Tuesday, June 3, 2014

Sensor Data and Interactivity: Real Time vs Discrete

I need to organize some thoughts for an upcoming article. There is a lot of interest in using Internet of Things sensor data in my research group, and my work in persuasive computing is being linked to it rather heavily. There are multiple ways to categorize sensor data interactivity. I have lately been mostly considering a simple categorization: real time interactive and discrete interactivity.

In the former scenario (real time interaction), the end user application interacts with sensor data in a continuous fashion. This has the potential to create a feedback loop where a change in sensor data prompts action in the application, which in turn affects future sensor readings. For a very simple example, if a GPS navigator shows that the user is going the wrong way, the user can change their course in response, and therefore future GPS readings will be affected. This approach is technologically challenging, because it demands continuous connection between the application platform and the sensors. For instance, as of now, many physical activity meters have limited compatibility with mobile devices. If compatibility exists, it may be limited to only a certain mobile OS. One key agenda in Internet of Things research is enabling wider interoperability between sensors and user devices, but we are not there yet.

If we are able to guarantee real time interaction between sensors and applications, new opportunities open up for designing persuasive games. These opportunities arise because they give us the ability to include new kinds of activities as game actions. In the past, this has been achieved through specialized controllers and more recently with sensors built into devices (accelerometers in mobile phones, Microsoft Kinect etc.) Once sensors in everyday environments become more and more available, they also become more prominent as something to build a game on. All sorts of new physical activity games are rather obvious developments, but for creative designers all kinds of sensors can become game interfaces - whether for a persuasive purpose or simply harmless fun. Contemporary alternate reality games are just a glimpse of all sorts of crazy stuff that can be done in the future with IoT technology.

However, like I stated, we are not there yet. Still it is quite usual for persuasive applications or games to use sensor data in a more discrete fashion. Pedometer step counts are downloaded into an application periodically - and perhaps more importantly - after the fact. While performing the activity itself (walking), the user will not directly see how the application reacts. Therefore the user in turn cannot react to what the application is telling them. All interaction is therefore delayed. Furthermore, by the time the data is downloaded into an application, it has become just a number. Although it still represents activity, the activity itself took place in the past. From the perspective of using the application, we could substitute the data with a random number within the same range and observe no difference. Generating data is not part of the interaction between user and the application.

This is basically the scenario that I suggested the three axes for in my previous post. To reiterate: it highly resembles free-to-play games because something is brought into the game from the outside (i.e. real money in f2p games). No matter how much we try to dance around the issue, the fact remains that the game rewards the user based on the sensor data it receives from them. It is hard to obfuscate this fact due to the discrete nature of interaction. To alleviate the problem, in-game benefits granted by sensor data input should be carefully considered. For instance, the "rewards" should be thematically appropriate and function as gameplay or customization elements instead of direct measure of success. If the game is used to persuade players to become more fit, their in-game "fitness" should reflect improvements in their real life fitness. Powering up an avatar is one rather obvious example. This allows players to see virtual improvements in their virtual selves before real life improvements become perceptible.

In theory there is an upside to this more limited use of sensor data: because the input is just a number, a game developed for one purpose can rather effortlessly be fielded for another purpose. In reality however persuasive power is likely reduced if there is no thematic connection between activity and application. This concludes my random musings for now.

Thursday, August 8, 2013

The Three Dimensions Model of Persuasive Game Design

Hi! It's been a very long while since I last updated this blog. Not at a whole lot has been happening to write about because the research has been kinda stuck. I have also been writing entries to that other blog. I've been doing a lot of reading though, and there should have been some more updates about that stuff. Maybe later. This time around I just want to put something on paper.

I have been following the gamification discussion mainly through Twitter, and it pains me that it not much has changed in the past two years. Scores, leaderboards, badges and whatnot are still considered perfectly valid. Although there's no entirely unanimous research against them, the studies are kind of piling up. Although it can be argued that studies supporting rewards are also piling up, the mere fact that the issue is highly controversial should make us pause. We're often working in domains where mistakes can be quite harmful and if a method is potentially damaging, its use should be seriously reconsidered. There's that, and of course there's also the fact that it's not really game design, as has been pointed out by actual game designers in the debate. Awesome people around the world are making "gamified" applications that go way beyond the simplistic approach, and for that I commend them.

Somewhat recently I ran into some advice that had been given to companies that provide well-being programs to other companies' employees. Sure enough, the standard issue gamification bullshit was all there was. Obviously I don't want to take this route because a) I am concerned about the potential risks of using rewards and b) doing so would degrade me as a researchers and designer. However it does turn out that coming up with game concepts while avoiding the obvious routes is freaking hard. To help me in this task, I came up with a three-dimensional model to which all design should adhere to. The basic idea of the model is to help every player being able to feel like they are in the game. For instance if the game is cooperative, everyone should be able to contribute. I generally prefer cooperative games in this domain anyway, because competition has a higher risk of dropping players from the game.

Generally speaking there should be three different axes available for players to affect the game's outcome. The first two axes are directly related to whichever behavior is being reinforced by the game. I use the terms long term progress and short term progress. The former shows how far the player has come since starting to play the game or how much progress has been cumulated from the very beginning; the latter follows more recent trends in behavior and should generally be normalized (e.g. to make amateurs and professionals able to compete, we compare who has the bigger relational increase in the behavior). These two axes form the two core dimensions of persuasive applications. They generally provide rich feedback with the purpose of making the user more aware of their own progress and thus more motivated. The third axis on the other hand is what I think is really required to make a persuasive application into a game: decision making.

Using this model, each player can affect the game in three different ways: improving their overall behavior over a long time span (progress); improving their rate of improvement (improvement); making meaningful decisions in the game (strategy). The model bears similarity to some free-to-play games. We can consider the behavioral axes as something that is bought with currency because it comes from outside the game (e.g. physical exercise measurements) but gives the player some advantage. The last axis reflects how well the player does with what they get from the first two axes. Although there is a similarity, in general the two behavioral axes should not be treated the same as in-game payment systems in f2ps. A game that aims for behavior change should allow these axes to have more impact on the game. Unlike f2p games where "pay to win" is frowned upon, a persuasive game should be e.g. "exercise to win".

It is also noteworthy that the two behavioral axes are interrelated in most scenarios. The higher a player is in the overall progress axis, the harder it is for them to keep improving their performance. It means that players who are "ahead" will be stronger on this axis while players who are "behind" will be stronger in the second axis. Over time, that strength in the second axis will gradually move over to this axis. Notice that these axes are different, which means they should have different effects in the game, making the "ahead" players stronger in one way and the "behind" players useful in another way. When done like this, the poor performers will feel motivated to improve their performance because it yields quick returns all the while the good performers won't feel cheated or punished for "doing too well".

Finally, the third axis does not necessarily serve any behavioral change function on its own. It can do so, if the gameplay is related to the behavioral change goals (e.g. requires knowledge of good habits). Its primary purpose is to make the entire thing more interesting - it's what actually makes it a game. Being good or bad on the third axis is not related to behavioral change goals of the game but simply the player's own interest in the game. It's the glue that actually makes the entire system work. The third axis needs to have significance because otherwise players are likely to lose interest in the game (i.e. it's really just a system for tracking progress - nothing wrong with that, but don't call it a game!). Regardless of your target audience, this is very likely the hardest axis to work with because it requires brilliant game design. However, your target audience is very likely to make it even harder.

