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What is it with gamers and drawing penises?

I’m serious. Gamers LOVE to draw penises. There are many opportunities to do so, what with the amount of creative games around.

Let’s take exhibit A from Penny Arcade. Quoth the Tycho:

You almost certainly know about Draw Something already – like Words With Friends or Hanging With Friends or Inadvertent Castration With Friends, it is an asymmetrical nod to some absolutely commonplace entertainment which modern life has made difficult.

Photoshop Hero” may not exist as such, but the prevalence of touch displays means that more games may leverage its noble spirit.  Gabriel’s ChatRoulette mod “The Game” provided hours of entertainment, for example.  Draw Something Else, his newest release, may reach a wider audience.

And here are the mentioned/accompanied comics from Gabe.

Funny? Hilarious? Over the top? Too much? You tell me.

Sure is a surprise for people I bet.

 

I know what you may be thinking: This isn’t that big of a problem. It’s an isolated incident and doesn’t happen very often.

Oh, how I wish that were true.

Miiverse actually had to hold a contest to find the best “penis detection” software it could, so that people wouldn’t be drawing them all over the place. It’s endemic.

Side note: this quote from the above article is pretty funny.

Kurisu-san suggested we study different types of penises in order to create figure out the relative shape and size people would draw. We spent a week doing that before we realized that we should have been looking at drawings of penises rather than real-life pictures. (laughs) We were very embarrassed about that.

Personally, when done in a mature setting, with the right people, and in the right context, drawing wangs can be hilarious.

Hell, even just talking about drawing wangs is pretty funny.

 Also, why penises and not a vagina?

tl-dr

Gamers (and probably others as well) love drawing penises. Good/bad?

Ding! You’ve Leveled Up! Please see your local librarian for training.

P.S.

You really don’t want to see the meta tags I put on this post. Seriously. I feel kind of dirty now.

The Essential Flow (a case study because I have finals coming up, find your own damn links… fine, I’ll find some links…)

November 27th, 2012 1 comment

I’m sort of writing this quickly because, as my angsty title implies, I’ve got finals around the corner so this post probably won’t examine the science and depth of ideas behind “flow” and emotional game feedback and stuff.  That stuff will be covered down the road, I promise!  But today, I actually think it’s best to start that discussion by looking at what we have, what games exist that use flow miraculously well to convey their meaning, their core concept.

It’s no secret that “flow” in games is essential.  The idea that the experience and mechanics must carry the player as much as the player carries forward the game.  A game without flow is like… Like this gif. (note: this totally looks like my sister, lol)

 

runrunrunNOPE, no flow for you

My favorite example of a game that uses flow, like, perfectly, is Mirror’s Edge.  If you haven’t played it, do so, it’s the shit. (also, go for the PC version, as the Xbox version is much less flow-y, what with finicky joysticks and such… which could lead into its whole own post on platforms for experiences… herpderp not now).

Mirror’s Edge is a game about a dystopian future in a pristine city-state world.  You are a “runner” who delivers illegal, physical messages around the city, as the regime in charge brutally monitors all communications, media, everything.  Blah blah blah backstory (also +1 for a emotionally complex and strong female protagonist). At its core, the game is about pursuing freedom when the world around you is supposed to restrict freedom.  That is the game’s core concept, and both the mechanics of the game and the story give that concept beautiful, nearly perfect fulfillment IMO (‘in my opinion’ for those of you still catching on).  This is not an RPG, this is not a ‘figure it out slowly’ type game (often the case with portal); choice is limited, there is usually a single solution, you are frequently corned, gunned down, or killed by your own missteps. And yet, the game conveys the pursuit of freedom gloriously.  With flow.

Watch this: Mirror’s Edge, all in-game footage trailer.

Every jump feels dangerous and elating, every footstep and breath resonates, the colors used in the environment are both beautifully calming, and also quietly, almost jarringly reminding you that this city you’re fleeing through is a sham; a painted cage.  Running in Mirror’s Edge truly gives the feeling of freedom feels free, it’s one of the best implemented motion mechanics I’ve seen, yet the world around you does everything in its power to set up a juxtaposition to that freedom.

