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coding conduct
Sebastian Deterding (@dingstweets)
Hans Bredow Institute for Media Research
November 5, 2012, ITU Copenhagen

cb
We live in a code/space
http://www.flickr.com/photos/grrrl/115642628
HOW ALGORITHMS SHAPE
                       OUR WORLD
HOW ALGORITHMS SHAPE
                       OUR WORLD
HOW ALGORITHMS SHAPE
                       OUR WORLD
Code is political: It governs conduct
Some actively use code to govern conduct
how does code
shape conduct?
1. »Human beings act toward things on the basis of
the meanings that the things have for them.«
2. »The meaning of such things is derived from ... the
social interaction that one has with one‘s fellows.«
3. »These meanings are handled in, and modified
through, an interpretive process used by the person in
dealing with the things he/she encounters.«




        Herbert Blumer
        symbolic interactionism (1969: 2)
No social meaning = inert object
how does code shape conduct,
mediated by social meanings?
      (and vice versa)
W OG
                                                                                                                                            OR R
                                                                                                                                            PR

                                                                                                                                              K ES
                                                                                                                                               IN S
                                               frames
                                       social norms & understandings




                                                                                                        appropriate, configure, frame
                                                                            offloaded & stabilized in
                   cues, facilitates
re-cues, resists




                                          situated                                                                                       conduct
                                        affordances                                                                                     experience


                                                 code
                                       material rules, cues, capabilities
Sociotechnical systems
                    Information ecologies
                    Situated action
                    Embodied interaction
                    Social contextures
                    ...

This is not a new question
»What if we decided to use
everything we know about
game design to fix what‘s
wrong with reality?«


   Jane McGonigal
   reality is broken (2011: 7)
Health
Environment
Education
Life
persuasive technology
Using computing technology to
change attitudes and behaviours



gamification
Using game design elements in
non-game contexts



video game play
The interaction of play as a frame
and digital games as artefacts
»Gamification
is bullshit.«
  Ian Bogost
  gamification is bullshit (2011)
                                    http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
»By putting game design elements into
non-game contexts, gamification is a
perfect natural experiment to study how
code shapes conduct, mediated by social
meanings (and vice versa) – and thus,
move game design research forward.«



     Me
     here (now)
                                http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
two moves forward
1. From games as interventions in systems to
   the gameful redesign of systems
2. From designing game artefacts to the
   playful (re)framing of situations
1   Gamification is
    confused and
    unsystemic.
si on
   fu 1
Con #




    The fun in games is »rewards«
Score: 964,000,000,000,000
                                (You rock!)




Earn 1,000,000,000,000 points
Extrinsic motivation
                       http://www.flickr.com/photos/diego_rivera/4261964210
Intrinsic motivation
                       http://www.flickr.com/photos/areyoumyrik/308908967
»Fun is just another word
      for learning.«



 Raph Koster
 a theory of fun for game design (2005)
»Fun from games arises out of mastery. It
arises out of comprehension. It is the act
of solving puzzles that makes games fun.
With games, learning is the drug.«




     Raph Koster
     a theory of fun for game design (2005)
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«




     Edward Deci, Richard Ryan
     the what and why of goal pursuit (2000)
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«




     Edward Deci, Richard Ryan
     the what and why of goal pursuit (2000)
Con(fusion) #1
The fun in playing games
chiefly arises from
intrinsic enjoyment, not
extrinsic incentives.
si on
   fu 2
Con #




    You can »just add« game elements
                              http://www.flickr.com/photos/apartmentlife/6559123353/
Game Atoms

    model/skill   goal




                           actions
                                                  rule system


                                              success! / failure!
                         challenge

                          feedback
                         immediate/progress
Fun arises from iteracting with a system
Adding elements changes system dynamics
                             http://www.flickr.com/photos/8147452@N05/2913356030/sizes/o/
Systems bound the effect of added elements
Con(fusion) #2
»Gaminess« is not a
feature you can »just add«.
2   motivational affordances
    How do game design elements
    interact with social contexts to afford
    intrinsic motivation?
Practice                   Data
 Designer-driven          Analytics-driven
Heuristics, methods   Tests, predictive models