So there you have it for now. This model is my design philosophy for behavioral change games and so far I can only tell that designing games that are just games is nowhere near as hard.

Monday, June 25, 2012

Two Approaches to Increasing Physical Activity

It's been a long while since I wrote something. For quite some time there were no topics to write about. Lately I have been doing a lot of research into persuasive technologies and pretty much anything that surrounds the issue. While there is still a lot more to look into, I'm starting to form a clear enough picture.The topic I'm about to delve into should have a familiar ring to it. However, this time around the perspective is more informed.

It starts with an article by Richard M. Ryan and Edward L. Deci, Intrinsic and Extrinsic Motivation: Classic Definitions and New Directions. We're hearing a lot of talk about intrinsic motivation from gamification... uh, actually, let's not go into terms. Just check this blog post by Chelsea Howe to get a reference point. In their taxonomy of human motivation Ryan and Deci place intrinsic motivation on the far right, opposed to amotivation in the far left. The implication is that intrinsically motivated actions are the most self-determined and the most likely to be carried out. This we already knew. What's interesting about this taxonomy is in the middle. Instead of considering extrinsic motivation as one big undesirable lump, it is shown to have different degrees of internalization. The leftmost type of extrinsic motivation is the antagonistic, reward-driven motivation called external regulation. It is the type of controlling relationship between the actor and the motivator that is criticized by e.g. Alfie Kohn in Punished by Rewards. 

Kohn's criticism also applies to the second type of extrinsic motivation called introjection. Actions in this stage of extrinsic motivation are driven by social approval. They are important for the person's ego. Although it is less externally controlled than pure external regulation it can still involve a controlling relationship between the source of approval and the actor. Praise is an ego-stroking reward that fits into this category. Or losing weight to avoid being mocked. In these two stages are dependent on external pressure. If the pressure goes away, motivation to do the activity goes away with it. People who have once been motivated through external rewards may fall below their base level once the rewards stop coming. In encouraging physical activity, it should be clear to us that this kind of motivation cannot be healthy, even if it works as long as rewards last. Behaviorists are not wrong, operant conditioning does indeed work - but important matters like physical activity should not be approached with a "whatever works" attitude.

However, there are two more types of extrinsic motivation where the source is to an increasing degree internal. What they have in common is that the activity's goal truly matters to the actor. Although they might not enjoy doing the activity in itself, they understand the importance of doing the activity because it progresses them towards the goal. Even better, they identify with the goal and it becomes a part of their ideal self ("I want to be fit to stay healthy" versus "being fit is a part of who I want to be"). The activity becomes valued by the actor and they feel they are doing it for themselves. In developing persuasive technology, this is where we should by playing ball. Of course it only works if the actor actually values the goal - if they do not, then things will be a lot more complicated. However, I consider that situation to be beyond what we can do with just technology.

So there are two fields where we can operate. The most common approach taken in HCI research is to aid users that are in the better half of extrinsic motivation - they have already established a goal of increasing their physical activity. In this domain, persuasive applications are helpers. It is their job to improve the actor's feelings of competence. There are a lot of ways to go about this. Simple technologies like pedometers alone fulfill one specific need of competence: progress feedback. Technology can quantify activity, allowing the actor to see how well they are doing. It goes up from there. Technologies can help to pick suitable short term goals. They can nudge. They can help connect with like-minded people who are going through the same things. The wealth of persuasive technologies that can be employed once the actor is at least somewhat motivated towards the big goal is huge.

The other field is where exergames operate. It's kind of like a shortcut. Because physical activity is a very broad term, there are a lot of specific activities within it. Exergames in particular aim to create a new activity that the actor might find fun to do. It is possible to jump from amotivation straight into intrinsic motivation if a suitable activity can be found. Dance Dance Revolution has been mentioned to death. Other popular examples include Geocaching. It's not just new activities though. Simply finding an enjoyable sport can do the trick. Technology can step in and help a person to find an activity they might actually like. This is best achieved by making it as effortless as possible to try out new activities. Exergames, especially mobile games, can have a very low barrier of entry (e.g. $1 for a mobile game that allows you to start immediately, or even free-to-play).

I believe that both of these approaches are correct. The first approach is suitable for people who are prepared to get into exercising but need a little push to start and a lot of pull to keep going. The second approach can work wonders with people who do not care about exercise and don't have any fitness goals. It is worth notice that these people can also get started with an exergame and realize that they actually have the competence to become fit if they keep going, which in turn allows them to assume a healthy exercise routine. Or they might want to start doing other exercise to become better at their game or sport. At this point we can combine methods from the first approach to help their training.

To summarize, there are two clearly distinct fields to play in regarding motivating physical activity. Both have their uses, and both have their unique challenges. Research has been done in both fields, but we're still waiting for a physical activity revolution to happen. In this field it seems rather typical that research prototypes do not turn into products, and commercial products are not necessarily up to date with their psychological research. There is still a lot more space for both research and new products in this domain. Oh, and physical activity is just one thing, there's more to come.

Tuesday, January 24, 2012

Alternate vs Augmented

This has been bothering me a bit. Well, not really bothering, but I am curious. These two concepts, augmented reality and alternate reality, seem to overlap so much that these days it's hard to say which is which. I was actually asked about this just yesterday and I really couldn't say for sure what's the difference. I did give my own opinion. The discussion was initially sparked by a news article about a treasure-hunting location-based game, which was referred to as augmented reality.

This is a tough one. There are no clear-cut definitions. The distinction I make between the two is largely based on the meaning of the words augmented and alternate. Augmented reality enhances reality or our perception of reality with additional information. I do admit this is based on the impression that the first augmented reality applications left on me. I mean the ones that use AR tags which viewed through e.g. a mobile phone show a 3D model where the tag is. Generally, I see augmented reality as something that overlays the real world with additional information. Augmented reality vision is perhaps the clearest example. The primary content of such applications is reality itself. The overall experience of using the application revolves around reality. Admittedly it gets really fuzzy really fast.

Alternate reality on the other hand is something of a replacement reality. These are mostly games that have their own game world which is linked with reality, most commonly by location. Shadow Cities, that mobile game where players battle for influence on a map overlaid on top of the real world is a pretty solid example of an alternate reality game. The game content is primarily virtual and the overall experiences revolves around the virtual component, i.e. the game that is being played. In this case reality enhances the gameplay experience more than the other way around. Players of alternate reality games are not driven by needs based on reality but on needs provided by the game. Again, this gets fuzzy and does it quickly.

Ultimately it's not a big deal. It's just nice to be specific. It is also clear that these two terms do not overlap entirely but they do so a lot. For the record, I would say that a location-based treasure hunt game is alternate reality, not augmented. Bonus question: is geocaching alternate or augmented reality? That is a tough indeed...

Thursday, December 1, 2011

Wherigo geocaching

Today I had the opportunity to test Wherigo. It's a toolset for creating GPS adventures for GPS devices. My friend got a Garmin navigator that included an implementation of Wherigo, so we went off to seek one of the two Wherigo caches in Oulu.

