Taggames

The Gamification of Work

puzzle

I wrote a follow-up of sorts to my post here The Problem with Gamification:

With all this in mind, is it possible to effectively apply game mechanics to work-related applications? The jury’s still out on Rypple and Moxie’s implementation of badges, but I’m hopeful about both. Meanwhile, Pietro Polsinelli has written an essay on game mechanics and how he applied game design to his social bookmarking/task management web app Licorize. Polsinelli considered how certain common game activities correlate to activities in the application and added points and scoring to those activities. The essay is well worth reading for anyone interested in game mechanics in work related applications.

ReadWriteWeb: Buzzword Watch: The Gamification of Work

The Problem with Gamification

scoreboard

Margaret Robertson gets to the core of the problem I’ve had with my thinking on how to apply game mechanics effectively to non-game situations:

That problem being that gamification isn’t gamification at all. What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience. Points and badges have no closer a relationship to games than they do to websites and fitness apps and loyalty cards. They’re great tools for communicating progress and acknowledging effort, but neither points nor badges in any way constitute a game. Games just use them – as primary school teachers, military hierarchies and coffee shops have for centuries – to help people visualise things they might otherwise lose track of. They are the least important bit of a game, the bit that has the least to do with all of the rich cognitive, emotional and social drivers which gamifiers are intending to connect with.

She’s not completely pessimistic about it, and neither am I:

Gamification is the wrong word for the right idea. The word for what’s happening at the moment is pointsification. There are things that should be pointsified. There are things that should be gamified. There are things that should be both. There are many, many things that should be neither.

It’s important that we make the distinction between the two undertakings because, amidst all this confusion, we’re losing sight of the question of what would happen if we really did apply the deeper powers of game design to more everyday things – if we really did gamify them – and that question is a fascinating, exciting and troubling one. I really hope we get a chance to explore it properly.

Hide & Seek: Can’t play, won’t play

Grinding Interviews Cyborg Anthropologist Amber Case

Amber Case

Grinding interviews cyborg anthropologist, and one of the most influential women in tech, Amber Case:

Reality is boring. Waiting in line at the DMV suck. Real life takes time. Digital life is more instantaneous. In real life, the time and space between goals and accomplishments is often large. For some, it is physically impossible to achieve certain things, like purchasing a Ferrari or rising above middle management in their career path. Online gaming, especially sites like Farmville step in to take care of that void. Whereas one doesn’t have the money, time or room for a real garden, Farmville provides one without the back aching labor. All reality is replaced by small icons, and time is compressed so that goals and accomplishments are right next to one another. Everything has a point value and a reward. When real life takes so long to reward someone, online gaming is often a better and more enjoyable alternative.

In the future, hybrid reality, or life which is both a game and real, might blot out the mild dystopia that we all live in. Or it will make us more intolerable of the space between reality. And for those who spend a lot of time in reality, Foursquare is a good add-on for making the mundane exciting. To be crass, one might say that Foursquare is kind of like dogs pissing on fire hydrants and having other dogs come along and sniff them to see who’s been there. The dog with the most potent urine is mayor of the fire hydrant.

Grinding: Talking with Amber Case

See also:

Here’s my interview with Amber

Here’s our conversation on hypersigils

John Robb’s response to Jane McGonigal’s TED talk

New Hearing Aid Uses Your Tooth To Transmit Sound

Indie Game Designers Luke Crane and Jared Sorensen on Transhumanist RPG FreeMarket – Technoccult Interview

FreeMarket

New York based game designers Luke Crane (of Burning Wheel and Mouse Guard fame) and Jared Sorensen (known for octaNe and the various games released through his Memento Mori imprint) are sometimes referred to as godfathers of the indie game scene. Tomorrow they’re releasing their new game FreeMarket at GenCon – you can find them at booth #1732. I talked to them a couple weeks ago about what FreeMarket’s all about.

Could you briefly go over what FreeMarket is and why it’s different from other role playing games?

Luke Crane: FreeMarket is a transhumanist RPG in which players take on the roles of telepathic, immortal infovores living on a space station orbiting Saturn.

Jared: That’s also what makes it different from other RPGs.

Luke : In order to get ahead on the station, players must make friends, cooperate and give gifts to one another. Doing so enhances a player’s reputation. Players can then spend this reputation to accomplish personal goals. It uses a unique card-based mechanic, comes in a box and is really pretty.

