saarya and I have returned from our annual Pre-Passover mini-vacation.

We go before Passover because a) it's still "off-season", so it's cheap, b) it avoids the Passover crowds, c) it's the perfect time of year for hiking in Israel, and d) it forces us to have our apt ready for Passover early, but allows us to go into Passover feeling refreshed rather than post-cleaning frazzled (at least in theory). The problems are a) it forces us to have our apt ready for Passover early, b) we sometimes hit the holiday of some other religion (such as Druze), and c) not everything is open before Passover (e.g. certain swimming pools and attractions).

Each year we stay somewhere different. This year we stayed at Rothschild Guest Hospitality (a strange name), which is a simple place to sleep on Kibbutz Hagoshrim on the Dan river. The owner is nice, the place is clean, comfortable, simple, and really inexpensive, though it comes with no breakfast. It's situated in the beauty of nature, surrounded by fruit trees and flowers.

Kibbutz Hagoshrim has a popular rafting business that was one of the highlights of our trip. Really lovely and ideal, though we couldn't get the raft to stay straight; it kept spinning around. The kibbutz is within hiking or driving distance of several entrances to the Dan, Snir, or other tributaries, but it contains within it the most beautiful short walk I've ever done in Israel, right below the hotel (the most beautiful long walk is the Tel Dan Nature Reserve). It descends into this fairy forest tunnel of bamboo, pine, and wood-slatted bridges criss-crossing over a stream. The earthy feel and smell reminded me of hiking in Scotland. The kibbutz has other amenities, such as a pool, a bar, a restaurant, paintball, some kind of flying activity, a gallery, min-zoo, etc, etc.

There is a hotel on the kibbutz in which you can eat your meals, but we self-catered from Supersol and a prepared food place in Kiryat Shmoneh called Tadmit (good food, although heavy). Unfortunately, we didn't take pictures: couldn't bring a camera with us on the raft, and then it was shabbat.

Monday, March 31, 2014

Movie Reviews

Divergent

I tried, I really did. I couldn't finish it. I got about halfway through. This movie is Boring. I didn't read the book; I suspect that those who have read the book (if the book is better) might find it watchable and even enjoy it.

A girl Tris (Shailene Woodley) in a future walled-in Chicago, where everyone is forced to choose one of five "factions" for the rest of their life's work/society, chooses one faction even though she is judged to be capable of fitting into three of them (a "rare" trait, called "divergent"). The faction she chooses requires her to do physical combat training.

The first big problem is the complete lack of anything resembling tension. The movie presents itself as a dystopia with bleak camera shots, drab scenery, drab clothing, unsmiling heroine, etc ala The Hunger Games. But THG has a plot with tension: three-dimensional characters, hunger, poverty, war, a cast of enemies, the prospect of children killing each other yet the desire to avoid killing, and a real love triangle; this movie has none of that. Society seems to be working fine, nobody has problems, nobody is in love. The main characters jump on and off of trains, and some self-imposed leader tries to scare the recruits, but there doesn't seem to be a reason for it, or for caring about it.

The second big problem is how little sense there is in the setup. At least for humans. A) The five factions are not a sufficient number of factions for a real world to function. One of the factions (truthful people) doesn't even make sense (the people who tell the truth are lawyers (ha!)). Who builds the houses and takes out the trash? B) It makes no sense that human can be assigned into factions. Real humans are multi-talented, as are, apparently, all of the characters in the movie. And everyone gets to choose whatever faction they want, regardless of in which faction they were raised and regardless of what their test results were. Maybe it's all allegorical about how society boxes us into roles, but they get to choose! And the choice is free for anyone to make! The main character and some others are "divergent" but surely EVERY human would be divergent. What is this supposed to be solving? C) Why are the divergent people, who are obviously the MOST talented, the underclass? Why is there an underclass at all? D) What the heck is happening in the rest of the country while this going on in Chicago?

During the first hour of the movie there is dramatic music, dramatic camerawork, sudden tests of character, all of which has no dramatic tension and seems to serve no purpose. There's no particular plot, goal, or direction to the movie, other than Tris' trying to survive a series of basic training tests. I hear that there is a plot at the end of the movie, but I wasn't interested enough to make it there.

The LEGO Movie

This movie sounded like it would be a crappy commercial but turned out to be as smart and enjoyable as any Pixar film, with the same kind of snarky humor, characters, and action. LEGO's licenses allowed a slew of characters from other franchises to be added and skewed at the same time. Lots of LEGO in-jokes.

The visuals, all of which are made from LEGO pieces, even the explosions and water, are ubergeek cool. The end - which puts the entire movie into a new perspective - is a nice twist, though the movie's message is hardly original. While it doesn't cover any new ground in the movie-making industry, it's good entertainment.

Stage Beauty

This movie, loosely sourcing real events and people, is set about 50 years later than  Shakespeare in Love, at the very moment before and after women are allowed to perform on stage in post-Elizabethan England. This change spells the possible end of the career for male actors who specialized in playing women on stage.

The movie has a certain gloom and depressing atmosphere. While SiL was about the grand sweep and majesty of the stage and the eccentricity of Shakespeare, this movie is about two people (the male actor (Billy Crudup) who used to play women and the woman (Claire Danes) who once served him but is now going to replace him) trying to find their way with and around each other. It's nice, the story is dramatic and slightly romantic, but it's not spectacular.