This one was much like a multicache with one important difference: because the waypoints were just pieces of code in the virtual game world inside the device, the cache creator was able to enforce rules for traversing between waypoints. In this particular example, there were danger zones scattered around the area where the waypoints were located, and ending up in one of them forced the seekers to start the entire thing over. There were also timelimits for some of the waypoints and again failing to meet those meant starting from the beginning. There was no map, so detecting threats had to be done by looking at their distance and direction. We got shot down a few times when we were still figuring out how exactly the system works. Overall it took us about an hour to go through the entire adventure.

The experience was indeed different from any other caching experience because of the enforced rules. I wouldn't like to do this all the time, because much of the fun in caching is in the freedom to choose one's own approach but it's cool variation from time to time. I don't know the limitations of the toolset just yet, but using what I saw in this one cache could do stuff like actually enforcing limitations on transportation choice for people who want to create no-cars multicaches or whatever.

This was my second time playing an alternate reality game that places virtual objects into real world coordinates using GPS. It was kind of interesting, like navigating threats based on just a radar (or in this case listening to a radar officer, since I wasn't holding the device). The first time was when I playtested a submarine warfare game, and it had some of the same feeling. The submarine game had somewhat better immersion because the enemies were other players, visually present in the environment and also detectable using sonar. I think one important thing in alternate reality game immersion is to make a plausible explanation for why things in the game cannot be seen in the real world.

Anyway, to summarize, Wherigo seems like an interesting addition to geocaching and I'll be reporting if I encounter some fresh concepts that make use of it. We'll be doing the second local cache next week and I've heard it should be a different experience, and also more frustrating. Waiting to see how...

Monday, November 21, 2011

Stage Autumn Game Jam

Nothing new to report really. I've been working on my framework's code structure. It doesn't really make for interesting conversation... However, I did participate in yet another game jam. Unfortunately this time our team didn't quite finish the game in time, but we got quite close. I've written about some of the problems we faced in my other blog. Go check it out!

Thursday, October 6, 2011

Yet Another Blog

A quick ad. I started another blog called Shouting from the Sidelines. Unlike this blog which focuses on academic stuff and beneficial games, the new blog is 100% game design. I'll be analyzing games and also occasionally writing about my own designs.

Tuesday, October 4, 2011

The Body Strikes Back!

This post is more of an observation and summary than anything else, but I decided to share it anyway. This is a somewhat brief summary of one discussion session we had at the summer school workshop.

Before the era of video games, play typically meant something physical, an activity that involved using the entire body. Certainly there were some board games but nevertheless, play was more physical. We can roughly say the same about work, although the shift from entirely physical labor to office jobs happened a little bit earlier than video games, and there have been professions such as scribes who worked on a desk. Nevertheless, even though we cannot point it out directly, there is some point in history where the balance tipped towards work where people mostly sit down. For games, we know that this shift started with video games, so I'm mostly going to discuss what happened there.

The arcade cabinet and especially old mechanical flippers were in fact quite physical, at least compared to home computers and consoles. At the very least, players had to stand in front of arcade cabinets. According to research, sitting is slowly killing us, so at least ye olde arcade games were marginally healthier. Eventually though, gaming moved from arcades to homes in form of consoles, and players were planted on their sofas. The ergonomy of older console controllers and computer accessories was pretty hideous. At that point, most likely nobody cared. What was important was what these wonderful new devices could do, not how comfortable they were to use. Besides, you can play from your couch! How more comfortable can you get?

If we fast-forward to the 20th century, gaming has become more widespread and the new generation of kids is practically growing up playing games. Outdoors playing and sports are not out of the picture, but as is evident from the growing obesity problem, they do not get performed as much as they used to. Technology has transformed play. What was once play of the entire body has now become play of the mind. The percentage of work that's done on a desk is on the rise. We have started to care about ergonomy and game controllers have assumed much friendlier and rounder shapes. This transformation of play happened in a relatively short time (compared to the entire history of play).

The interesting this is what happened next. The 21st century came around, and gaming technology keeps getting better and better. A lot of technology is devoted to creating better graphics, what with the HD resolution and all. However, something else is happening as well: Guitar Hero introduces special controllers to the wider audience. The already iconic plastic guitar makes gameplay a lot more physical in one sweep and becomes a hit. Not to forget dancing games, a phenomenon somewhat older than the guitar concept. Before the next console generation, there are also gadgets like EyeToy for the PlayStation 2. This particular gadget uses a camera to make the user's entire body a controller. Too bad the games were not particularly great and the tech was somewhat limited.

Then, bang, next generation. Nintendo announces Wii (initially titled Revolution) that uses a motion controller as its primary controller. The vision is clear: get people more physically involved in gaming. The console becomes an instant hit, selling to new markets, and the one killer app is the simple Wii Sports, a collection of mini games that make use of the new motion controller. This is curious because not so long ago people were drawn from sports to video games, and now a game that has the players perform mock sports motions becomes a hit. Then Nintendo releases Wii Fit with a balance board controller. Wii becomes an exercise assistant.

Now Sony and Microsoft have followed suit with their own solutions. Move is basically a higher tech Wiimote, with better accuracy and whatnot. Microsoft Kinect on the other hand uses infrared camera technology to do what the EyeToy wasn't able to fully deliver: transforming the player's body into a controller. We've gotten back to standing and waving our hands. It doesn't end here though. While home consoles are playing with motion tracking, mobile game developers are commercializing the concept of alternate reality games run on mobile phones. Running around in the real world is the name of the game. Sound familiar?

It's not like couch gaming has come to the end of its reign. Most mainstream games are still played in the traditional way, using a controller with some buttons. Regardless, the option to play more physically is available for players of video games. We have yet to see the killer game that really sells physical controls to core gamers but in the meanwhile, a lot of people can enjoy more physical activity in front of their televisions and computers. Or they can go outside where with mobile technology and pervasive games even adults can play in a socially acceptable fashion.

So, in a sense, gaming technology has taken a detour. The body lost the game for a while, but now it's back with a vengeance.

Thursday, September 29, 2011

How the World Affects Games

Back to the topic of the world and games, it's now time to explore it the other way around. Previously it was concluded that games do indeed have a transforming effect outside the game itself. The term of the magic circle, introduced in Homo Ludens (Johan Huizinga), and explored in detail from the perspective of games in Rules of Play (Salen & Zimmerman), is important in the analysis. As already stated by Salen & Zimmerman, the magic circle blurs in certain gaming activities such as live action roleplaying. This blurring has two directions, games affecting the world, and the world affecting games.

What we mean by the blurring of the magic circle is that: 1) the game is no longer entirely determined by its rules alone but rather affected by external influences and 2) the game's influence is no longer limited to its participants and the area of the magic circle. When we were discussing how the meaning of places changes for geocachers, we were talking about the second point. Ditto for discussion on sub cultures emerging around games. This time we're going to talk about point one. It's quite convenient for me to start with something familiar: geocaching.