[Enter 'serious' games]

Herein is an essential key in making games that affect ‘the real world’.  The biggest issue often with ‘serious’ / ‘transformative’ / ‘will-we-ever-settle-on-a-name-here-people?’ games is that they lack flow.  To be fair there are many many other failing factors frequently plaguing the reality-changing-games space, and other factors too such as the idea that finicky little buttons and switches might be the bees-knees to a kinder gardener and the utter hell of gaming to me, a 19 year old (this is something Melanie over there at the Science Game Center pointed out to me; she has evidence too!).  And yet, flow does not have to be constant empowerment or player agency or total understanding, all flow needs to suck the player in is meaningful ensured progress.  I’m not talking about to dive into a lengthy look at issues with the ever-infamous ‘Fail State‘ where games might often mistreat failure at the cost of flow, just that when the player makes an educated action, even in a split second like jumping off a frickin’ roof top, they are rewarded and pulled forward to the next challenge; hell, that pulling effect is the reward.  Mirror’s Edge (the main campaign anyway) does not have points or scores, only flow to motivate the player.  I would argue that points and scores are usually less motivating to the player than effective flow as well!

^not how you want your game mechanics to feel

Behold, good reader, that the world of games-that-give-a-fuck is not totally bleak in the realm of flow.  Allow me to present my favorite example here also!  Dys4ia by Auntie Pixelante.  It’s free.  Go play it.  I will wait.

Done?  Awesome.  Let’s chat.  (if you don’t have a chance right now, play it when you grab some free time. It only takes like 10 minutes! It’s worth it).

Dys4ia, quite obviously, is about Auntie Pixelante’s experience of going through hormonal therapy as a trans person.  There’s a lot to talk about here, but I want to focus on the game’s use of flow.  Each little puzzle, each scene and situation used to represent Auntie’s emotions and experiences, consistently pulls the player forward without sacrificing the message of the game.  The point isn’t points or winning, the point is progressing as Auntie did, and allowing the player to experience her feelings through the game’s mechanics.  It is easy to jump in, it is consistently rewarding to stay in; the reward is the new experience; the emotional connection.  Not points.  Not checkmarks.  Not gold.  Not leet gear.  The experience is its own reward in a well-made, core concept-oriented game.

There are a few other examples out there, and I could keep going on and on and on here because there is A LOT to explore in experiencing flow-y gameplay.  If you’re hungry for more along this train of thought and don’t want to wait for another post… actually, regardless of your academic game hunger, go watch this Extra Credits episode on “Mechanics as Metaphor”; it’s related, I promise.

tl-dr

Games that use flow to motivate the player are more rewarding, and more effective at communicating their core idea.  Play them, love them, let’s make more of them.

Ding! You’ve leveled up! Please see your local librarian for training.

Want to get yer ass kicked at a game by a librarian?

We here at tl-dr are pretty relaxed about what types of games we talk about. It’s more about the experience and the ways information and games interact (which gives us a wide variety of things to talk about, which is nice). I talk quite a bit about the hardcore gamer side of things, Diane does as well, with a lot more library/information science thrown in, Erik rounds it out with some RP and game design; and then we have some great guest authors like Scott who write about that strange concept known as gamification.

I bring this all up because today I want to try and tie them all together somewhat. I want to bring all of those topics under the same roof and show that they all matter to every population of gamers, librarians, gamificationers (It’s a word… I swear!), and even a little to the nudists…ok maybe not, that’s more Erik’s thing.

The Hardcore Gamers and the Librarians

A bit of a cheesy example, but the Library of Congress is actively collecting video games (as well as the Smithsonian), but the interesting thing to note about that is they are trying to  preserve these games for posterity. They have a pretty rigid collection policy, but the preservation of games is a pretty big deal.

I’m an Archivist by trade (among other things), and collecting old media is pretty difficult. Just think of this example:

Do you want to play those old Atari games that were awesome? Others probably do too!

…too bad almost no one has an Atari anymore.

Emulators you say? Not quite the same experience as using the original Atari controller, if you ask me.

So, the hardware preservation is just as important as the software. Check out Extra Credits, they had a good episode about this.

Short but sweet: librarians are trying to preserve the history of gamers, so there are more links than you think!

Games, Gamification, and Librarians

Google just came out with a wonderful new game (maybe not so new? New to me), and I think it’ll be pretty popular because everyone loves trivia. The different with this trivia is that you’re allowed to use Google. And compete against your friends.

Here’s where the librarian part comes in: Librarians love to search for stuff, and they love trivia. A generalization, I know, but a pretty true one. Why you ask?

Before Google (and during Google, and after Google), Librarians will be the ones that can find the information for you. Sure, everyone can find stuff on Google, but a good research librarian will find it faster, and will be able to comb the deep pockets of the Internet that Google can’t touch. Try it sometime, go to a public library and test their skills.

Which brings me to gamification.

Currently in library/information school (yes, librarians have to have a Master’s Degree), the art of searching is taught by understanding the systems and resources and then practicing it a bunch. Why not add a gamification layer to that? Like…perhaps…this Google game? My reference class would have been SO MUCH BETTER if we would have used this game instead of the assignments we did. We could have all done it as a class. Oh man, it would have been AWESOME!