    Taxonomy                  Theory
 Researcher-driven      Researcher-driven
     Patterns         Models (PENS, flow, …)
Practice                                          Data
 Designer-driven                                 Analytics-driven
Heuristics, methods                          Tests, predictive models




                      mostly anecdotal evidence
                     little explanatory grounding



    Taxonomy                                        Theory
 Researcher-driven                            Researcher-driven
     Patterns                               Models (PENS, flow, …)
Practice                                        Data
 Designer-driven                               Analytics-driven
Heuristics, methods                        Tests, predictive models



                      trapped in local maxima/
                            not generative
                      no explanatory grounding
                     no learnable understanding


    Taxonomy                                      Theory
 Researcher-driven                          Researcher-driven
     Patterns                             Models (PENS, flow, …)
Practice                                     Data
 Designer-driven                            Analytics-driven
Heuristics, methods                     Tests, predictive models




                      not granular enough
                       no actionable form



    Taxonomy                                    Theory
 Researcher-driven                        Researcher-driven
     Patterns                           Models (PENS, flow, …)
Practice                                        Data
 Designer-driven                               Analytics-driven
Heuristics, methods                        Tests, predictive models



                         either descriptive or
                       assumption-based, then
                        prone to post hoc and
                           success fallacies
                      no explanatory grounding

    Taxonomy                                      Theory
 Researcher-driven                          Researcher-driven
     Patterns                             Models (PENS, flow, …)
Practice                                       Data
 Designer-driven                              Analytics-driven
Heuristics, methods                       Tests, predictive models




                  Motivational Affordances
               Theoretically grounded, empirical,
               granular, actionable game design



    Taxonomy                                      Theory
 Researcher-driven                          Researcher-driven
     Patterns                             Models (PENS, flow, …)
+
motivational affordances
1. How can we connect design patterns to
   psychological research (and generate new)?
2. How do pattern variations empirically
   affect experience, motivation, behaviour?
3. How do patterns interact in their effects?
4. How are pattern effects mediated by
   frames (and other context factors)?
W OG
                                                                                                                                            OR R
                                                                                                                                            PR

                                                                                                                                              K ES
                                                                                                                                               IN S
                                               frames
                                       social norms & understandings




                                                                                                        appropriate, configure, frame
                                                                            offloaded & stabilized in
                   cues, facilitates
re-cues, resists




                                          situated                                                                                       conduct
                                        affordances                                                                                     experience


                                                 code
                                       material rules, cues, capabilities
3   gameful design
    How to (re)structure a system to
    facilitate motivation, using game
    design as a lens?
»Still feels add-on to me …«
                         http://www.flickr.com/photos/apartmentlife/6559123353/
»These are two types of change: one that
occurs within a given system which itself
remains unchanged, and one whose
occurrence changes the system itself…
Second-order change is thus change of
change.«



      Paul Watzlawick et al.
      change (1974: 10)
»Mowing the lawn or waiting in a
dentist’s office can become enjoyable
provided one restructures the activity by
providing goals, rules, and the other
elements of enjoyment to be reviewed
below.«



    Mihaly Csikszentmihalyi
    flow (1990: 51)
»Mowing the lawn or waiting in a
dentist’s office can become enjoyable
provided one restructures the activity by
providing goals, rules, and the other
elements of enjoyment to be reviewed
below.«



    Mihaly Csikszentmihalyi
    flow (1990: 51)
How might we ...
restructure a system to support
intrinsic enjoyment, using
game design as a lens?
Games & game design as lenses
Put differently
If this were a game, it what
ways would it be broken?
Games in Undergrad > Undergrad as game
Games in school > School as game
Games in class > Class as game
http://www.flickr.com/photos/mike52ad/4675696269
               How to design a gameful classroom?
http://www.flickr.com/photos/mike52ad/4675696269
The Game Atoms of Classroom Learning

     model/skill   goal




                            actions
                                                   rule system


                                               success! / failure!
                          challenge

                           feedback
                          immediate/progress
Goals: Intransparent; little choice; no small,
attainable goals

Rules: Often intransparent

Challenge: Not adjusted to individual skill

Feedback: Slow, demotivating decay instead of




                                                 http://www.flickr.com/photos/mike52ad/4675696269
building progress towards goals
gameful design
1. What methods are currently in use in
   designing games and gameful systems?
2. How can we ground the various methods
   and their effects theoretically?
3. What are the effects of the different
   methods – for designers and end products?
4. How can we iteratetively amend and test
   game and gameful design methods?
4   Gamification is
    thinking inside the box.
The Box
Game
The Box
A designed artifact
Game
The Box
A designed artifact
Game
                        The Box
                        A designed artifact