If any game is highly affected by the environment where it's played, geocaching fits that definition. Caches are hidden into the environment. The play experience of hiding a cache is defined almost entirely by the physical environment: what are the possible places to hide, are there any interesting terrain challenges available, etc. Similarly, the play experience of seeking a cache reflects these environmental influences. This is largely expandable to any game that takes place in the real world but especially true for games where the arena of play is not involved in the game's design. A live action roleplaying game that is bound to a certain area can be designed with full knowledge of the playing area. Geocaching as an overall game cannot.

If we get back to the magic circle, in the LARP example the magic circle is still effectively closed. The area is bound, the game is played within a certain time frame and people inside the playing area are all participants in the game. LARPs that are not bound to a certain area or time frame are different, and indeed they come closer to what we call alternate reality games. The concept of the magic circle becomes more blurred in these cases. In a sense, a geocacher is always inside the magic circle. However, it is clear that they are not constantly actively participating in the game. When I'm seeking a cache, I have the intention to play, and therefore I am in the game. When I do not have the intention to play, my actions nevertheless affect my performance in the game.

This might need some clarification. Suppose I am playing two games: one on my Playstation Portable, and then geocaching using my navigator. If I choose to travel to Helsinki on a weekend, I can take both of these games with me. However, when I power up my PSP and resume playing a game, the state of the game has not changed due to my being in Helsinki. Geocaching on the other hand has definitely changed: I now have access to caches hidden in Helsinki, but not to caches hidden in Oulu, even though that's where I "signed off" from the game. I have traveled inside the game's world without active participation. From theoretical perspective, when I turn off the PSP, the magic circle effectively goes away entirely; this is not so with geocaching. The circle persists even though I choose not to be actively inside it.

So what's the significance? This: since the magic circle is ubiquitous in alternative reality games (and similar), what follows is that any action can affect the game world. Location-aware gaming is just the tip of the iceberg. Link in data from physiological sensors, or even brainwaves. Suddenly it becomes possible to make a game of everything if we so desire. We can skip points, leaderboards and badges - we can do much better than that. The tech is not so far in the future either and we can start with what is available now.

Friday, August 12, 2011

Lesson from Games: Discarding

This is something I have occasionally thought about, so I'll write it down now. I'll get back to the relationship of games and places next week. It applies especially to board games that require strategic thinking.

In board games, players are typically faced with a certain set of options, and they hold a certain set of resources. Good design principles state that games are designed in such a way that playing them is a series of interesting choices with relevance, and this is especially true of board games where play time is typically limited. This is different from e.g. single player digital games where it is more often possible to explore all the options by spending more time playing. A board game always has a limited duration. To win, each player tries to make the best of each of their turns. One really important strategical decision in many board games is to choose what to pursue. It is often necessary to also commit to this strategy, and this is the important thing. The old proverb about two hares is often very true.

Reiner Knizia, a famous designer, has a particular habit of making games where it is highly important to recognize when something is no longer worth holding on to. In one of his best games, Tigris & Euphrates, the best advice that can be given to new players is "there is no such thing as 'my kingdom'", meaning players should not desperately defend a particular kingdom, even though they have built it (in T&E, players get points for building and destroying kingdoms, not for holding kingdoms). Board games often force players to decide what is least relevant to them by forcing them to sacrifice some resources of their choice. In general, to make the most of their turns and resources, players need to recognize options that are not highly relevant to their strategy and promptly discard those options (e.g. choosing to not produce certain resources in 7 Wonders, effectively closing the opportunity to play certain cards).

The lesson of discarding the slightly less relevant is important for many aspects of life. Especially design. New game designers are always advised to simplify, and then simplify some more. In game design, it's a necessary skill to be able to let go anything that doesn't directly support gameplay of the game. This is no different from, say, user interface design. Simplify, discard, don't fall in love with anything. In programming, this can translate into realizing when a piece of code has to be discarded and written again from scratch to improve the overall code structure. In life it's typically better to find a small amount of things to really focus on.

The reason why I find it cool that games teach this stuff is that we humans often behave against this strategy. In Predictably Irrational, Dan Ariely has devoted one chapter to our irrational behavior of trying to keep all of our options open. It is psychologically hard to let go of an option, as long as there is a at least a chance that something might come of it. Of course, games are different in this sense, because it is much easier to accurately know whether an option is going to be any good - still, it's not for certain. If we think rationally, we can assess the potential of our options in real life as well. It's beneficial if we can do this and discard things that are not really relevant.

This is of course part of a larger context of strategic thinking that games, especially board games, teach us.

Friday, August 5, 2011

Back to Work... Let's Talk About Geocaching

Vacation's over and it's time to get back to work. Fortunately talking about play is part of my work, so let's continue on the subject. This would be a good time to talk about geocaching, since it was quite a big part of my vacation. Coincidentally, it's also related to the last blog entry.

Last time, before vacation, I started a series of posts about the relationship of games and places. The first topic was how games can change physical locations. Geocaching (and other similar alternate reality games) is more about changing the player's perspective and perception of physical locations. Explained very briefly, the entire hobby is about finding caches hidden by others, and logging your finds. Anyone can also hide caches, if they follow a few simple rules (mostly common sense). The entire truth is a bit more complex, but we can go on with this description. Read more here. There are many cool aspects. This time we're going to focus on places though.

Quite often geocaches can take seekers to interesting locations they never knew existed. Cities, towns and villages have a lot of cool places that are not in tourist guides nor can anyone realize their coolness by looking at a map. It's a good way to find interesting spots in one's home city. It gets even better when visiting a less familiar city. Geocaches are often found in places with the best scenic views and the most interesting terrain. It also gives more meaning to places. There's no need for me to take photographs of places I've been geocaching in, because I have truly experienced these places. I can easily visualize these places in my mind afterwards and I have much better recollection of a city's layout after looking for caches there.

For a geocacher, certain aspects of places have meanings other people don't really think about. Places can be classified by the types of hiding places they offer. Bridges are to be ducked under. Trees for climbing. Loose stones hide something behind them. Metal structures make one look for magnet caches. At night it is easier to avoid the gazes of geomuggles (people who are not geocachers). Each time I encounter a new cache type my world view expands. Discovering something new is akin to enlightenment. Sometimes it's not just about finding the cache, but also the actual physical challenge of getting to it. I've had to climb trees and navigate building mazes.

Geocaching is not beneficial in a larger scale, but on the individual scale I think it is. For me it has changed the outdoor experience into a much more interesting one, and I get out of my apartment a lot more than I did this time last year. It can also be a social activity. Adult geocachers can go out with their entire family and there's fun for everyone. Some geocaches are quite hard or even impossible to get alone. As with any other game, geocachers can also tank endlessly about their hobby.

In short, geocaching expands and transforms the way the world is seen by an individual. They discover new places, and new aspects about the places they visit.

Monday, June 27, 2011

How Games Affect the World

Finally I have some time to write about the summer school topics. These are some thoughts about how pervasive or ubiquitous technologies can affect the relationship of games and the world.

If we think about games and culture, the relationship is similar to that of games and play. In one way, games are a subset of play. In another way, play is a part of games. Repeat for culture. Even though the concept of the magic circle makes play happen in a kind of a vacuum, this is not exactly true. There are entire sub-cultures built around games. Sports being a more known example, but also in many countries, there is now a huge tournament culture around certain highly competitive games. This game culture is known commonly as eSports, which shows its relation to traditional sports. Of course, there have been huge cultures around games in the past as well. Chess is a popular example of a traditional game.

