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[PATV] Tuesday, August 30, 2011 - Extra Credits Season 2, Ep. 10: Gamification

DogDog Registered User, Administrator, Vanilla Staff admin
edited June 2012 in The Penny Arcade Hub
image[PATV] Tuesday, August 30, 2011 - Extra Credits Season 2, Ep. 10: Gamification

This week, we talk about the ways game systems are starting to be applied to real life, and what this means for the future. <br>Also, we are joined by our first guest artist! Check out Erin Siegel's artwork here! <a href="http://esda06.deviantart.com/ http://www.youtube.com/user/ESDAFable?feature=mhee">http://esda06.deviantart.com/ http://www.youtube.com/user/ESDAFable?feature=mhee</a&gt;

Read the full story here

Dog on

Posts

  • caibborcaibbor Registered User regular
    Think of your resume as your "real life character sheet." Learn a new skill, level up.

  • betrayerkolbetrayerkol Registered User regular
    Batcreditcard? OH GOD. Is the free reward batnipples?

  • Carole_VaudryCarole_Vaudry Registered User regular
    edited July 2012
    Hi!

    I just saw an app that I think can be used to set "quest" for yourself: http://itunes.apple.com/mt/app/seal-it/id474310288?mt=8

    What's your thought on using such an app for gamification?

    Carole_Vaudry on
    You can find my game reviews and articles on Gametrender: http://www.gametrender.net/
  • coalczarcoalczar Registered User regular
    This kind of thinking has the other dangerous possibility of what's known in social psychology as the "overjustification" effect.

    Let's say, as a kid, you really enjoy playing piano. Your parents notice this and want to reinforce it, so give you five dollars every time you practice. What happens in your psychology is that you have a decrease in your intrinsic (inborn) desire to play piano and the activity becomes about the extrinsic (outside) reward. This decrease usually carries over after the reinforcement stops and the person may need the external reward to continue.

    I think what people are seeking through gamification is not really making life "a game" because life shouldn't be a game. I think what people desire is the epicness of the game, the quest, the treasure. What they crave is *meaning* to their actions and I believe a mythologizing of your life (a la Carl Jung, James Hillman, Joseph Campbell) will be the only true way to satisfy that urge.

    Read Carl Jung's "Memories, Dreams, Reflections" to understand what it means to see and tell your own life as a story with meaning (and not just a report with facts).

  • coalczarcoalczar Registered User regular
    This kind of thinking has the other dangerous possibility of what's known in social psychology as the "overjustification" effect.

    Let's say, as a kid, you really enjoy playing piano. Your parents notice this and want to reinforce it, so give you five dollars every time you practice. What happens in your psychology is that you have a decrease in your intrinsic (inborn) desire to play piano and the activity becomes about the extrinsic (outside) reward. This decrease usually carries over after the reinforcement stops and the person may need the external reward to continue.

    I think what people are seeking through gamification is not really making life "a game" because life shouldn't be a game. I think what people desire is the epicness of the game, the quest, the treasure. What they crave is *meaning* to their actions and I believe a mythologizing of your life (a la Carl Jung, James Hillman, Joseph Campbell) will be the only true way to satisfy that urge.

    Read Carl Jung's "Memories, Dreams, Reflections" to understand what it means to see and tell your own life as a story with meaning (and not just a report with facts).

  • lgnchlgnch Registered User new member
    Gamification done properly though, is a reward based on development of intrinsic values not just a reward for achievement. The research shows that the psychological effects are not as you suggest when implemented correctly. Your point stands, however, when parents implement without understanding.

  • lgnchlgnch Registered User new member
    Gamification done properly though, is a reward based on development of intrinsic values not just a reward for achievement. The research shows that the psychological effects are not as you suggest when implemented correctly. Your point stands, however, when parents implement without understanding.

  • padoylepadoyle Registered User regular
    I recently bought Rocksmith 2014 in an attempt to get back into playing guitar. I can't say I've put all that much time into playing it yet, but the software itself is a monument to gameification. It employs so many fantastic techniques to motivate and inform practice, including an option to repeat a riff from a song but with the difficulty increasing gradually each time you play it perfectly (gradually moving towards the whole, real life riff rather than Rocksmith's selected notes at lower difficulties) as well as retro-style minigames that drill down into very specific techniques like scales, string switching, dynamics, fretting, etc.

    The effects of these techniques are very powerful. I think people could easily spend 30 minutes playing the same riff over and over if they see that they're making progress, adding notes, and improving their score rather than just traditionally practicing a riff by playing it repeatedly.

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