Nicole Lazzaro's Blog

advert

  • AboutAbout
  • Blog
  • Contact
  • Four Keys
  • Calendar
  • twitter
  • facebook
  • linkedin
  • RSS

Gamification Can Kill


Posted on 23rd March, 2012 by Nicole Lazzaro in Uncategorized. 2 Comments

Cubicles are Cages for People

Let’s face it, cubicles are cages for people. If the average workplace or school were a zoo, the human society would shut it down for the one simple reason that it fails to provide the mental furniture required for people to do their job. We need Aeron chairs for the brain to focus attention and aid problem solving and enhance feelings of challenge, mastery, and accomplishment. Enterprise software, digital media tools, and even email can benefit from game-inspired engagement techniques. Schools structure kids to work in factories that no longer exist – except in Asia.

 

Mental Furniture

For example, We spend a lot to make sure it’s easy to print a report, yet nothing at all on enhancing the feeling of mastering difficult content or hard work.
People spend their workday inside Facebook because the social interaction has been extracted from the tasks.

Games have evolved many techniques to solve this problem

The Reason We Have this Problem is that We Know So Little About How to Create Tools that Engage, Build Skills, and Support Thought. The solution is to apply games to real life. What we need to do today is to apply this knowledge about Serious Fun to work. Serious Fun is when the fun of games changes the player and their world.

You see the problem with work today is that something missing.

You see, back in the day when we used to milk cows instead of clicking on them the task contained inherent challenges, feedback, and rewards. Workers see whether they are on target, watch as their pails fill with milk, they could talk with and help their co-workers, and at the end of the day the pails feel heavy and satisfying as they walk them back to the barn. Many of these engagement mechanics that were intrinsic to task performance and completion got left behind when work went virtual and mouse driven. Some subtle, yet vital elements for human engagement got lost in the translation to the other side of the glass.

By focusing on the task over the human system of engagement we broke the game.

In a similar way technology cages thoughts and ideas. Software frames and structures a way of working. Toys frame the way we play. Outside of games, technology and institutions are rarely designed to engender emotions except for the purposes of a sale.

Legal systems generate emotions after the crime is committed.

We alleviate workplace boredom with caffeine rather than designing work to inspire the emotions that increase performance and match the emotion profile to suit the task.

Educational systems lean on extrinsic motivators such as grades rather than intrinsic pursuit of knowledge. Schools punish failure rather than reward with fun failure states to encourage pupils to try again. Collaborating on an exam is cheating, yet jobs require working together. We need XP not grades.

A word of caution, the reason games work can also make games fail.
Marketers expect add points and badges to deliver Farmville sized results.
Won’t happen. Gamification can kill your game
1. Secondary effects as people game the system
2. Give someone a score and they will act in ways to increase it.
3. In the game of Twitter Which Emotion is Stronger? The emotion from reading a particularly interesting Tweet or the social emotion from someone following you? Twitter Points Unbalance the Tweet Sharing Game

In fact, Gamifcation can kill. Take the Bay Bridge for example. The game designers of the Bay Bridge installed a variable toll rate to reward people driving outside of rush hour. And it works, rush hour traffic is down. But don’t be on the Bay Bridge Toll plaza at 7PM on a Friday night where literally dozens of cars are pulled over on the medians and stopped in the active highway! Everyone of them looking at the the big score board waiting for the toll to drop from $6 to $4.

Emotions unbalance these games.
Cant AB test the results either

Conclusion is that you don’t need badges, you don’t need points. To add engagement designers need to understand what makes games engaging. To create Player experiences where mastering the game means you mastered the content. Intrinsic motivation when the interaction is inherently engaging and changes the player and their world.



badges bay bridge cages engagement engagement mechanics game design gamification mental furniture player experience PX real world why we must play work XP


2 responses to “Gamification Can Kill”

  1. Promocja stron says:
    May 23, 2012 at 10:40 pm

    As for what brings people together, it’s probably at the beginning starts with the antics – like humor, jokes shared. Only then comes the time for serious talks. She does not speak directly about any problems the person that I know a few minutes. Listen, advise, yes, but not the other way.