    Playing
A frame of engagement
debugging
playtesting/reviewing
presenting gameplay
making a machinima
a scientific study
learning (serious games)
sports (e-sports)
work (goldfarming)
»I need to be very routinized;
I mustn’t let myself drift.«
»I hammer it through.«
»Often, you have to force yourself to do it.«
»You’re under real pressure.«
»It’s extremely exhausting.«
»It wears you out.«
»My friends usually cannot comprehend how
stressful this is.«
»Sometimes, you have to
play, you have to get further –
and then, play is work.«
»The Electric Whip«
Question
What makes the best game
(elements) tedious work?
»I would call it a game –
 but I did not play it.«
Designed artefact



»I would call it a game –
 but I did not play it.«

             Social frame
The frame of play
A frame is »the definition of a situation«:
»basic frameworks of understanding
available in our society for making sense
out of events (and) … principles of
organization which govern events ... and
our subjective involvement in them.«



      Erving Goffman
      frame analysis (1974: 8, 10-11)
Are you »using« or »playing« it?
the magic circle!
>

Jonas Linderoth
digra nordic (2012)
»The magic circle jerk doesn’t exist.
Nobody really takes the hard line that
everyone wants to criticize. I’m sick of
the magic circle jerk. Let’s bury the
bastard.«



      Eric Zimmerman
      jerked around by the magic circle (2012)
»This has been a common thread in
criticisms of the magic circle: ... theorists
claim to counter Huizinga, Salen and
Zimmerman by stressing the exact social
nature of the magic circle that Huizinga,
Salen and Zimmerman also stress.«



       Jesper Juul
       the magic circle and the puzzle piece (2008: 59)
»The magic circle is the boundary that
players negotiate. (…)
Game scholarship should be about
analyzing the conventions of this
boundary, and how and when this
boundary is created and negotiated.«


      Jesper Juul
      the magic circle and the puzzle piece (2008: 62)
So ...
What about this frame
of video game play?
5   framing video game play
    What does the frame of video game
    play entail, and how is it co-constructed
    by users and artefacts?
»Sometimes, you have to
play, you have to get further –
and then, play is work.«
e nt
  em 1
El #

           »First and foremost,
           all play is a voluntary
           activity.«


              Johan Huizinga
              homo ludens (1938/1950: 7)
»The key element of an
optimal experience is that
it is an end in itself.«


   Mihaly Csikszentmihalyi
   flow (1990: 67)
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«




     Edward Deci, Richard Ryan
     the what and why of goal pursuits (2000)
e nt
  em 2
El #




  Detached engrossment
                         http://www.flickr.com/photos/paulgorman/1392988135
e nt
  em 3
El #




  Shared autotelic focus
                           http://www.flickr.com/photos/lucianvenutian/439410200
»It is through a community of people
who care more about fun than winning
that the Well-Played game happens.«




    Bernie de Koven
    the well-played game (1978: 5)
e nt
  em 4
El #




  »Gamesmanship«
                   http://www.flickr.com/photos/paulgorman/1392988135
http://www.flickr.com/photos/jlatimer/5173242541




    e nt
  em 5
El #




  As-if
Chinese Gold Farming?
                        http://www.flickr.com/photos/juliandibbell/234192868/sizes/o/in/set-72157594279649151/
Keyings are »conventions by which a
given activity, ... meaningful in terms of
some primary framework, is transformed
into something patterned on this activity
but seen by the participants to be
something quite else.«



     Erving Goffman
     frame analysis (1974: 43-44)
For instance: A »rehearsal«
                         http://www.flickr.com/photos/900hp/3961828112/sizes/o/
leisurely game play     keyings


                       E-Sports
                      Goldfarming
      Modes/
                      Review play
  creative agendas
                      Analytic play
                           ...
leisurely game play                 keyings


                                    E-Sports
                                   Goldfarming
        Modes/
                                   Review play
    creative agendas
                                   Analytic play
                                        ...




        autonomous                  in-autonomous
       autotelic focus            instrumental focus
       gamesmanship              professional norms
  detached engrossment          professional distance
as-if gearing into the world   factual-material gearing
leisurely game play                   keyings