Stuck in Love

This is one of those quirky, intelligent movies that are my cinema bread and butter. While not breaking any new cinematic ground, the acting and scenery are nice, the characters are beautiful and adorable, and the script is filled with literature.

Three writers - the father (Greg Kinnear) pining after his wife (Jennifer Connelly) who left him, the daughter (Lily Collins) about to publish her own novel, and the son (Nat Wolff) who needs some more life experiences in order to generate material for his own writing  - experience the joys and frustrations of relationships. The general plot is pure romcom; the only question is which relationships will end happily and which ones won't. For those that like this kind of thing, this is the kind of thing they like.

Has a great soundtrack, too.

Saving Mr Banks

A good movie, but by no means a great movie - it was actually a letdown, considering the two awesome leads (Tom Hanks and Emma Thompson).

It's the story of Walt Disney overseeing the creation of (the songs of) Mary Poppins while in the presence of continuous disapproval from the author P.L. Travers (who only agrees to give it a shot because she is short on cash), interspersed with flashbacks about the childhood of Mrs. Travers. The flashbacks reveal that Mary Poppins was a serious creation for a troubled girl with an alcoholic father, which lends some insight into the disapproval she feels while watching Mary turned into a comic adaptation with nonsense words and dancing animated penguins.

Like Shakespeare in Love, much of the enjoyment of the film comes from the bits and pieces of the work in development (i.e. hearing the songs of Mary Poppins); leave those out and the movie is simply ok. Travers is unhappy, Disney tries to be patient. According to Wikipedia, the real-life result wasn't so happy: Disney tricked Travers; she hated the movie and she vowed never to work with him again. In the movie, the ending is far more pablum.

Your Sister's Sister

Another romcom; the characters aren't quirky, but the situation is. A guy (Mark Duplass) who lost his brother is sent by his best (platonic) girlfriend (Emily Blunt) to a cabin on a lake for quiet time, only to find his friend's lesbian sister (Rosemarie DeWitt) is using it for her own quiet time. A bottle of tequila and one thing leads to another. And then the platonic girlfriend shows up.

It all sounds straightforward, but actions and interactions that happen in the first half are gradually revealed to have ulterior motives as the dialogue progresses. It all functions more as a play than a movie. The best aspect is the delivery, which is incredibly good; lines and sentences are spoken so naturally that they seem to emerge from the characters themselves, and not from a script (indeed, some of the dialog was improvised). Movies that achieve this have a way of involving the viewer in their scenes.

The denouement is not particularly strong, nor surprising, which is a pity. Worth watching.

The Spectacular Now

This movie starts as a good movie and gradually gets great. Sutter (Miles Teller) is a high-school party guy who drinks a lot, but his friends think he's a joke, his girlfriend dumps him because she wants more, and he wakes up passed out on a lawn to a friendly-faced girl Aimee (Shailene Woodley) from his class.

Unlike every college movie you know, there are no "standard types" in this movie. The party scene isn't a wild party with everyone having a good time, it's just a party. The same goes for the prom, the classes, graduation, the fight scene, the sex scene, etc. There are no ultra-bitches or bros here (actually, maybe all of the kids are a little too good). Sutter has a drinking problem that is front and center in the movie, but it's not dealt with in a spectacular confrontational scene.

What we have, instead, is the best portrayal of a transformation I think I've seen in a long time. Sutter starts the movie one way and very carefully, gradually, and painfully learns something about himself. The movie strays briefly into some emotional and relationship territory that I have never seen covered in other movies. The only "type" might be Aimee, the good girlfriend, but she is so fetching and played so well that it is hard to get upset about it. The acting is superb and the movie makes sense and means something.

I was trying to figure out what other movie Shailene was in until I realized that it was Divergent.

Temple Grandin

A tour-de-force performance from Claire Danes in the true story of Temple Grandin, an autistic woman who (together with her mother's love and support) fought a woefully inept and dangerous medical establishment, society at large, and a male-dominated sexist old-boys' cattle industry to become a transformative force in ranching. Temple's story is amazing in its own right; Danes' portrayal is astounding.

The screenplay brings it all together with the essential stories of Temple's struggles through college and the development of her ideas for more humane treatment of animals (good for the cows, and good for business). The story is a bit scattered, but ultimately comes together. It's not too maudlin; the discovery and implementation is told simply and cleanly. Captivating.

Thursday, March 06, 2014

2013 Game Industry Survey Questions Online Now

The tabletop game industry includes companies as diverse as museums, box manufacturers, and advertising agencies, as well as major publishers and retailers. If your company makes or sells (or helps to make or sell or play) even one tabletop game for profit, we're interested.


Unlike previous years, Purple Pawn's fourth annual tabletop game industry survey is available online! The survey asks you, on behalf of your company, to answer a few simple questions about your company and what it experienced in 2013. RESPONSES ARE OPTIONAL. Answers will be aggregated and summarized, and provided to the public for free on Purple Pawn's website.
NO INFORMATION ABOUT YOUR COMPANY IS INCLUDED IN THE SURVEY RESULTS. The results include only aggregate information and do not specify ANY company or personal information. WE DO NOT SELL OR PROVIDE ANY COMPANY-SPECIFIC INFORMATION TO ANYONE. OUR COMPANY DATABASE, INCLUDING ALL CONTACT INFORMATION, IS NOT FOR SALE.
Past survey results: 2010, 2011, 2012
Click here to take the 2013 survey.
This survey will end on March 22 (update: extended to March 31). Results will be posted about a week after.