  2. GAMIFICATION 11. Crítiques i riscos | GamifiCAT says:
    April 19, 2015 at 10:33 am

    […] que va desenvolupar les quatre claus del divertiment, comenta en un article del 2012 que “la gamificació pot matar“. Resulta que a Sant Francisco han posat un comptador en un pont per regular el trànsit. Com […]

  • Promocja stron says:
    May 23, 2012 at 10:40 pm

    As for what brings people together, it’s probably at the beginning starts with the antics – like humor, jokes shared. Only then comes the time for serious talks. She does not speak directly about any problems the person that I know a few minutes. Listen, advise, yes, but not the other way.

  • GAMIFICATION 11. Crítiques i riscos | GamifiCAT says:
    April 19, 2015 at 10:33 am

    […] que va desenvolupar les quatre claus del divertiment, comenta en un article del 2012 que “la gamificació pot matar“. Resulta que a Sant Francisco han posat un comptador en un pont per regular el trànsit. Com […]


  • Recent Posts

    • Happy New Year 2015! Let the Games Begin!!!
    • Through the Glass Hole
    • GDC 2014 It’s Full of People
    • Can Games Replace Government and Provide Public Services?
    • 10 New Years Resolutions to Reduce Gun Violence for Vice President Biden

    Archives

    • January 2015
    • April 2014
    • March 2014
    • January 2013
    • November 2012
    • May 2012
    • April 2012
    • March 2012

    Categories

    • #throughglass
    • 4 Keys to Fun
    • Easy Fun
    • government games
    • Gun Violence
    • Hard Fun
    • People Fun
    • Serious Fun
    • Tilt World
    • Uncategorized
    • White House

    Recent Comments

    • Digital Summer Reading 2016 on The 4 Keys 2 Fun
    • As 4 Chaves da Diversão | on The 4 Keys 2 Fun
    • Analizando la UX en videojuegos on The 4 Keys 2 Fun
    • Oyunlaştırmanın anahtarı : Eğlence! ve Nicole Lazarro’s 4 Types of Fun! | Herkes için Oyunlaştırma on The 4 Keys 2 Fun
    • Gamificación en acción | airea e-LEARNING on The 4 Keys 2 Fun


    RSS Blogitty Blog!
    • Happy New Year 2015! Let the Games Begin!!!
      Happy 2015! Let the Games Begin! 2015 finds us starting the year full of excitement at the upcoming adventures with clients old and new. With gaming business models in full disruption, new gaming platforms spawning like fruit flies, and the promise of game mechanics buttering everyone’s slice of bread, 2015 is poised for some real […]
    • Through the Glass Hole
      Musings on Google’s Augmented Display A privileged glimpse through the glass hole reveals a tantalizing view of the future of computing. A feed from the info-verse where you are not looking at a computer or a device at all. Instead Glass comes to you a seemingly unbidden extension of your imagination. An augmented reality of […]
    • GDC 2014 It’s Full of People
      Always one of my favorite shows, last week’s Game Developer’s Conference (GDC) offered a surprising turning point for games. Although many struggled to define the one thing that defined this annual gathering of game developers from around the world; to me GDC14 was a watershed event. Hidden behind the explosion of VR headsets and ways […]
    • Can Games Replace Government and Provide Public Services?
      Using Game-Based Approaches to Engage Citizens and Deliver Public Services  Nicole Lazzaro, President XEODesign, Inc. The Obama Administration has challenged federal agencies to engage the public in meaningful ways to provide ideas, insights, and comments on new policies and existing services in order to make them more citizen-centric.  The Administration’s Open Government directive asserts: “Public […]
    • 10 New Years Resolutions to Reduce Gun Violence for Vice President Biden
      In collecting proposals for the Office of Vice President Biden I was thrilled to receive in a matter of days over 100 ideas on reducing gun violence. I was impressed at the heart felt passion from multiple sides of many issues including gun regulation, mental health care, the question of whether the violence in video […]
    Tweet tweet!

      Sorry, no Tweets were found.

    Explore!
    • About
    • Blog
    • Contact
    • Four Keys
    • Calendar

    • facebook
    • linkedin
    • RSS