However, simply building a sub-culture around something does not necessarily mean that it changes our culture as a whole. If games are to have a truly transforming effect it is not enough to simply spawn small sub-cultures. The most important sports events are tied strongly to national identity. We used the recent ice hockey world championship won by Finland as an example a lot. While the game itself happens in an ice rink, it is being followed in households all over the country. This year our victory briefly transformed our marketplaces into huge public sites of celebration. To have a bigger effect, a game has to affect even those are not directly involved.

We can design games like Cruel 2 B Kind (McGonigal et al.) This game is played in a public place. Players, not knowing who are the other players, try to finish each other off with compliments. Of course, this results in the innocent bystanders being also targeted by compliments, which is a good thing (although in Finland especially could be seen as very weird!) For the duration of the game, the playsite transforms into a much kinder place. This and other games like it are a promising start. However, for a larger transformation, we need pervasive games that are not run by any organizer, but that run constantly with the help of computing technology. We have entertainment alternate reality games that run without organizers (e.g. Shadow Cities) and beneficial alternate reality games are bound to follow.

I believe that we need to bring technology into the equation of beneficial games. We can show how the concept works with low or no technology, but eventually, to really have an impact, technology becomes almost a necessity. I'm saying almost, because it's always possible to make a massively multiplayer alternate reality game without much technology (geocaching is a good example, although it uses a GPS, you can play the game without one too). However, the options are more limited without technology. Using the right technologies, we can achieve anything. This is the UbiComp vision that I subscribe to. Be it games or whatever, the technology of the future pushes us to save the world, and we'll have fun while doing it.

The ultimate point is that eventually bystanders need to gain benefit. It's not plausible to expect a majority of a population to be engaged in a world-saving game. However, it is quite possible that the play efforts of a certain group can improve the lives of everyone. Designing games for self-improvement is a challenging goal - designing games for "positive collateral damage" is even more challenging. We can all change the world a little by becoming better, but real change requires more effort - and better games.

This was a brief look into the subject. I'll dig into other aspects in future posts.

Friday, June 17, 2011

Serious Games and Gamification Seminar Talk

This is the talk I gave at the seminar. Or, rather, the script of the talk. I didn't really follow this script to the letter, but I said pretty much the same things. Except because of time constraints I had to skip the player types section.

Slide 1 (Intro)
Hello. I’m Mika Oja from the computer science and engineering laboratory, where I study games and gamification, especially in the context of ubiquitous computing. The topic of this talk says gamification principles but it’s not entirely accurate. I tried to avoid the fundamentals as such. So now that we have seen lots of examples of serious games and gamification, it’s time to let the academic loose. In this talk I will mostly raise questions which I think should be seriously considered when thinking about gamification. I am more interested in gamification for good. Marketing gamification makes me feel a bit uneasy. But I guess that’s how marketing is.

Slide 2
The first big question is of course, what is gamification? Here’s the thing: there are two views of the subject. This is a very recent academic working definition for gamification which was presented at the introductory part of the gamification workshop at CHI this year. “gamification is the use of game design elements in non-game contexts”. It sounds pretty self-explanatory, no? Except, what is a game design element? According to the authors, this can be a lot of things. To translate this into English, it’s more or less designing game-like elements that enhance the experience of doing a task.

So, what is not gamification? Serious games are not gamification, the definition specifically excludes complete games. This is a rather fuzzy border and I’ll come back to it the end of my talk. This academic definition also makes a distinction between gamification and playfulness by stating that gamification only includes games, not play. Again, if we look at some definitions of play and games this is a very fuzzy border. Finally, gamification is a design paradigm thus excluding the use of game technologies and development practices from the definition.

However this is just a working definition and there is no certainty of whether it will stick.

Slide 3
And here’s the second answer, the public opinion. It seems to be a rather general view that gamification is a marketing trend which emphasizes the use of simple things from games. Scores, leaderboards and so on, you know the drill, and if you don’t, we’ll get there soon enough. The presumption is that these are easy to use, which is quite a bit removed from the truth. This type of gamification has penetrated popular web sites far and wide, which is a probable contributor to how the word is presently understood. Nevertheless, this general opinion of the term’s meaning seems to have its share of negative connotations, and many designers dislike the term.

Since it is widely popular, and just growing, let’s take a look at the trend.

Slide 4
Here is the basic toolkit of gamification. Points, levels, leaderboards and achievements. Looking at the list we can easily say that these are all pretty shallow examples of game mechanics. These are not really central pieces in games, just some tools that make games better if used right. Next we are going to take a closer look at these, to get a good grip of what’s going on.

Slide 5
Let’s start with points. That’s my profile from Gameful, a site that uses both points and levels. In games players get points for doing things the game designer wants to encourage. In gamification, the premise is the same. There are two basic schemes of using points. The simplest scheme is simply racking up points for doing actions on a website. This can act as a feedback mechanism, giving the user some information of how well they are doing. Points are also a status indicator in a sense. Although not exactly points, discussion boards typically track and show the number of posts made by each user, and typically users with more posts are taken more seriously.

Points can also be redeemable, in which case users can gain virtual items or even actual prizes by spending their points. In this case the points are more like virtual currency. Think experience points versus money on role-playing games - the former accumulate indefinitely while the latter is spent on regular intervals. Experience is status, money is a resource. Often in virtual currency economies the points can also be given to other users in trade for favors or other virtual resources. For example, users can offer rewards to those who answer their questions. As we all know, virtual currency in games can become a really serious business and points in websites are no different. If the points have high perceived value, they can influence participation and decision making.

Levels are almost entirely a status indicator. In this sense they are quite similar to badges, but not exactly. Again, there are two basic schemes for gaining levels. One is simply tied to points like leveling up in World of Warcraft - rack a certain amount of points, go up a level. Unlike points, levels typically are tied to a scale where there is a maximum. Levels are typically better for indicating user ranking on a site because the numbers are much simpler than points. Levels also act as milestones in a point-gaining system. Levels are not always tied to points however. For example in Gameful levels are gained by completing a bunch of requirements, different for each level. These assignments act as a tutorial for interacting with the site and other users. In this sense levels are like achievements.

Slide 6
Leaderboards are also often linked with points, and they are yet another indicator of status. Put simply, a leaderboard is a ranking system that shows who’s got the most points. They are more competition-oriented than levels, they are, after all, a clear ranking. Leaderboards allow users to set goals for themselves but unlike levels, these goals are tied to performance of other users instead of preset limits. Typically users can see different subsets of the leaderboard, which allows them to set realistic goals for themselves. While getting on top of the all-time global leaderboard can be nigh-impossible, being the best during a single week is more achievable, as is being the best among one’s peers.

However, the suitability of leaderboards can be questionable in many contexts. Not everyone likes competition, and being on the last places of a leaderboard can be discouraging rather than encouraging. Whereas the highest level in a system is achievable by anyone, the top positions on a leaderboard are achievable only to a selected few. This can lead to a situation where users are unable to set realistic goals for themselves and give up trying. This can happen if leaderboards are the only way of setting goals. Smartly designed leaderboards where it is possible to compete in many categories alleviate the problem, but regardless I would say that out of all these techniques, leaderboards are the ones that have potential for doing harm.