                                      E-Sports
                                     Goldfarming
        Modes/
                                     Review play
    creative agendas
                                     Analytic play
                                          ...


little norming    high norming

        autonomous                    in-autonomous
       autotelic focus              instrumental focus
       gamesmanship                professional norms
  detached engrossment            professional distance
as-if gearing into the world     factual-material gearing
leisurely game play                   keyings


                                      E-Sports
                                     Goldfarming
        Modes/
                                     Review play
    creative agendas
                                     Analytic play
                                          ...


little norming    high norming

        autonomous                    in-autonomous
       autotelic focus              instrumental focus
       gamesmanship                professional norms
  detached engrossment            professional distance
as-if gearing into the world     factual-material gearing
Modes of play
• Manifold, acquired in video game socialisation, historically
  and culturally divergent
• Bind »motivational relevancies«, social setup, game genre
• Govern
  • Inhabitable roles
  • (Displayed) attentive engrossment
  • (Displayed) emotion and attitude
  • Values, norms, rules, cues for behaviour
  • Transformation rules: Gearing into the world
Pippin was first!
Situated




A necessary amendment
perceived as      thwarts

           controlling       autonomy

                                                  –
feedback                                   motivation

                                                  +
              perceived as      supports

           informing         competence
Autonomy: Instrumental, not autotelic; little
meaningful choice, little connection to personal
goals and needs, often controlling feedback

Shared focus: Demonstrating proficiency,
avoiding failure, following rules, maximizing
grades




                                                http://www.flickr.com/photos/mike52ad/4675696269
Gearing into the world: High factual stakes
W OG
                                                                                                                                            OR R
                                                                                                                                            PR

                                                                                                                                              K ES
                                                                                                                                               IN S
                                               frames
                                       social norms & understandings




                                                                                                        appropriate, configure, frame
                                                                            offloaded & stabilized in
                   cues, facilitates
re-cues, resists




                                          situated                                                                                       conduct
                                        affordances                                                                                     experience


                                                 code
                                       material rules, cues, capabilities
6   gaming the system
    How does implementing explicit rule
    systems affect framings?
»A social shout-out«
»A personal diary«
»the rule of
irrelevance«
http://boardgamegeek.com/image/1209336/advanced-squad-leader?size=original
Reframing as strategic instrumental action
                                  http://www.rasmusen.org/x/images/pd.jpg
»It is through a community of people
who care more about fun than winning
that the Well-Played game happens.«




    Bernie de Koven
    the well-played game (1978: 5)
In short: a ludic framing

        Paidia                 Ludus
            play                   game
       improvisation            skill, effort
         exploration           strategizing
         tumultuous              ordered
        immoderate             rule-bound




     Roger Caillois
     man, play, and games (1958)
<Insert Dilbert
        cartoon here>


… fixates thinking inside the system, ...
… blends out = creates »externalities«, ...
So you also played
 EcoChallengeTM?
… crowds out communal ethics ...
… and encourages »gaming the system«
                              http://www.flickr.com/photos/5tein/2347819903
»The more a quantitative social indicator
is used for social decision-making, the
more subject it will be to corruption
pressures and the more apt it will be to
distort and corrupt the social processes it
is intended to monitor.«



      Donald T. Campbell
      assessing the impact of planned social change (1976)
gaming the system
1. What are the forms, causes, and effects of
   gaming the system across social domains?
2. How does the design and social context of
   systems invite a »ludic« framing?
3. How can we design socio-technical
   systems to avoid and/or alleviate »gaming
   the system«?
W OG
                                                                                                                                            OR R
                                                                                                                                            PR

                                                                                                                                              K ES
                                                                                                                                               IN S
                                               frames
                                       social norms & understandings




                                                                                                        appropriate, configure, frame
                                                                            offloaded & stabilized in
                   cues, facilitates
re-cues, resists




                                          situated                                                                                       conduct
                                        affordances                                                                                     experience


                                                 code
                                       material rules, cues, capabilities
7   Playful design
    How can we design to invite a playful
    framing and thus, playful conduct?
Play
What we usually design



http://www.flickr.com/photos/mrlerone/405730185/sizes/o/
Who decides whether this is play




                         (or playing is allowed)
»How can I design a rigid
structure that facilitates
spontaneous behaviour?«