I highly recommend any professor or student who reads this to try using this game in a LIS class; the students will love it more than you will imagine (and you probably will too!). Competing against a professor always makes it more fun.

tl-dr

Librarians are taking care of games, because they like games too. If you don’t believe that, try playing this game against one and see how you do!

Ding! You’ve Leveled Up! Please see your local librarian for training. Or an ass whooping at A Google A Day

GW2 Trading Post

Blogs have a tendency now and then to focus on things that are negative, or to whine about a company (guilty). This is not one of those posts. I’m making an effort to talk about the good work games are doing when I see it, cause good work like that should be rewarded.

Onward!

GW2 has done some amazing work with the search interface on their trading post (TP). I notice this because it’s what I do for a living, and it’s so damn easy to use. Diane and I talked quite a long time ago about SWTOR and their (horrible) interface for their GTN, and I want to do something similar today, but highlight how awesome ArenaNet has been for their trading post.

Filters

SWTOR did these as well, and ANet did it the same as them (as they should have). This is all pretty standard, and works just how it should.

Sorting

GW2 also allows for sorting of search results by level, price, rarity, and # Available. The good news is, it sorts ALL of the search results, not just the ones on the page (like SWTOR did). Again, something small, but awesome.

Search as you Type

Everyone knows this, and uses it, and takes it for granted. ANet has done it right and done it well. It’s taken for granted in their game, and that means it works how it should.

Pretty awesome shit.

Good for them. It’s something that can be extremely difficult to implement, but they did a good job of implementing it well.

They even did the awesome thing of having search as you type work for words in the MIDDLE of a phrase, which is awesome. So, if you want a “Berserker’s Pistol of the Earth” you can search for “Pistol” and it will bring up search as you type options for all different kinds of pistols, not just the boring standard pistol with no stats.

Free Text Search

This might seem strange, but GW2 also does have a free text search. You can go in and type in a string of random words, and it will search on that and bring you some results. They might not be exactly what you want, but you’ll get results. Many search engines that have a controlled vocabulary (like items in a video game) won’t bring you any results unless you type the item name in EXACTLY. GW2 isn’t like that. You can have your free text search as well as your item specific name search. It’s good to have both for different types of users.

Again, good on ANet for this.

Web Interface

This part is pretty cool. They made the TP accessible to third parties through the web. It brings you such awesome things as the GW2 DB and GW2 Spidy.

What could they do to make the search better?

This is nitpicking because the search is pretty good already, but if they wanted their search to be downright sexy, they should add some facted searching.

Imagine using the GW2 TP like amazon. You search for a “pistol” and then you can use the filters AFTER you’ve searched. You can then narrow down search results by price, color, level, any of those attributes. That would be AWESOME. They are actually not too far away from it already, it’s just a matter of if they think it’s worth it or not. (They could hire me to help them out ;) ).

Also, they could make their free text search a little bit better. It’s decent now, but it could get better. That’s just me nitpicking though.

tl-dr

GW2′s Trading Post is work of great searchability, others should take note. And then ArenaNet should add faceted search so they can be absolute pimps.

Ding! You’ve Leveled Up! Please see your local librarian for training.

 

Riot: ur doin it rite

I would love to not write about harassment, trolling, griefing, and racism anymore. It would be grand.

The good news is that, today, I get to write about a positive spin for it! This isn’t another “u fuked up” post, but a post giving kudos to a specific game: League of Legends.

There are two things they have implemented recently that have shown a positive affect on the community (both from a statistics perspective, and also from my personal perspective): Honor System, and ranked judging (or whatever they’re calling it officially).

The Honor System

Quick Overview.

And it works! Kind of crazy, but it does!

The Mary Sue did a write up about the honor system that says exactly what I want to, so I’ll just link you to over there. I’ll also throw in this quote to show why the honor initiative is so awesome:

I initially thought it would be a disaster. No rewards? Ha! Like that’s going to work!

This is where things get serious. Isn’t this what Scott has been talking about the whole time? The difference between intrinsic and extrinsic motivation. People don’t need rewards to stop acting like assholes. They just need some intrinsic motivation to do so. In this case, it’s the honor system. Sure, you could argue that receiving honor is in itself a reward, but I see it as an almost intrinsic reward given from the community. It’s a recognition of “yeah, you do have the correct intrinsic motivation, keep it up big guy/gal!”

It sure works too. Before, when playing LoL, I would try and tune out all chat during a game. Now I actively try and participate because of the change to be a positive voice in the community. Before, chat only had the consequence of being trolled, harassed, or yelled at. Now, there’s an opportunity for honest to god human interaction! (inorite?)