Slide 7
Achievements, or badges as they are typically called, have a variety of purposes. These are nowadays really common in video games and also appearing on websites. In a rather recent social psychological analysis five uses for badges have been identified. As with levels, one aspect of badges is goal setting. The badge itself incorporates a goal, which is something that needs to be done in order to gain the badge. They also have an instructional role. Badges can inform what is possible in a system, and also nudge users towards desirable action. In a web community badges can represent the community’s values.

Badges can also tell more about a user’s identity than simple points and levels. They can tell a user’s interests and the ways they are interacting with the site. Badges are also status indicators in a website. The number of badges is one metric, but also the difficulty of gaining various badges can bring larger status rewards to those who hold the toughest ones. In games there are often different levels for achievements to show which ones are harder to get. The discussion that is going on about game achievements is largely applicable to website badges. Good badge design can improve user engagement and experience.

In a way, badges are a step up from levels, and another sideways. When badges get more complex, they can not only provide a goal but also additional requirements such as a specific way of doing something. User-created challenges are also badges of a kind, and even challenges that depend on self-reporting fall under this category.

Slide 8
First we’ll look at the topic of motivation. Extrinsic motivation means being motivated by rewards that come from the outside. A lot of boring jobs are typically motivated by paychecks only. Intrinsic motivation on the other hand comes from the joy of performing a task. A common perception is that intrinsic motivation is the one that drives behavior change, which is a desirable result in typical gamification applications. However, it does look a lot like these basic techniques we just covered are just adding more virtual rewards into the mix. However, this is not exactly that straightforward. Let’s take a quick psych lesson.

Slide 9
The flow theory, familiar for game designers, is a kind of recipe for optimal experience. I’ll explain it quite briefly as it is an important factor in understanding why playing games is so enjoyable. These are different aspects of flow. In flow, the person’s skills are on par with the challenges of the activity. In a sense, the person becomes one with the activity. Track of time is lost. Almost anything can become a flow experience but it’s often not simple. The theory deserves a lot more attention, but unfortunately we have to go back to the topic of gamification. In flow motivation is intrinsic. The question is, does gamification induce flow?

I have circled the aspects of flow where gamification can be useful. First and foremost, the gamification techniques we’ve discussed have two important features: they allow users to set goals for themselves and they act as a clear performance metric. Adding point scoring to activities can make them in a sense measurable. Accumulated points are a clear indication of the effort we have spent doing something. Popular services like last.fm or devices like pedometers all basically do the same thing: they provide us statistics of what we have done. These statistics can increase intrinsic motivation, because they enable us to follow our progress towards our goals. Without a sense of progress, there is no flow.

One problem with gamification is the fact that the actual task is often untouchable. Tasks need to be done in a certain way, and no amount of virtual enhancements change that. However, what gamification can do to alter the difficulty of tasks is to guide people towards those tasks or parts of tasks that match their current skill. These people are also more aware of their skill levels as we just discussed, so they are more able to choose suitable challenges, ones that keep them in the flow channel. In a system where all tasks need to be done eventually this only works to a certain extent though.

Even though there are a lot of things about flow that cannot be directly affected by gamification, enhancing just these two aspects can be helpful. Studies on motivation technology seem to show that it is worth the effort.

Slide 10
Next let’s take a look at Bartle’s player types. This is yet another familiar thing for game designers, but I’ll recap briefly. Killers are players who gain enjoyment from beating others. This can take variety of forms from healthy competition to ruining everyone else’s experience. Some competition aspects of gamification can appeal to these players. However, in gamification it is often much more important to prevent anyone from spoiling the fun of others. Like in a work environment, this kind of behavior would be totally unacceptable.

Achievers are interested in beating all the challenges a game has to offer. If we look at all the gamification techniques so far, it’s pretty clear that they are the best fit for achievers. Whether it is higher levels, leaderboard positions or badges, anything can be a goal for achievers. Socializers are another thing entirely. They mostly seek the company of others from a game and fulfilling the game’s goals is not that interesting to them. I’m not sure if these people even need gamification. Badges could have some utility, in the form of connecting like-minded individuals. If we go too much into this topic, we’ll eventually have to discuss the “social” games on Facebook, and I don’t want to go there.

Finally there’s explorers. Their pleasure comes from exploring a game world and finding possibilities in it. It is again questionable how much these simple gamification techniques can offer for explorer types. Hidden badges and other rewards can be useful, but only in a context where there actually is something to explore. In a more complex system, explorers can also find pleasure in finding new ways to use existing resources.

All in all, it would seem that at least with these basic techniques, achievers are the primary target for gamification. While it is worth noting that people don’t really fall exclusively into one category, in designing gamified systems it’s important to consider all the player types. It would seem that this requires moving away from simple gamification towards more complex systems.

Slide 11
Here’s an interesting question: how much game design can be applied before gamification starts to look more like a serious game? In this graph, on the blue end is a task that has no gamification whatsoever. On the other end of the spectrum, there’s a game that is designed for pure entertainment. We are now assuming that there exists a group of games that do not provide any actual benefit. You know, for the sake of argument. If we move from tasks towards games, we can find some solutions that use some gamification, like points to provide some kind of feedback.

Likewise, in the game end of the spectrum, when we move a bit from pure entertainment we’ll find games that are not designed to be serious games, but nevertheless teach some useful skills. Games that involve some mathematical skills are an easy example of this category. Closer to the center on the gamification side we have really finely crafted gamified systems, which make use of many of the techniques we discussed. This is where it already starts to get quite blurry. Likewise on the other side of the fence, there’s serious games like training simulators which do not really have much entertainment value left in them.

So, what happens in the middle? I don’t really think there is any clear border where something to the left is gamification and something to the right is clearly a game. Still, it seems to be clear that designing a gamified system is a different task from designing a serious game.

Before finishing, I’ll take a quick poke at this subject. One perspective to look at the difference is the starting point of design. Gamification is essentially designing enhancements around an existing activity. The activity in itself does not really change, it is simply made more engaging by auxiliary means. In a sense, the goal of the users is to complete the task, and the goal of design is to make them more engaged in doing so.

Serious games on the other hand start with the game. Typically we are designing a game where the intended task is one of the game mechanics. The goal of the player is to win the game, and the task gets done as a side effect.

The important question is: which one you really want to design?

Slide 12
Thanks for listening, we probably have some time for comments and questions now.



Monday, June 6, 2011

2nd International UBI Summer School

I'm back again. There's been a short break in my updates for two reasons: first there was the summer school, which took one entire week, and then there was a tiredness and a short vacation. I actually started geocaching during my short break, but more about that later.

The UBI Summer School was organized again this year, this time with even more hard work (but hey, more credit points). Unfortunately some workshops had to be cancelled and overall there were not as many students participating as last year. This year I was participating in professor Leopoldina Fortunati's workshop "Social and Cultural Aspects of New Media". This year's experience was quite different from last year's relatively programming oriented workshop - I barely touched my laptop and not a single line of code was written. So what did we do then? Discuss. A lot. And then some. So much in fact that I got some serious mental fatigue from all the thinking and talking. Seriously, I've never been so exhausted.