   Sylvan Steenhuis
   evoking playfulness in public space (2012: 6)
playful design
1. What characterises a playful frame?
2. What are effective methods, strategies,
   patterns for inviting a playful (re)framing?
3. How do the standing frames of different
   contexts impact playful reframing, and how
   to take them into account?
how does code shape conduct,
mediated by social meanings?
      (and vice versa)
W OG
                                                                                                                                            OR R
                                                                                                                                            PR

                                                                                                                                              K ES
                                                                                                                                               IN S
                                               frames
                                       social norms & understandings




                                                                                                        appropriate, configure, frame
                                                                            offloaded & stabilized in
                   cues, facilitates
re-cues, resists




                                          situated                                                                                       conduct
                                        affordances                                                                                     experience


                                                 code
                                       material rules, cues, capabilities
in summary
1. How can we (re)structure socio-technical
   systems to afford intrinsic enjoyment?
2. What are the frames of (video game) play,
   and how are they situationally produced?
3. How do we design socio-technical systems
   to alleviate gaming the system?
4. How do we design to invite playful
   (re)framing and thus, playful conduct?
Thank you.
@dingstweets

sebastian@codingconduct.cc

codingconduct.cc

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Coding conduct: Games, Play, and Human Conduct Between Technical Code and Social Framing

