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Behavior &
Responsible Game
Mechanics & The
Future of Gaming
Dad
Old and Busted


Extra life

New Hotness


Acquire Stats
Old and Busted


High score

New Hotness


Constant points
Old and Busted


Units sold

New Hotness


Hours played
Bugs
Bug:
Acclimation
Martin Cathrae, Flickr
Feedback
Jennifer Maer




Re-Branding
Birth Control
Gnarls Monkey, Flickr
TheGiantVermin, Flickr
AlexCreative, Flickr
Bug:
Time Discounting
“Yeah, that's Future
      Marshall's problem.
Let that guy deal with it.”
        How I Met Your Mother, CBS
TED Talk:
“Don’t eat the marshmallows yet.”
Aza Raskin




The Behavior
Change Checklist
Kanko*,
Flickr
goldberg, Flickr
roolrool, Flickr
Brandie!, Flickr
Last Bug:
Feedback
Amplification
Affected neuron, Wikipedia
Andres Rueda, Flickr
(almost done)


Why Games?
Games for positive
behavior change:
•   Kiva
•   Practically Green
•   Free Rice
•   Nissan Carwings
Great Games That
Don’t Manipulate
More reading:
http://slidesha.re/hVLRgD
Questions?
Behavior & Responsible Game Mechanics & The Future of Gaming I Guess

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Behavior & Responsible Game Mechanics & The Future of Gaming I Guess