All the tiredness aside, the workshop was really, really good. We discussed how technology relates with our society and culture from five different angles. Topics included how technology affects space, how emotions are linked to technology and so on. In this workshop it was often my task to consider these questions from one specific point of view: games. I won't go into detail in this post for a particular reason: all the insight from the workshop could fill the pages of an average size textbook. However, my next blog posts will be about topics that were most interesting to me in the workshop. Yes, it will mostly be about games but perhaps other matters as well.

So the workshop was really awesome. I would like to thank everyone for the insightful discussion, and especially our instructor for being there and bringing up all those interesting topics. Hopefully we will see the 3rd International UBI Summer School next year. This year certainly set the bar quite high, so let's see if next time will be even better (assuming there is a next time).

Wednesday, May 18, 2011

The Two Angles of Attack

When considering use of games and game design in non-gaming contexts, I think it's safe to say that we can clearly separate two approaches: starting from the game and starting from the activity or task. Nothing spectacular here, but let's discuss this anyway.

I'll start with starting from the task. This is what is called popularly gamification, or what I previously decided to call game designed activity. I am not sure if I'll stick with that though. In an article I'm writing I'm using the term game-enhanced task. Moving back to the point, the core of this approach is that we have a task and by applying game design or game mechanics we seek to increase motivation in people to undertake that particular task. Scores and other means of virtualized feedback can be considered the basic case. The task is typically measured. We can introduce goals and challenges to improve the task's completion structure.

The other angle starts with the game. This is basically what serious games are about. Instead of adding enhancements onto a task, we take the task and include it as a key mechanic in a game. The key difference is that we re-frame the task entirely. Players playing the game need not even be aware of the actual task that is being done. To them it is simply an essential part of the game, and any benefit produced by the task is, again from their point of view, a side product. This bears a whole lot of resemblance to what is suggested by McGonigal (and many others I am sure) in her book and talks.

One interesting question is that do these approaches converge at some point? If we enhance a task enough with game-like elements, do we arrive at a point where there is so much additions around the task that has in fact become a core element of a game. Or do these two approaches start off in entirely different directions, resulting in applications that will generally not resemble each other. This is an interesting question, and one that I believe will be answered in the coming years when simple gamification techniques lose their novelty due to overuse. Soon the easy way will cease to work, then what?

Let's face it, the latter form is much harder to design. Some tasks are really hard to make into a game mechanic, even though it is possible to enhance them with game mechanics. Educational games seem to be running into this problem a lot: making an educational game that really teaches the subject while still being clearly a game is not an easy task. Mathematics has it easy: math is problem solving, games are problem solving. Framing mathematical problems as game puzzles is as straightforward as it gets. This doesn't make it easy of course, but easier. However, initially I think enhancing tasks with game mechanics will seem much more attractive, especially since the name gamification carries the illusion that it is easy (which it is not).

It is unavoidable that both of these approaches will face the same problems as games, or any products really. Novelty wears off quickly and after that only quality matters. However I believe that the future belongs to the game angle, at least where it is applicable. And it will become more applicable with ubiquitous computing technologies and smart game designers. However, all our beneficial games will have to compete with entertainment games (which is one problem with educational games). Are we up to task this time around? We shall see.

Anyhow, the implications of these two angles are an interesting question that I believe has not been asked yet. It is not a straightforward topic to explore, because whenever two approaches are combined there are a lot of variables and it is hard to control the ones that are not relevant to the study. This could well be my topic.

Monday, May 9, 2011

Education: The Game

Just a short post. If we think of typical university education as a game, it is horribly flawed. I'm going to use one abstract course as a test unit for this analysis.

The game starts with the player having some resources (including skills etc.) which they have earned from previous games. Hopefully they can remember all that stuff, because this game is not going to re-iterate over that material. Often they are at least told what resources they should have before starting this game. When the game starts, it's level after level situations where the player gains resources. They just are not told what these resources do and how much they actually have them, because this information is completely invisible. Often these levels feel like grinding. Grinding for random drops, but the player doesn't even know what is dropped.

Skip to the end of the game. The infamous boss monster, The Exam. Now the player is rewarded for having all those bits of resources they have gained. Most players go grind for resources in completed levels just to be sure. Some just run through the levels, and only start getting resources a few days before the boss fight. After the boss dies, the player has to wait a while. Then they are told whether the boss actually died.

Our education system is like a game where all meaning is packed to the very end. We just grind through the levels until we get to the end and only then it is revealed to us whether that grinding was useful or not. Would you play this game? If it takes 40 hours? Or you could just skip the grinding for permanent resources, do a quick grind for some one-time items and defeat the boss. You get the same reward but your character has gained next to nothing. The game doesn't really reward you for having a better character, only defeating bosses.

I think this needs to go.

Friday, May 6, 2011

The Name Game

After reading this article by Ian Bogost I thought I might as well redefine my relationship with the word gamification.

The word is currently a bit fuzzy. For some or most people, it seems to mean applying only the easy stuff from games to other contexts. Namely: scores, leaderboards, achievements and rewards. Some people on the other hand like to lump all use of game design for other contexts under the same term. This is bound to create some confusion, especially since there are a lot of people who think gamification (the shallow one) is evil. I think that too. In my earlier post when I defended gamification, I did so in the larger meaning of the word. Now I'm thinking I should abandon the word as well.

The problem with (exploitative) gamification is that it will give more beneficial efforts a bad name. It does not seem very fair to group together something repulsive like frequent flyer points and, say, Sparked. The latter is aimed for a really beneficial cause, the former is aimed for suckering people into flying more. Nope, not really appropriate. Their abundant use of scores etc. can also weaken their usefulness over time. It might be cool for a while, but I cannot help thinking how quickly it gets really tired. We need good game design to survive that.

In my papers and talks, I have been and will be careful not to call my work gamification. I have not yet decided on a really good name, but at the moment I like to call it "game designing activities" or "game designed activities". For one it's a fairly descriptive title. I also don't want to use anyone else's term at the moment because there is no consensus whatsoever. I don't want to pick sides, so I'll just use my own definition for the time being. Once the community agrees upon a name, then I can start using it. Whether it's going to be gamification after all or something else, as long as it's definition fits my work I can use that.

So in the future when I'm talking about gamification on this blog, you should assume I'm talking about the evil, shallow, exploitative marketing trend. If I'm using some other term, then I'm probably talking about the good stuff. So, just FYI.

Friday, April 29, 2011

A Moment for the Tech

Let's take a sidestep. It's been mostly design, fun and games here, but of course there's another aspect which should be discussed from time to time. I mean, the title I'm working towards is in fact doctor of technology. In this post I'll present my current opinion of what technology will afford my goals. I have certain strong opinions about tech. I gravitate towards free, open-source technology for ideological reasons. I'm not 100% allergic to proprietary but I avoid it where I can.

When it comes to ubiquitous computing systems, connectivity is key. And in the center, I see web services. Extended to multiple platforms in various scale of course, but ultimately it's the internet that connects services. Ubi infrastructure is beyond the scope of my research but its application is not. At the moment most of the stuff is happening on the mobile device level. Tangible interfaces are still mostly in the lab. Computing has not yet escaped into the open world, sticking to our walls and desks. However, taking advantage of the ubiquity of smart phones and other devices capable of reading RFID or NFC tags, that future could be here any moment.