So, Kudos to you Riot.

Justice Review

So it’s officially called Justice Review, and it’s basically a meta-game add on to the justice system that LoL has. Where the honor system is for those players that “done good”, the Justice Review is for the asshats, but it’s player run. Players (of a certain level), vote whether to “punish” or “pardon” an offender, then Riot hands out the final punishment. Pretty straightforward.

Now, they’ve added stats for the reviewers, % of cases judged the same as the majority (I won’t say correctly because I don’t think that’s always the case), # of Toxic Days prevented, # of players PermaBanned, and the coolest, in my mind, an honest to god ELO ranking system that mirrors the LoL in game (ranked) ranking system. It has definitely motivated me to participate more often (even though I was doing it quite often anyway).

Here’s a taste:

Justice Review!

A quick screencap of what the Justice Review looks like

Again, pretty solid work on the part of Riot. I think my Accuracy is a bit lower than most people because I’m fast with the “punish” button for almost any offense.

Side note: I hope there’s a way for them to make sure no one is gaming this system to just get ranking points. I would like to see people voting how they think someone should be dealt with instead of “oh, this person is a dick, but everyone else will pardon him, so I will too.” 

tl-dr

Good on ya Riot, you’re implementing systems to get rid of trolling, griefing, harassment, racism, and many other bad things in your game. Keep it up.

Ding! You’ve Leveled Up! Please see your local librarian for training.

What Portal can teach us about teaching

November 6th, 2012 2 comments

Madeline is currently a history and library science student at the University of Maryland, College Park; was formerly a sixth-grade teacher in California, and has always been a proud and nerdy Seattleite/Oregonian.

Portal, the popular FPS/puzzle game that has been the source of too many meme phrases since 2007, has a more serious side than we knew. For teacher-librarians, or anyone else who has ever had to teach anyone anything, Portal is an excellent example of good instruction methods. Nicholas Schiller made this argument in a 2008 Reference Services Review article called “A Portal to Student Learning”, and it’s a very interesting argument for anyone interested in gaming or teaching.

Librarians (especially academic librarians) are teachers, but we are often not trained as teachers. Therefore, when we must design lesson plans and work on lesson goals, it is often hard to get a handle on some of the trickier teaching concepts. Fortunately, Portal is an excellent teacher and can help teacher-librarians understand tricky concepts in a concrete way.

(I’m not going to describe how Portal works because if you haven’t played it, you really should. It costs $10 on Steam, goes on sale twice a year, and might change your life.  Also, if you are interested in the whole idea of video games as teachers, please read James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy. It’s fantastic.)

Portal is a good example of two specific teaching practices: scaffolding and assessment.

Scaffolding instruction means to provide plenty of support as students are learning and then remove the support as they begin to master concepts and skills. The first room in Portal is empty except for a cube, a button, and a door, so it’s not too tricky to put those things together and beat the puzzle. Each new room you enter adds a new element- the portals, the portal gun, the sad turrets, the toxic slime. You learn about each element in a structured way and then have to apply in more complicated puzzles. A simple technique you learn for passing from portal to portal gets more complex when you have to chain portals or open new ones while soaring through the air.

Assessment means to test how well students have learned a concept. In Portal, game developers paired assessment with a concept they called “gating”; the doors on the rooms of the puzzles were gates that players could not pass beyond if they had not mastered the concepts of the last puzzle. For me, these two examples from Portal explain the concepts of scaffolding and assessment far more clearly than a technical definition in a teaching textbook. Because I have played Portal, I know how the scaffolding and gating feel.

So how could we apply scaffolding and gating to teaching?

In an information literacy instruction session it can be tempting to try and teach multiple skills at once. For example, we might try and teach advanced research skills using Boolean logic at the same time as we teach the basic interface of the discovery layer. This is probably not a well-scaffolded lesson; it’s not something that Portal would do.

In Portal we would first learn the basics with lots of support and then learn how to apply them.

In an information literacy session we would first learn how to use the interface, then learn how to use it to do serious research.

The same idea works for assessment and gating. The gating concept essentially says that there should be a check after every new lesson is taught. The game assesses how well you know the important skills by not letting you move on until you’ve mastered them. In the previous example, the teacher-librarian could make everyone find a simple item in the discovery layer to prove that they knew how to use the interface before moving on to new skills. This would be Portal-like “gating” in action.

