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.