Jared Sorensen and Luke Crane
Left: Jared Right: Luke

It also sounds like it’s a more intellectual game than most – you’ve said you can, for instance, play the role of a philosopher and have that be meaningful within the game.

Luke: Yeah, but don’t think you can’t play Soulshitter Killfuck and have fun, too. But, unlike many other games that I’ve played, you can play an artist and have serious conflict about what you do. It’s impossible to just make a piece of art in this game and have it sit there, inert. Art is controversial.

Jared: And conflicts (especially philosophical, critical and artistic) are both internal and external and can have wide-reaching and unplanned repercussions.

Right. So you could do a more typical hack and slash scenario, or you could do something where you’re dealing with post-scarcity speculation. Or maybe both.

Luke: Yes. But the “typical” scenario is also turned on its ear.

Jared: Definitely. “Death artists” is a common FreeMarket trope we see in our games.

Luke: You can kill the living shit out of something in the game. In fact, when you get into a fight, someone is going to die, period. But that is very costly, so you better be ready to have another side to your character. You better be ready to cooperate and give gifts. Otherwise, you’re not going to survive.

Jared: Some of the nicest people on FreeMarket Station are killers… because they have to be nice in order to remain viable members of society.

FreeMarket 1

So you can kill or be killed in the game?

Jared: Yes, but not permanently

What do you mean?

Luke: Yeah, the station just resuscitates you or reloads your back up into a new body if you’ve “perfect deathed.”

Jared: There are different levels of death… from induced death to brain death to total bodily destruction. If you just go around murdering people left and right, people are going to shun you and you’re going to burn your social capital to ashes.

Luke: Right, killing costs a lot of your reputation.

Jared: Especially if you’re killing people who are valuable members of the society. Assholes who kill each other off can get away with that for a while

Luke: *Laughs* True!

Jared: But kill a baker? Or a garbage man? You are FUCKED.

FreeMarket 2

I haven’t role played in years, and it’s been even longer since I’ve been at all serious about playing. But Free Market sounds like something I’d like to play. Do you think this is the sort of game that people who have lost interest in role-playing or maybe never even role played before would get into?

Luke: YES

Jared: We had a woman play — she was the CFO of a game company — who had never played an RPG before. She got it in five minutes. It was awesome.

Luke: It’s different. It’s not about roll-to-hit and not a number style play. People who are diehard RPG players have the most trouble with it, actually.

Was that your intention? To create a game for non-gamers?

Luke: No, we just wanted to create a game that we liked (and that Peter Adkison would like).

Jared: We wanted to create a game for people interested in science fiction.

Luke: That, too!

Jared: Not SF gaming, but actual SF.

Luke: Yeah, this isn’t space pirate romance.

Jared: No travel, no aliens. Which are two mainstays of the game genre.

You’ve said before this is the first actual science fiction game.

Jared: We say a lot of things.

Luke: *Laughs* True. Paranoia is the first science fiction roleplaying game. Our friend Joshua made a really neat science fiction game called Shock, but it’s not really an RPG.

What makes it a science fiction game and other sci-fi themed games NOT science fiction games?

Luke: They’re about fighting and romance. FreeMarket is about time, space and identity.

And economics?

Luke: Not really!

Jared: D&D is as much about economics as FreeMarket. The title of the game is ironic commentary — the space station was renamed “FreeMarket Station” by its residents and it’s probably ironic commentary by us as well.

So it’s not Milton Friedman: The Game?

Jared: Hah, no.

Luke: Unfortunately, no. Milton Friedman would probably hate the economy in this game.

Jared: More Malcom Gladwell.

Luke: There’s no money. No market.

Jared: That’s the joke. The market is one of ideas.

FreeMarket 3

More “free” than “market.”

Jared: And it’s a truly free society. For the first time ever, people have real freedom. And it’s terrifying.

Luke: Utterly.

And you’re going to be giving the game, sans artwork, away for free online at some point, correct?

Luke: We already did that.

Jared: With artwork even.

Luke: We gave away a PDF from November to April. We took it offline while we launch.

Jared: It was limited to 1,000 people. And we used that for our “colony program.”

Luke: I’m sure it’s out on torrent sites.

Jared: It totally is.