Portal is a popular game partly because it is very good at teaching people how to play it. If you were thrown into the final levels without all the build-up and scaffolding, the game would be confusing, frustrating, and probably only really popular among a niche group of masochists. But because the game slowly introduces each new concept and makes sure you understand it before moving on, you feel successful at each step and more enthusiastic about learning what’s next. As teachers, we should try to give the same experience to our students.

tl-dr

When planning lessons we should always ask “what would Portal do?”

Ding! You’ve Leveled Up! Please see your local librarian for training.

International Games Day @ Your Library!!! (or not)

In case you didn’t know – and you probably didn’t, unless you’re a librarian who has time to read – Saturday, November 3, is International Gaming Day @ Your Library. An American Library Association-organized event, this is THE day to go to your library and play library-sanctioned games with other patrons. That is, provided that your library is participating. And provided that you knew about it. Chances are, neither condition applies. According to ALA estimates, approximately 20,000 people will be Playing Games @ Their Library at around 1,200 participating libraries worldwide. Will you be one of them?

Don’t get me wrong. I think it’s wonderful that libraries offer these kinds of programs; they promote literacy and community and other positive things. Despite these benefits, not every library is on board with games (no pun intended). When many people hear the word “games” these days, they think about addicted 14-year-old boys sequestered in their parents’ basements to blow up things in front of a console or a PC who don’t quit playing until they are eventually inspired to kill people in real life. Of course, these awful stereotypes are largely unfounded, but they do unfortunately contribute to the reasons why many librarians are hesitant to participate in gaming programs. The odd thing: at the same time, librarians are proponents of reading banned books, and many banned books contain violence. I credit Jacob for unexpectedly pointing this out when he was a guest lecturer in my social media class last year.

Again, the libraries that do participate in gaming programs provide an amazing service. But I also see issues with the most common approaches. In my ideal world, every day is Games Day. I happen to have other plans this weekend that don’t involve games. Many programs focus on catering to teens, but since the average age of a video gamer is… well… closer to my age, and since nursing homes provide Wiis for their residents to get some exercise, we need to be more age-inclusive in our programming. Also, the public or academic library’s function as a community space is not in question here, but why does a library’s gaming program typically only consist of Game Things You Can Only Do If You Are @ Your Library? Let me explain a few of my ideas.

You don’t need games to have a gaming event.

Buying games – or at least buying enough games to have a decent-sized program – is expensive, and libraries are generally experiencing an increase in business with a decrease in funding. (no, I don’t get it either – but don’t ask me, ask @ Your Government). However, if one of our driving forces behind hosting game events is fostering community, then why not have a “gaming cafe” night in which people who play a certain game – or maybe even different games – can just hang out and talk about games? (I’ll grant extra XP to the librarians who decorate the tables with a d20 or a few Magic cards or something).

Metagaming resource provision ftw.

Talking about games, reading about games, trolling online discussion forums about games, collecting RL items that are related to games… Jacob and I call doing these and other things “metagaming.” But if you are new to a game, or even if you’re an experienced player, you need to find resources that can help you improve your playing. Be aware that compiling metagaming resources for gamers will require a certain amount of understanding about the games for which patrons want to metagame. For example, after the WoW MoP expansion, I wanted to find a good PvP spec for my frost mage’s newly reconfigured/epic fail of a talent tree, but it was difficult. If you didn’t understand that, you need to do a little WoW metagaming yourself before you provide metagaming resources to WoW players.

Also, while I’m on this rant, don’t just put up a page @ Your Library’s Website with links to metagaming resources, and expect gamers will find them. Unless it does better in search engine rankings than WoWWiki, they won’t come. Never once in my 30 years of video gaming have I heard a gamer say, “I think I’ll see what the library can tell me about my leveling my frost mage from 85 to 90″ or similar. No. It’s just not in the gamer’s metagaming vantage point. Which brings me to my third idea.

Embed yourself.

Librarians have been playing with this idea for a while now: go where they are rather than waiting for them to come to you. We see this in our attempts to run The Facebook Page @ Your Virtual Social Media-savvy Library, and in academic librarians’ away-from-the-library f2f office hours, for example. Gamers won’t metagame @ Your Library or @ Your Library’s Website as much you would like them to, but the interesting thing is that gamers have a constant need for information. My student Caroline Whippey is exploring this broader issue in her PhD thesis research: information seeking in games. A driving factor behind any game is simple: if you don’t learn, you don’t win. When you learn, you must process information by default. This fact should be taught on Day 1 @ Your Library School, right after the professor gives a stern “no, loving books in and of itself doesn’t properly justify your decision to become a librarian” lecture.

When I say “embed yourself,” I mean ***play the games***! Level a frost mage or a sylvari or something. Do lots of metagaming. Then when your fellow players are ready to metagame, you throw metagames at them. Not literally. Throwing things at patrons is bad service. Then again, metagaming without gaming is also a fail. You see my point.