Editor's Notes

  1. - This title is kind of like my SXSW, I was all over the place\n- Education, healthcare, nonprofits\n- Went to SXSW interested in games and this hot "gamification" thing\n- Gamification, briefly, is the trend of using game mechanics for other purposes\n- Think the "points" system\n- If you don't know me, I loooove video games\n\n
  2. - If you don't know me, I loooove video games\n- brief background:\n- My dad was a bomber pilot\n\n
  3. \n
  4. - My dad bought an Atari so he and the other bomber pilots could have something to do when they were on alert\n
  5. - We brought it home when the period ended, and hooked it up to a BW TV, and I was hooked\n- that was 25 years ago\n\n
  6. - big changes since then, but we seem to be at the edge of a big shift:\n\n
  7. - Games are ubiquitous. 200 million people play casual games every month, about 75% of them women\n- very different market\n- Game models themselves changing:\n\n
  8. - OLD MODEL: Get an extra heart\n - NEW MODEL: Acquire massive collections of stats\n\n
  9. - OLD MODEL: Get a high score\n - NEW MODEL: Constantly accumulate points on a fixed identity\n\n
  10. - OLD MODEL: Sell copies\n - NEW MODEL: Keep people playing as long as possible\n- Finally, games are tangled up with other activities. Gowalla badges, Twitter stats, Stackoverflow's rewards\n\n\n
  11. - Gamification, a big topic at SXSW this year\n- But the most interesting ones I saw were more about a more abstract topic — human behavior patterns and how to change them\n- The more I though about these, the more linked they seemed to game systems\nSO\n- Behavior change is really difficult stuff, as we all know from trying to change our own\n- starts with a grasp of some of the barriers\n- So we're going to talk about some panels, some cognitive issues, and then bring it back around to games\n\n\n\n
  12. - Let's talk about brain bugs\n\n
  13. - You can ask people to do things, or change their ways, over and over\n- You can even get them to do it for a little bit\n\n
  14. An example is getting sick, getting assigned medication to take ... taking it for a while ... then stopping, mid-run.\nInitial stimulus, behavior change, then drop-off\nDieting can be like this\n
  15. Advertising is similar: really sticky ads and ideas can create short-term behavior change\nBut in the long-term, we find that ads like this smoking one don’t create real change\n\n- Anybody who's tried to diet or give up twitter or whatever knows that simply reminding yourself over and over doesn't cut it\n- Even putting up little notes doesn't help as much as you'd think\n- You get acclimated to the stimuli\n\nWhat are these systems missing?\n\n
  16. - So it's not the change initiator that does the lifting, it's the feedback\n- True behavior change comes when you a) do it and b) get feedback\n- Systems that don't have are feedback very difficult to "make sticky"\n- Systems that have repetitive feedback also fail: \n- When I jog every day for a week, I bet you feel great! Every day!\n- Then you stop.\n- Even though I'm getting a "reward", it gets old\n\n
  17. - Jennifer Maer, from IDEO, use design to reduce unplanned pregnancies\n\n
  18. - If you don't know, they're a big deal\n- 5 billion annually, and they cost the women involved an average of $1600\n- Birth control is has TERRIBLE feedback system\n\n\n
  19. - You do it right: nothing happens\n\n
  20. - You do it wrong: something happens......eventually\n- And it’s kind of binary/permanent\n
  21. - The site IDEO made, bedsider.org, has a really fun tone and a unique approach to choosing methods, breaking them up into activity-based categories\n- A loooooottttt of research and testing went into this, but the site is largely informational — you view it, you leave it, you never go back.\n- The main behavior they focused on was reminding women to use birth control on a daily basis\n\n
  22. - And the big solution, was two-fold:\n - One, daily text messages reminding people. Good old old-fashioned text messages with a cute message and a reminder\n - And it worked — at first. \n\n - Text messages aren’t feedback, feedback would be getting a high-five when you take the pill\n - They’re just stimuli, which has diminishing returns\n
  23. - The final step was to add enough randomness by joggling the times\n - And to custom-write each message, adding jokes, seasonal info, weird facts, etc\n- And they did it! Nearly 80% of participants reported that they used their systems much more regularly\n- The difficulty was the bad feedback system, and how to work around it\n\n
  24. \n
  25. - By the way, check out Pragmatic Learning and Thinking if you want to read some more bugs\n\n
  26. - One that applies a lot in modern society is called "time discounting"\n- That's where we can't factor in the abstract, long-term effects of behavior\n\nNOT TO PICK ON SMOKERS\n- Smoking is a good example of this\n- Smoking has really bad feedback, but it's realllllly slowwwwww\n\n
  27. - http://www.ted.com/talks/joachim_de_posada_says_don_t_eat_the_marshmallow_yet.html,,\n- Tangent: TED talk: Children who COULD overcome time discounting had a strong chance of future "success"\n\n- But we all know it's hard\n- It's really hard to save money\n- It's really hard to not eat that last piece of cake\n- To change behavior related to time discounting, you need speed up the feedback\n
  28. - super-smart (ex-mozilla, wrote first geolocation spec) guy who's working for a firm that's trying to affect behavior in health\n\n
  29. - Specifically, America's top diet-related diseases\n- Huge number of diseases on the killer list that are related to diabetes, heart disease\n\n
  30. - Outlined some points:\n - Food feedback is slow\n - You can’t tell low-calorie from high-calorie foods\n - You can even eat so fast that you don’t feel full soon enough\n\n- As we said: Immediate feedback is REALLY effective\n- Providing feedback for abstract, difficult concepts is a good way to affect change\n\n