  • 1. coding conduct Sebastian Deterding (@dingstweets) Hans Bredow Institute for Media Research November 5, 2012, ITU Copenhagen cb
  • 2. We live in a code/space
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 10.
  • 11.
  • 12. HOW ALGORITHMS SHAPE OUR WORLD
  • 13. HOW ALGORITHMS SHAPE OUR WORLD
  • 14. HOW ALGORITHMS SHAPE OUR WORLD
  • 15. Code is political: It governs conduct
  • 16. Some actively use code to govern conduct
  • 18. 1. »Human beings act toward things on the basis of the meanings that the things have for them.« 2. »The meaning of such things is derived from ... the social interaction that one has with one‘s fellows.« 3. »These meanings are handled in, and modified through, an interpretive process used by the person in dealing with the things he/she encounters.« Herbert Blumer symbolic interactionism (1969: 2)
  • 19. No social meaning = inert object
  • 20. how does code shape conduct, mediated by social meanings? (and vice versa)
  • 21. W OG OR R PR K ES IN S frames social norms & understandings appropriate, configure, frame offloaded & stabilized in cues, facilitates re-cues, resists situated conduct affordances experience code material rules, cues, capabilities
  • 22. Sociotechnical systems Information ecologies Situated action Embodied interaction Social contextures ... This is not a new question
  • 23.
  • 24. »What if we decided to use everything we know about game design to fix what‘s wrong with reality?« Jane McGonigal reality is broken (2011: 7)
  • 28. Life
  • 29.
  • 30. persuasive technology Using computing technology to change attitudes and behaviours gamification Using game design elements in non-game contexts video game play The interaction of play as a frame and digital games as artefacts
  • 31. »Gamification is bullshit.« Ian Bogost gamification is bullshit (2011) http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
  • 32. »By putting game design elements into non-game contexts, gamification is a perfect natural experiment to study how code shapes conduct, mediated by social meanings (and vice versa) – and thus, move game design research forward.« Me here (now) http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
  • 33. two moves forward 1. From games as interventions in systems to the gameful redesign of systems 2. From designing game artefacts to the playful (re)framing of situations
  • 34. 1 Gamification is confused and unsystemic.
  • 35. si on fu 1 Con # The fun in games is »rewards«
  • 36. Score: 964,000,000,000,000 (You rock!) Earn 1,000,000,000,000 points
  • 37. Extrinsic motivation http://www.flickr.com/photos/diego_rivera/4261964210
  • 38. Intrinsic motivation http://www.flickr.com/photos/areyoumyrik/308908967
  • 39. »Fun is just another word for learning.« Raph Koster a theory of fun for game design (2005)
  • 40. »Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. With games, learning is the drug.« Raph Koster a theory of fun for game design (2005)
  • 41. »An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.« Edward Deci, Richard Ryan the what and why of goal pursuit (2000)
  • 42. »An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.« Edward Deci, Richard Ryan the what and why of goal pursuit (2000)
  • 43. Con(fusion) #1 The fun in playing games chiefly arises from intrinsic enjoyment, not extrinsic incentives.
  • 44. si on fu 2 Con # You can »just add« game elements http://www.flickr.com/photos/apartmentlife/6559123353/
  • 45.
  • 46. Game Atoms model/skill goal actions rule system success! / failure! challenge feedback immediate/progress
  • 47. Fun arises from iteracting with a system
  • 48. Adding elements changes system dynamics http://www.flickr.com/photos/8147452@N05/2913356030/sizes/o/
  • 49. Systems bound the effect of added elements
  • 50. Con(fusion) #2 »Gaminess« is not a feature you can »just add«.
  • 51. 2 motivational affordances How do game design elements interact with social contexts to afford intrinsic motivation?
  • 52. Practice Data Designer-driven Analytics-driven Heuristics, methods Tests, predictive models Taxonomy Theory Researcher-driven Researcher-driven Patterns Models (PENS, flow, …)
  • 53. Practice Data Designer-driven Analytics-driven Heuristics, methods Tests, predictive models mostly anecdotal evidence little explanatory grounding Taxonomy Theory Researcher-driven Researcher-driven Patterns Models (PENS, flow, …)
  • 54. Practice Data Designer-driven Analytics-driven Heuristics, methods Tests, predictive models trapped in local maxima/ not generative no explanatory grounding no learnable understanding Taxonomy Theory Researcher-driven Researcher-driven Patterns Models (PENS, flow, …)
  • 55. Practice Data Designer-driven Analytics-driven Heuristics, methods Tests, predictive models not granular enough no actionable form Taxonomy Theory Researcher-driven Researcher-driven Patterns Models (PENS, flow, …)
  • 56. Practice Data Designer-driven Analytics-driven Heuristics, methods Tests, predictive models either descriptive or assumption-based, then prone to post hoc and success fallacies no explanatory grounding Taxonomy Theory Researcher-driven Researcher-driven Patterns Models (PENS, flow, …)
  • 57. Practice Data Designer-driven Analytics-driven Heuristics, methods Tests, predictive models Motivational Affordances Theoretically grounded, empirical, granular, actionable game design Taxonomy Theory Researcher-driven Researcher-driven Patterns Models (PENS, flow, …)
  • 58.
  • 59. +
  • 60.
  • 61. motivational affordances 1. How can we connect design patterns to psychological research (and generate new)? 2. How do pattern variations empirically affect experience, motivation, behaviour? 3. How do patterns interact in their effects? 4. How are pattern effects mediated by frames (and other context factors)?