Yep, this takes time and effort.

Gaming is not a resource-free diversion. Even an encounter with a new board game requires acquiring new knowledge, but we do it because it’s fun. We don’t realize we’re learning, or we don’t think about it that way. If you don’t think there’s learning involved in games, sit down with an FPS on an Xbox 360 for five minutes, or throw yourself into an RBG with somebody else’s character, and let me know if you win. But I already know the answer.

Again, about Saturday… I’m sure Games Day is fun and useful for the librarians and patrons who participate, but I wouldn’t exactly call 20,000/6,000,000,000 people a game-changing revolution. I hope ALA will think more creatively in the future about what gaming means in libraries as subsequent Games Days are planned. If nothing else, let’s think of every day as Games Day, because a day without games is… well, just a day, and we already have 364 of those every year. And it does not necessarily have to be a day @ Your Library for people to learn and have fun – or for librarians to help.

tl-dr

I’ll probably spend International Games Day @ Your Library outside enjoying the last of the fall foliage, but that doesn’t mean (1) I won’t be playing a game and (2) I have all the information and people I need to play that game.

Ding! You’ve leveled up! Please see your local librarian for training.

Pikachu, I love You. and What the hell you doin’ PETA? Stop it.

October 23rd, 2012 2 comments

About two weeks ago, this happened.

In case you’re feeling finger lazy today, the link leads to PETA’s (People for the Ethical Treatment of Animals) latest attempt at rallying the masses against animal abuse, an absolutely excellent and necessary cause mind you.

It’s an embedded game on their site called…

wait for it.

Pokemon, Black and Blue” …clever right?!  The goal of said game is for the player to “Help Pikachu and his Pokemon friends as they struggle for Pokemon liberation!”

AND furthermore, from the official PETA press release:

“Games such as Pokémon send kids the wrong message that exploiting and abusing those who are defenseless is acceptable when it’s not,” says PETA Director of Marketing Innovations Joel Bartlett. “But with Pokémon Black and Blue, children can experience the great feeling that comes from saving others from harm.”

 

WTF

OOoooook.  So I realize this connects much more intensely with my generation than perhaps others, but there is a big BIG issue here for everyone.

This is a serious game.

It was made to deliberately address a very serious and prominent real world issue.

It was made to be “educational”.

It was made.  Period.  And while this last piece of “being made” doesn’t qualify it as a serious game like the two above, it’s the most alarming part here.  Time and time again people throw back to “with great power comes great responsibility” when talking about the future of serious games.  Well folks, I really didn’t expect it to come from PETA, to be honest I expected it to come from Wall Mart or Apple, a big profit driven corporation, but this is a serious game used wrongly none the less.

Now, before we move any further here, let’s quickly debunk any semblance of truth about what this game (and PETA) is claiming.  I grew up watching and playing Pokemon, and for many reasons I can honestly, whole-heatedly say doing both made me a better person, for the exact opposite reasons PETA states.  Countless times I would run desperately through a forest to get my Pokemon safely to the next town’s Nurse Joy.  Countless times I would make in-game special food and treats for my precious little pixelated friends.  Countless times I ran headlong into bad guy lairs to save other Pokemon in harms way.  Everything in those damn games is about saving Pokemon and helping humans live in harmony with their Pokemon friends.

How does PETA portray this?

Circus Pimp Ash Ketchum, well played PETA, I’m really on your side now!

Oh wat, emotions?  Love?  DOES NOT COMPUTE

And frankly, the number of Pokemon gifs I just found in the last 20 seconds of searching which show Pokemon snugling/playing/frolicking/loving people, and people returning those feelings.. it’s like over 50.

So whatever.  PETA is lying about fictional relationships between mutant animals and people.

OH WAIT.  An entire generation *raises hand* loves these creatures more intensely than the burning core of the Sun.  Pokemon, for many of us, is like purified childhood in a bottle.

And herein is the danger PETA unleashes upon its self, and the animals it cares about helping.  Until seeing this, I was another teen that doesn’t know much about PETA.  I knew what they stood for, and I have three pets I wouldn’t want to suffer so PETA seems like a legit cause, but I also knew they have an occasionally radical way of doing things.  By trying to reach out deliberately to me and my fellow millennials (alternatively called the Pokemon generation) with this game, PETA has thoroughly alienated me.  By creating a tool that can so widely reach and preach as this game does, many MANY others who love Pokemon, and what Pokemon are all about, will lose even more regard for PETA (as multiple reddit threads spreading the game revealed).  They used a game irresponsibly, and are hurting their own cause for it.  They send the message that animal rights advocates are a little bit psycho and more than a little bit out of touch.  This, in turn, can effect popular support for other legitimate animal rights pursuits PETA carries out, marginalizing their voice and ability to actually do good even more, as well as potentially dragging other lesser known advocacy groups down with it.

tl-dr:  Fighting animal abuse IS important, but when you jump on the crazy train you can’t expect everyone else to follow, and you can’t expect to get far without anyone else riding your train.  And dammit, this will NOT be the future of serious games.  (I don’t really think it will, but still).