  31. AS AN EXAMPLE OF FAST FEEDBACK\n- He talked about new cars (BMW?) that encourage efficiency by showing a constant MPG number\n - People drastically changed how they drove — coasting more, braking slower — just to drive this little number down\n\n
  32. - And they started hitting stuff\n- But that's powerful!\n- How do we provide better feedback for eating?\n\n
  33. - He told us some of their crazier brainstorm ideas\n- Aza said they'd been researching a in-ear microphone that could identify chewing AND food type\n- And speculated about magnetic dentures that make it harder to chew with repeated\n\n- ASIDE: The other idea was a toilet that measures your fatty contents and congratulates/criticizes you\n- "That's how you'll check in!"\n\n
  34. - These are all examples of speeding up, or concretizing feedback\n- It’s like giving children a treat whenever they save money\n- Saving money is really slow and abstract, candy is good now, so you can build one with the other\n\n- By the same token, you can mess with the cycle to do evil\n\n
  35. - This is why advertisers want to give you that immediate "reward" hit and bill you later\n- Buy now, pay later\n\n\n
  36. \n
  37. - Rebates (immediate feeling of savings)\n- Fast positive feedback, delaaaaayed and disconnected negative feedback\n
  38. - So I've talked about making desired feedback fresh, and making it fast\n\n- The last bug is a little sneakier\n- You combine time discounting with this one and you can see how the brain gets in trouble\n- A trick for amplifying feedback, especially positive feedback\n\n\n
  39. - News story from a few years ago: \n- Parkinsons is actually caused by the death of dopamine-containing cells in the movement center\n- Dopamine does a lot of things in several receptors\n- One of those things is distributing "rewards"\n\n- Certain actions/events you do are hooked up just right to the mesolimbic pathway, and you do them and you get a dopamine hit\n- The mesolimbic pathway helps you associate them with the the situation: the environment, your actions, etc\n- This pathway helps us look for patterns\n\n
  40. - Parkinsons is often treated with an agonist, which simulates dopamine in its absense\n- ReQuip was a new agonist\n- Used for Parkinsons and some impulse control diseases\n- In some reports, nearly 20% of patients were experiencing this weird new symptom\n\n
  41. - I mentioned earlier that the brain looks for repeatable reward patterns\n- “I do X and X happens, and it’s good”\n\n
  42. - The problem is that our brain was built to do this in a difficult natural environment full of patterns\n- Finding food, discovering shortcuts, etc.\n- In a primitive environment, you have to learn very quickly that good things have patterns, and you have to find them to continue to get good things\n- What happens when the rewards have no pattern?\n\n- Back to ReQuip\n- The weird dopamine effect of ReQuip was\n
  43. - An incredible gambling addiction\n- People with no gambling history just got hooked\n- One woman started gambling until 3:30 every night\n- Lost 200,000 dollars in a year\n- Doctor took her off the drug, never gambled again\n\n- This has led to a larger understanding of how rewards work, and how our brain is built to acquire them\n- And how things with random patterns - like slots and watching sports - have the weird effect they do\n- A current understanding is that random rewards “hack” the brain, and create a much stronger behavior link\n
  44. - Why am I picking on game-like systems? After all, everything can be addictive\n- It takes a very long time to build, market, test a traditional product\n- And it's very hard to iterate on it\n\n\n
  45. - Even on a regular community website... \n- It takes a long time to build slow rewards for users on a website — making them feel welcome, entertained, connected\n- This is metafilter’s top user, who I’m sure loves metafilter and gets a lot of positive feelings from it\n- Good for him\n- But it must have taken tooooons of work to get here, most of it thankless and lonely\n\n
  46. - "Game mechanics" let you cheat a little bit\n- Is this as strong, as rich as metafilter? no, but it’s an example of creating “rewards” out of mid-air and distributing them\n\n- Knowing about these bugs: reward randomness and feedback speed, you see interesting corellations in games\n\n
  47. - Call of Duty's random rewards (10,000!)\n\n
  48. - Gowalla\n- StackOverflow's set of achievements, which tend to appear as surprises\n\n
  49. - Farmville - random items and events\n\n
  50. - Coindozer\n\n
  51. - There are examples of this mechanic used for good\n\nSO: with these little behavior tricks,\n- You can make something sticky without necessarily making it meaningful\n- When we talk about gamification, are we talking about adding “play” to something?\n- Or is the point of a game system just to change behavior in our favor?\n- Or WORSE, is it just to make them play more?\n- This is on my mind because so far, "gamification" is picking up on the worst trend of games\n- Instead of “play”, games like these just encourage “grinding”, work for work’s sake\n- raise a generation of hard-working office drones\n- no thanks\n\n
  52. GAMES WITHOUT CONCRETE REWARDS\n- games without purposefully work-like, repetitive structures\n- The other side of game systems is of course the "play" side\n\n
  53. - Games like Scribblenauts, Minecraft, Little Big Planet, Dwarf Fortress, Canv.as, the Refrigerator magnet game\n\n
  54. - 16bit computer\n\n
  55. \n
  56. \n
  57. moot’s canv.as\n- They let people play with ideas, solve problems, and relax\n- They don't provide piles of achievement, self-worth, accumulation, identity\n- They don't work to "hook" gamers, and don't require constant interaction\n\n
  58. - http://slidesha.re/hVLRgD\n- Sebastian Detering has a great slideshare on the gap between where gamification is now and where it should be\n\n
  59. \n
  60. And that’s all I have! Questions?\n