  • 62. W OG OR R PR K ES IN S frames social norms & understandings appropriate, configure, frame offloaded & stabilized in cues, facilitates re-cues, resists situated conduct affordances experience code material rules, cues, capabilities
  • 63. 3 gameful design How to (re)structure a system to facilitate motivation, using game design as a lens?
  • 64. »Still feels add-on to me …« http://www.flickr.com/photos/apartmentlife/6559123353/
  • 65. »These are two types of change: one that occurs within a given system which itself remains unchanged, and one whose occurrence changes the system itself… Second-order change is thus change of change.« Paul Watzlawick et al. change (1974: 10)
  • 66. »Mowing the lawn or waiting in a dentist’s office can become enjoyable provided one restructures the activity by providing goals, rules, and the other elements of enjoyment to be reviewed below.« Mihaly Csikszentmihalyi flow (1990: 51)
  • 67. »Mowing the lawn or waiting in a dentist’s office can become enjoyable provided one restructures the activity by providing goals, rules, and the other elements of enjoyment to be reviewed below.« Mihaly Csikszentmihalyi flow (1990: 51)
  • 68. How might we ... restructure a system to support intrinsic enjoyment, using game design as a lens?
  • 69. Games & game design as lenses
  • 70. Put differently If this were a game, it what ways would it be broken?
  • 71. Games in Undergrad > Undergrad as game
  • 72. Games in school > School as game
  • 73. Games in class > Class as game
  • 74. http://www.flickr.com/photos/mike52ad/4675696269 How to design a gameful classroom?
  • 76. The Game Atoms of Classroom Learning model/skill goal actions rule system success! / failure! challenge feedback immediate/progress
  • 77. Goals: Intransparent; little choice; no small, attainable goals Rules: Often intransparent Challenge: Not adjusted to individual skill Feedback: Slow, demotivating decay instead of http://www.flickr.com/photos/mike52ad/4675696269 building progress towards goals
  • 78.
  • 79. gameful design 1. What methods are currently in use in designing games and gameful systems? 2. How can we ground the various methods and their effects theoretically? 3. What are the effects of the different methods – for designers and end products? 4. How can we iteratetively amend and test game and gameful design methods?
  • 80. 4 Gamification is thinking inside the box.
  • 81.
  • 82.
  • 86. Game The Box A designed artifact Playing A frame of engagement
  • 87.
  • 88. debugging playtesting/reviewing presenting gameplay making a machinima a scientific study learning (serious games) sports (e-sports) work (goldfarming)
  • 89. »I need to be very routinized; I mustn’t let myself drift.« »I hammer it through.« »Often, you have to force yourself to do it.« »You’re under real pressure.« »It’s extremely exhausting.« »It wears you out.« »My friends usually cannot comprehend how stressful this is.«
  • 90. »Sometimes, you have to play, you have to get further – and then, play is work.«
  • 92. Question What makes the best game (elements) tedious work?
  • 93. »I would call it a game – but I did not play it.«
  • 94. Designed artefact »I would call it a game – but I did not play it.« Social frame
  • 95. The frame of play
  • 96. A frame is »the definition of a situation«: »basic frameworks of understanding available in our society for making sense out of events (and) … principles of organization which govern events ... and our subjective involvement in them.« Erving Goffman frame analysis (1974: 8, 10-11)
  • 97. Are you »using« or »playing« it?
  • 99.
  • 101. »The magic circle jerk doesn’t exist. Nobody really takes the hard line that everyone wants to criticize. I’m sick of the magic circle jerk. Let’s bury the bastard.« Eric Zimmerman jerked around by the magic circle (2012)
  • 102. »This has been a common thread in criticisms of the magic circle: ... theorists claim to counter Huizinga, Salen and Zimmerman by stressing the exact social nature of the magic circle that Huizinga, Salen and Zimmerman also stress.« Jesper Juul the magic circle and the puzzle piece (2008: 59)
  • 103. »The magic circle is the boundary that players negotiate. (…) Game scholarship should be about analyzing the conventions of this boundary, and how and when this boundary is created and negotiated.« Jesper Juul the magic circle and the puzzle piece (2008: 62)
  • 104. So ... What about this frame of video game play?
  • 105. 5 framing video game play What does the frame of video game play entail, and how is it co-constructed by users and artefacts?
  • 106. »Sometimes, you have to play, you have to get further – and then, play is work.«
  • 107. e nt em 1 El # »First and foremost, all play is a voluntary activity.« Johan Huizinga homo ludens (1938/1950: 7)
  • 108. »The key element of an optimal experience is that it is an end in itself.« Mihaly Csikszentmihalyi flow (1990: 67)
  • 109. »An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.« Edward Deci, Richard Ryan the what and why of goal pursuits (2000)
  • 110. e nt em 2 El # Detached engrossment http://www.flickr.com/photos/paulgorman/1392988135
  • 111. e nt em 3 El # Shared autotelic focus http://www.flickr.com/photos/lucianvenutian/439410200
  • 112. »It is through a community of people who care more about fun than winning that the Well-Played game happens.« Bernie de Koven the well-played game (1978: 5)
  • 113. e nt em 4 El # »Gamesmanship« http://www.flickr.com/photos/paulgorman/1392988135