And just for kicks..

Hey PETA!  Got a question for you.

Theories behind Meaningful Gamification

October 18th, 2012 No comments

Back in July, I wrote a post about some of the concerns with reward-based BLAP gamification. The tl-dr of that post was that rewards used in a controlling  manner undermine internal motivation, and thus applications of gamification to create long-term change can do more harm than good in the long term.

One of my current areas of focus is on Meaningful Gamification, which is focused on preserving internal motivation by avoiding rewards, and instead, helping the player to find a personal connection with the non-game setting.   It’s not always needed – if the user starts with no internal motivation for the non-game setting, then there is no internal motivation to preserve.  If the goal is a short-term engagement, then rewards can work for that (although, as Alfie Kohn explores in his book, Punished by Rewards, offering rewards typically decreases the quality of the engagement.)  If, however, the goal is to preserve and even increase someone’s internal motivation for a non-game task, rewards are to be avoided.

Instead of focusing on rewards, the goal of Meaningful Gamification is to focus on the user, and helping that user find a meaningful connection to the real-world setting.  There are several theories that support this concept, above and beyond the Self-Determination Theory and Organismic Integration Theory presented in my previous post:

Situational Relevance (Schamber):  First, in order to be meaningful, something has to be relevant.   Decades of research on relevancy in LIS has led us to realize that there is no way to know what will be relevant for a specific user, and therefore, we need to provide a variety of gamification elements to raise the chance that each user will find something of value.

Universal Design for Learning (Rose & Myer): UDL is a theory from education that explores the importance of creating different types of content and providing learners with different ways to explore and demonstrate mastery of that content.  The model is focused on providing a variety of choices for the What (which aspects of the non-game systems are gamified), the How (how are gamification elements used for each selected aspect ), and the Why (how do users connect these selected aspects via game elements to their own interests and background).  Trying to create all of these different options, however, can be challenging.

Player-Generated Content(Djaouti et. al): Rather than try to develop options for each user, another strategy is to allow the users to create their own gamification goals or systems.  The designers can create a larger-scale system and boundaries, and then allow users to explore and create their own pathways.  Players can then share these pathways with other players, which provides a social connection between players with similar interests.

User-Centered Design (Norman): In order to create this system, every design decision needs to be focused on helping the player to find and develop meaningful connections.  Many current gamification systems are organization-centered, where players are being manipulated to benefit the organization.  Some current gamification-systems are mechanism-centered, where the creators have decided to focus on some “cool” mechanism or technology instead of choosing what is best for the player. Players that are inspired will end up engaging more deeply with the non-game setting, and this long-term connection is how the organization can be rewarded.

Putting these things together, meaningful gamfication systems are designed to help players find personal connections to a non-game setting.  To be successful, the systems must offer a variety of game elements and different ways that players can connect their own interests to different aspects of the non-game setting.  Players can create their own pathways through the system, and the game design elements selected for the system need to benefit the player instead of the organization.

Much more detail about these theories (and full citations) can be found in a paper and talk I put together called “A User-Centered Theoretical Framework for Meaningful Gamification“.

But just how does one create Meaningful Gamification?

That will be the subject of my next post!

tl-dr

Gamification is made more meaningful by putting the needs of the user ahead of the wants of the organization.

Ding! You’ve Leveled Up! Please see your local librarian for training. (Or just enjoy learning something new.)

 

Game design for… the 1%?

I’ve been reading Jesse Schell’s book The Art of Game Design, a book that is practically worshiped in influential gaming circles. As an information scientist, I’m trained to think about the user at all times, whether it’s a library patron checking out a book or a gamer in a boss fight. So, naturally, I was really interested in Schell’s chapters on designing games with their potential players in mind.

I must admit, I was on board with everything in his book until I reached chapter 8, “The game is made for a player.” As I began the chapter, I was expecting to read a review of the principles in user-centered design – such as involving users at all stages of the product’s development, performing usability testing, and so on… especially given the game industry’s tendency to involve players in widespread beta testing. Instead, Schell presented me with psychological theories such as Maslow’s hierarchy of needs, among others, as well as designing by generalized demographics. This generalization section is where I seriously objected.