Luke: We’re discussing the future fate of the electronic life of FreeMarket. We need to see how well the printed version does. You can definitely get a sense of the game from the PDF. But to play it, it’s best to have the materials—the cards and chips.
FreeMarket hazard

How did you get interested in transhumanism and why did you decide to write a game based around it?

Luke: I’ve been a fan of cyberpunk since I had a brain…since about 1991. Transhumanism seems like the next natural step. It’s like cyberpunk, but without the 1980s and with some more thoughtful science fiction.

Jared: The game has gone through a lot of development and research but even from the first step we knew “transhuman science fiction” was going to be its thrust. And it was kinda unexplored as a game subject at the time (2007).

Luke: Yeah, somebody said to us, “What would you do with X” and we both said, “Transhumanist SF RPG. Space stations and weird technology.” I think I was reading Bruce Sterling at the time.

I suppose it would be hard to create a normal hack and slash transhumanist game. Unless you count Rifts or something.

Jared: You can play out brutal combat sequences in FreeMarket and it’s very satisfying. It’s just the consequences are all backward and upside down.

Luke: Rifts is totally transhumanist. But Eclipse Phase, our cousin, is a TH game about fighting. Did I just say that out loud?

Jared: *Laughs* Except that DEE-BEES are not human (so really, it’s transdimensional).

Luke: Fuck.

Jared: Rifts also has space whales I think.

Were virtual worlds like MOOs and MUSHes and newer things like Second Life an influence?

Jared: Definitely.

Luke: Absolutely. Facebook, Myspace, and Twitter too.

Jared: Everything from MUDs and Second Life to Facebook, dating sites and Slashdot.

Luke: Good science fiction expresses the present through the fiction of the technology. We wanted FM to feel like an outgrowth of today.

FreeMarket 4

How were social networking sites an influence?

Luke: Well, in the game, you friend each other. Friending each other increases your overall reputation and provides “social insurance.” The more friends you have, the harder it is for you to be kicked out of the community. So the influence is rather naked. It was more “What if that shit was about people and real life rather than your profile?”

Why wouldn’t everyone just friend everyone then?

Luke: Hah, well, do you go around friending everyone on Facebook? Do you love the people who do nothing but friend you?

No, but it doesn’t really keep me from getting kicked off my space station.

Jared: There are game equivalents of “like” and “mod down” buttons, social groups and trolling. There are people on the station who try and friend everyone. But friending carries serious social implications. Friending is like allowing someone access to your Google Calendar. And Ebay account. And email. Etc.

So there’s a real trust relationship there.

Luke: And if you’re worried about getting kicked off, then I don’t know if we should be friends. because you’re obviously up to something that’s going to get me in trouble. When your reputation tanks, your friends all take a hit, too.

Jared: Klint’s friends are all switchers, breakers and wetworkers! Don’t friend him!

What advice would you give people who want to be game designers?

Jared: continue to want to be that.

Luke: *Laughs* Play lots of games. Start breaking games. And then play your games. And break them. Also, recruit tolerant friends.

Jared: And stay the hell off of game forums.

Luke: That, too.

Are there any books on game design you’d recommend?

Luke: I like Rules of Play by Salen and Zimmerman. But Jared and I are both self-taught.

Jared: Also Understanding Comics by Scott McCloud.

Luke: Oh, yes!

Why Understanding Comics?

Luke: Because it’s the single best deconstruction of a medium around there. It teaches you how to think structurally and critically. It shows you how to clearly break down complicated stuff.

Jared: And if you get a chance to come to a convention seminar by Luke and me, I seriously recommend it.

Anything else you’d like to say to readers?

Jared: Replace your body as soon as possible! But don’t throw out the original packaging just in case.

Luke: Always back up your memories. Unless you need to forget.

Special thanks to Jesse for suggesting this interview!

FreeMarket

Video Gamers Are Better Lucid Dreamers?

Alan Wake

The first study suggested that people who frequently played video games were more likely to report lucid dreams, observer dreams where they viewed themselves from outside their bodies, and dream control that allowed people to actively influence or change their dream worlds – qualities suggestive of watching or controlling the action of a video-game character.

A second study tried to narrow down the uncertainties by examining dreams that participants experienced from the night before, and focused more on gamers. It found that lucid dreams were common, but that the gamers never had dream control over anything beyond their dream selves.

Live Science: Video Gamers Can Control Dreams, Study Suggests

(via Theoretick)

The Totalitarian Buddhist Who Beat Sim City

Vincent Ocasla claims to have “beaten” SimCity by creating an amazing city with population of 6 million and no roads (only subways) that lasts for 50,000 years.