  • 115. Chinese Gold Farming? http://www.flickr.com/photos/juliandibbell/234192868/sizes/o/in/set-72157594279649151/
  • 116. Keyings are »conventions by which a given activity, ... meaningful in terms of some primary framework, is transformed into something patterned on this activity but seen by the participants to be something quite else.« Erving Goffman frame analysis (1974: 43-44)
  • 117. For instance: A »rehearsal« http://www.flickr.com/photos/900hp/3961828112/sizes/o/
  • 118. leisurely game play keyings E-Sports Goldfarming Modes/ Review play creative agendas Analytic play ...
  • 119. leisurely game play keyings E-Sports Goldfarming Modes/ Review play creative agendas Analytic play ... autonomous in-autonomous autotelic focus instrumental focus gamesmanship professional norms detached engrossment professional distance as-if gearing into the world factual-material gearing
  • 120. leisurely game play keyings E-Sports Goldfarming Modes/ Review play creative agendas Analytic play ... little norming high norming autonomous in-autonomous autotelic focus instrumental focus gamesmanship professional norms detached engrossment professional distance as-if gearing into the world factual-material gearing
  • 121. leisurely game play keyings E-Sports Goldfarming Modes/ Review play creative agendas Analytic play ... little norming high norming autonomous in-autonomous autotelic focus instrumental focus gamesmanship professional norms detached engrossment professional distance as-if gearing into the world factual-material gearing
  • 122. Modes of play • Manifold, acquired in video game socialisation, historically and culturally divergent • Bind »motivational relevancies«, social setup, game genre • Govern • Inhabitable roles • (Displayed) attentive engrossment • (Displayed) emotion and attitude • Values, norms, rules, cues for behaviour • Transformation rules: Gearing into the world
  • 125. perceived as thwarts controlling autonomy – feedback motivation + perceived as supports informing competence
  • 126. Autonomy: Instrumental, not autotelic; little meaningful choice, little connection to personal goals and needs, often controlling feedback Shared focus: Demonstrating proficiency, avoiding failure, following rules, maximizing grades http://www.flickr.com/photos/mike52ad/4675696269 Gearing into the world: High factual stakes
  • 127. W OG OR R PR K ES IN S frames social norms & understandings appropriate, configure, frame offloaded & stabilized in cues, facilitates re-cues, resists situated conduct affordances experience code material rules, cues, capabilities
  • 128. 6 gaming the system How does implementing explicit rule systems affect framings?
  • 130.
  • 133.
  • 135. Reframing as strategic instrumental action http://www.rasmusen.org/x/images/pd.jpg
  • 136.
  • 137. »It is through a community of people who care more about fun than winning that the Well-Played game happens.« Bernie de Koven the well-played game (1978: 5)
  • 138.
  • 139. In short: a ludic framing Paidia Ludus play game improvisation skill, effort exploration strategizing tumultuous ordered immoderate rule-bound Roger Caillois man, play, and games (1958)
  • 140. <Insert Dilbert cartoon here> … fixates thinking inside the system, ...
  • 141. … blends out = creates »externalities«, ...
  • 142. So you also played EcoChallengeTM?
  • 143. … crowds out communal ethics ...
  • 144. … and encourages »gaming the system« http://www.flickr.com/photos/5tein/2347819903
  • 145.
  • 146. »The more a quantitative social indicator is used for social decision-making, the more subject it will be to corruption pressures and the more apt it will be to distort and corrupt the social processes it is intended to monitor.« Donald T. Campbell assessing the impact of planned social change (1976)
  • 147. gaming the system 1. What are the forms, causes, and effects of gaming the system across social domains? 2. How does the design and social context of systems invite a »ludic« framing? 3. How can we design socio-technical systems to avoid and/or alleviate »gaming the system«?
  • 148. W OG OR R PR K ES IN S frames social norms & understandings appropriate, configure, frame offloaded & stabilized in cues, facilitates re-cues, resists situated conduct affordances experience code material rules, cues, capabilities
  • 149. 7 Playful design How can we design to invite a playful framing and thus, playful conduct?
  • 150. Play
  • 151. What we usually design http://www.flickr.com/photos/mrlerone/405730185/sizes/o/
  • 152. Who decides whether this is play (or playing is allowed)
  • 153. »How can I design a rigid structure that facilitates spontaneous behaviour?« Sylvan Steenhuis evoking playfulness in public space (2012: 6)
  • 154.
  • 155.
  • 156.
  • 157. playful design 1. What characterises a playful frame? 2. What are effective methods, strategies, patterns for inviting a playful (re)framing? 3. How do the standing frames of different contexts impact playful reframing, and how to take them into account?
  • 158. how does code shape conduct, mediated by social meanings? (and vice versa)
  • 159. W OG OR R PR K ES IN S frames social norms & understandings appropriate, configure, frame offloaded & stabilized in cues, facilitates re-cues, resists situated conduct affordances experience code material rules, cues, capabilities
  • 160. in summary 1. How can we (re)structure socio-technical systems to afford intrinsic enjoyment? 2. What are the frames of (video game) play, and how are they situationally produced? 3. How do we design socio-technical systems to alleviate gaming the system? 4. How do we design to invite playful (re)framing and thus, playful conduct?