If you’ve been reading this blog for long, you might remember from my previous posts such as “Boy gamers, girl gamers… or just plain gamers?” and “Girls and sex (and games): An unnatural order of things?” that I’ve never been your “average” girl – whatever average means. So when I read in Schell’s section on designing by demographics that “when making games for large audiences, generalizations are useful” (p. 103), I woke up and read on.

Age: in my age bracket of Schell’s (35-50; I’m at the lower end, so watch your comments) he focuses on the fact that people in this bracket are busy with raising a family and may not have as much time for games and “look for game playing opportunities the whole family can enjoy together.” I don’t have a family. I don’t have as much time for games as I’d like because I have a demanding career, but I don’t have to worry about what the little munchkins think of my passion for PvP.

/stops to save post draft obsessively due to thunderstorm passing through town

Gender: this is the section that made me want a drink. Apparently, men like mastery, competition, destruction, spatial puzzles, and trial and error in games… ok, sure. I’m not a man and I don’t want to generalize men based on the men I know/game with, but this isn’t every quality I observe in my male gamer friends.

Apparently, women like to see the following in games:

Emotion. As support, he says that women like “emotional” romance novels, and men like “physical” porn. I have never read an “emotional” romance novel, unless I was making fun of one, which may have happened during less productive times in my high school and university days. I’ll never admit to it.

Real world. Females apparently like to do things that mimic RL, like taking care of dolls. The dolls I owned as a girl stayed in the closet, while I ran the video games nonstop. He mentions Barbie games in this section. Not so much. Anytime I’ve ever discussed Barbie games with a female friend, she has a similar disgusted reaction; we go to the restroom and and throw up together (because, of course, ladies always use the bathroom in pairs).

Nurturing. “Females enjoy nurturing. Girls enjoy taking care of baby dolls, toy pets, and children younger than themselves” (p. 104). I guess this is why I told my parents at a young age that I didn’t want any brothers or sisters, and I thankfully remained an only child? Oh, wait. Never mind.

Dialog and virtual puzzles. OK, this is one point I agree with: my spatial skills are not nearly as good as my verbal skills. I get laughed at all the time in game for my inability to find things, but I can carry on 5 whisper conversations while reading guild and general chat without thinking twice. But the spatial/verbal thing is different because that’s based on biology; the other things might be due to socially created gender expectations.

Learning by example. “They [females] have a strong appreciation for clear tutorials that lead you carefully, step by step, so that when it is time to attempt a task, the player knows what she is supposed to do” (p, 105). Oh, GOD, no. Just give me the game and let me screw around with it. I learn things so much better when I get in and screw them up. Of course, I’ve never had the problem that I’ve encountered with some people who think the computer is going to blow up if you do the wrong thing.

– Also, he states that girls don’t like blowing up things in game (he’s never seen me play on an evening after a tense committee meeting at work, obviously) and that women, as mothers, don’t care much about having fun as long as their family is having fun. I know several mothers who game, and they can blow things up for their personal enjoyment as much as any man; in fact, it’s an outlet for them so they have something to do outside of their kids’ needs. But I guess they are in the 1% too.

So, back to information science research: one of my favorite professors in information science school, Dr. Linda Schamber, used to tell us that if it wasn’t about people, we shouldn’t include it in our papers for her class. I took three classes from her, and even in her Information Organization class, she remained stoically user-centric. At a time when the games industry is fragmented in interesting ways, from the “non-gamers” who are playing CityVille and Angry Birds all day, to the hardcore types who are somewhat bored with the options, it is certainly the case that designers must understand their future players’ needs, and design accordingly. But, what is the best way to do this? It’s a difficult question because you can’t characterize gamers any one way – or, if you do, you have to look at many facets, as @Gameronomist and I uncovered in Gamer Classification Week on this blog.

We do lots of research in IS on things like “the information needs of X group.” Unfortunately, these groups are frequently operationalized by the university students that the researchers can easily collect; this is not authentic user needs research. Sure, students game, but so do many other “types” of people, including women who never played with dolls and men who like to socialize while they level. Game designers and information scientists need to work together in meaningful ways to actually base game design on real input from real potential players, and think about ways to make game features flexible based on a range of real human desires and preferences, not on the ideas that boys like this, girls like this, young people are this way, and so on. We can do it. We haven’t yet, but we can.

tl-dr

Game design should take into account a number of factors, including evidence-based user studies. Information scientists can help with this. Also, I’m in the 1%, but strangely enough, I’m not voting for Romney.

Ding! You’ve leveled up! Please see your local librarian for training.

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