I’ve a quote from one of your Facebook status updates here: “The economic slave never realizes he is kept in a cage going round and round basically nowhere with millions of others.” Do you not feel that sums up the lives of the citizens of Magnasanti? (And you might want to set your Facebook to private by the way.)

Precisely that. Technically, no one is leaving or coming into the city. Population growth is stagnant. Sims don’t need to travel long distances, because their workplace is just within walking distance. In fact they do not even need to leave their own block. Wherever they go it’s like going to the same place.

Heavy.

There are a lot of other problems in the city hidden under the illusion of order and greatness: Suffocating air pollution, high unemployment, no fire stations, schools, or hospitals, a regimented lifestyle – this is the price that these sims pay for living in the city with the highest population. It’s a sick and twisted goal to strive towards. The ironic thing about it is the sims in Magnasanti tolerate it. They don’t rebel, or cause revolutions and social chaos. No one considers challenging the system by physical means since a hyper-efficient police state keeps them in line. They have all been successfully dumbed down, sickened with poor health, enslaved and mind-controlled just enough to keep this system going for thousands of years. 50,000 years to be exact. They are all imprisoned in space and time.

Viceland Games: The Totalitarian Buddhist Who Beat Sim City

Vincent Ocasla’s site

Ocasla was inspired in part by the Kowloon Walled City

Augmented Reality diving application

augmented reality diving

The Fraunhofer Institute for Applied Information Technology FIT just presented an Augmented Reality system for use under water. A diver’s mask with a special display lets the diver see his or her real submarine surroundings overlaid with computer-generated virtual scenes.

In the pilot application, an AR game, the player sees a coral reef with shoals, mussels and weeds, instead of a plain indoor pool. Applications for professional divers are being investigated.

Science Daily: Augmented Reality Under Water

(via ???)

Why games will take over our lives

Jesse Schell

An interview with Gamepocalypse blogger, game designer, and Carnegie Mellon University professor Jesse Schell:

In short, we already see games creeping into our everyday lives in all kinds of funny ways. You go to Starbucks, and you get points if you have a Starbucks card. And, in fact, they have a whole leveling system. The more times you visit, the more you move from level green up to gold level, with special privileges and free soy milk.

Already, we have this whole system of economies floating around out there. And at the same time, we have all these technologies showing up that are allowing us to track new things, things that we couldn’t do before. […]

I think camera-based technology and tracking is going to be one of the things, in the next 10 years, we’re going to see a lot of evolution in.

The idea of cheap little cameras and disposable cameras are going to become fairly normal. And when you combine that with the fact that we’re getting used to touch-based interfaces and gesture-based interfaces, I think we’re going to see these cameras in a lot of places for interacting with a lot of things.

You’ve got Google Goggles, where you take a picture of like anything, and it will tell you what it is. We haven’t really started to make games with that yet, but I think we will start to.

And if you look at the new Nintendo DSi, which is their newest handheld, it has two cameras on it, which at first seemed kind of crazy to people, but the idea is you have one camera that faces out into the world and one that faces you the user, so it can look at your face and study your face.

No one’s quite figured out exactly what that’s for yet.

CNN: Why games will take over our lives

Electro-mechanical version of Pong

(Thanks Bill)

Employers: Look to gaming to motivate staff

Lee Sheldon

A couple weeks I linked to to an article about a professor who replaced grades in his class with “experience points.” I didn’t realize it, but that was a blog write-up of another article which is more focused on applying his ideas to the work place:

Clearly defined goals and fair, incremental rewards are two game design techniques that could motivate the ‘gamer generation’ in the workforce, according to a US academic.

Lee Sheldon of the Indiana University believes managers may have to rethink how they engage the next generation entering the mainstream workforce.

“As the gamer generation moves into the mainstream workforce, they are willing and eager to apply the culture and learning techniques they bring with them from games,” said Sheldon, a gamer, game designer and assistant professor at the university’s department of telecommunications.

“It will be up to management, often of pre-gamer generations, to figure out how to educate themselves to the gamer culture, and how to speak to it most effectively,” he told iTnews.

iTnews: Employers: Look to gaming to motivate staff

I’ve been thinking about how to apply game design principles to the IT help desk at work to involve non-IT staff in solving problems.

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