These technologies will be an important first step as they are inexpensive. The installation cost is minimal: just slap some tags into the environment. All done, and no walls were torn down. These tags can activate services over the web or simply contain information. The interesting part? Tags are tied to location and a specific task. Put another way, it's much easier to understand the context when these variables are fixed. This is a significant aid if we compare it to unaided mobile applications. There is no need to worry about locationing because the tag knows its own location. There is no need for the user to browse the mobile phone's crammed menus to find the application they're looking for, because the correct application is launched when they touch the tag.

While the use of tag-based technologies is ultimately limited, with creativity a lot can be achieved with them. The biggest limitation in fact are the mobile phones themselves - not all models have those necessary readers. This brings us to the next technology, which is way more available: the world wide web itself. Browsers are available in mobile phones, all kinds of terminals and of course desktop computers. These days, almost anything can run in the browser, at least with the correct plugins. The problem with plugins is that they are a bit "pick your poison" variety. Even Flash, the most ubiquitous plugin, is not available for iPhone users. I have chosen to go with HTML5. While it still has availability problems, at its core it is the most available solution, running basically anywhere where JavaScript is enabled.

While at the moment HTML5 with JavaScript cannot do as much as certain plugins, it is slowly getting there with Canvas, SVG, WebGL and HTML audio. A variety of good JavaScript engines, frameworks and libraries exist. I am mostly interested in game development engines. They provide interaction features beyond standardized web user interface widgets. Indeed, I believe that game engines are in many ways the future for interface programming. Sure, they require somewhat more work than widget-based toolkits. However, they are not that hard to work with. Besides, gameful applications won't look very gameful if made with widget toolkits - the association with conventional software is too strong. I am currently favoring Crafty JS. With my current project I will see how far it carries.

Finally, when talking about web services, there's the choice of a backend. Because of my background and general preferences, I'm determined to stick with Python. One of the primary reasonable reasons is the availability of high quality web development frameworks. I have chosen Pyramid. Well, actually I chose Pylons initially, but as it went into legacy state, I decided to pick up Pyramid instead. Fortunately I had not done too much programming with Pylons. While I don't have any particularly good reason for choosing Pyramid over, say, Django, its way of doing things feels better to me. I will also be using Python to program the core server facilities which will communicate with mobile phones reading RFID or NFC tags.

So I think this is the future for me. Web applications running on Python, with HTML5 and JavaScript frontend. The systems will be extended by RFID or NFC tags to provide location-specific services. My choices are, most importantly, feasible for a researcher. There is no need to create different versions of applications and no need for special hardware. And no need to tear down walls, which will be a huge benefit for getting permissions to do live experiments... There is one particular system with which I will be working with for majority of my time, and it will provide me most of the research data I need to write that thesis.

Thursday, April 21, 2011

Random Bits

I don't have a big subject just now, but I do have some random things I want to write about. So let's get them out.

I modified my job game a bit again. I realized that the achievements that require me to gain exp every day can be harmful. The problem is with requiring side-quests on weekends. While it's all good to set some goals to do game design on weekends it kind of pushes all the game design tasks from week days to weekends because the exp needs to be gained then. So I ditched those achievements. I might bring them back and limit them to working days only. That was more productive. Note to designers: achievements should be thought out really carefully. Faulty goals can ruin the experience and change the way the game is played.

I have reached level 3 and hacked my way to level 7 bosses. The last one I defeated was Prismatic Ghost. I just make up the names after I've randomly generated the requirements for defeating the boss. I also renamed the skills in the game to theme it into a fantasy setting:

Programming -> Melee
Writing -> Sorcery
Game Design -> Creativity
Reading -> Lore
Networking -> Cooperation
Research -> Experimentation

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My paper "Designing Ubiquitous Computing Systems to Transform Activities into Games" was accepted to the doctoral colloquium workshop in GPC2011. I have not yet received the reviews of my paper but nevertheless it does mean two things: 1) my thesis topic has received a certain level of acceptance; 2) I will get to present it to an audience and receive feedback from people outside my research group. I will tell you more about the exact contents of the paper a bit later after I have read the reviews, given the presentation and received feedback. It will also be available in the proceedings of the conference.

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As a final note, Jane McGonigal's awesome talk at the Game Developers Conference is available for free here.


Tuesday, April 12, 2011

Saving the World. With Games!

I was supposed to write this post last week but turns out I actually had something more important to do. If for some reason you did not guess from the title, this post is about Reality is Broken (Jane McGonigal).

Here's a really brief summary. The youth of today are gamers. Almost everybody plays games at least to some extent. They are becoming extraordinary at something, but what exactly? Putting the emphasis on players of multiplayer games, McGonigal suggests that collaboration is one of their most important superpowers. However, they are presently using their powers almost exclusively in virtual worlds because the real world cannot compete. Reality is not a very well designed game. That is why, she suggests, if we could make reality a better game, we could harness the power of all these gamers and truly save the world. We could also design games to make these gamers happier by guiding them to do what are called happiness activities.

The book is really inspiring and I strongly suggest reading it. It is highly optimistic and you might find yourself not in entire agreement, but nevertheless, it is a compelling vision. Do I subscribe to it? Mostly, yes. I mean it is clear to me that politics has failed to save the world, so we the people must do it ourselves. I also know that it just won't happen if we don't make saving the world interesting. Even if we choose to look past McGonigal's optimism, the baseline she proposes in her book is valid: we need to get epic wins in reality. We need feedback and meaning. World saving is too often an activity that feels meaningless, lacking feedback. Feedback, how strange the way we always seem to get there.

If we return to reality (do we have to?), it would take some really compelling game design to make world changing games that people would truly want to play over the ones about saving virtual worlds. It is easy to get people already interested in world saving to get involved in world saving games. They have the initial drive to save the world. The bigger challenge is to get those people interested who could not care less. This is the part that makes me doubtful. Is it even doable? I'd like to see it happen but I'm a bit too cynical to believe in it just now. I think the same largely applies to any other means of trying to activate people. However, I think this problem goes away if we don't try to think too big.

The second part of McGonigal's book is the most interesting in my opinion. It keeps gamification on a personal level. The goal is to improve lives of people as individuals. Happy people are more likely to take interest in matters beyond their own. Depressed or other wise anxious people (alarmingly huge part of today's youth) are very unlikely to lift a finger. With projects like Quest for Learning I think gamification is an important method to return people to life. The first step in saving the world is to save us from boredom and negative stress. Only then it becomes possible to engage people in more lofty goals. The ironic thing about happiness activities is that people don't feel like doing them when they are not happy.

All in all, I mostly stand in agreement with McGonigal (and indeed, she says much of what I just did, just with different emphasis). My view however is less optimistic. I expect people to be self-centered. It might not be very nice of me, but I think it's an aspect that should always be kept in mind when designing. The bottom line is what counts though, and that's where I think McGonigal is right: games can save the world. They can do so gradually, piece by piece, mending people as individuals. Every small improvement is a victory. After all, we need to see our progress to stay motivated.