Today I led my first service at USSB; the theme was how games can help heal brokenness. I led the congregation in a spirited round of massive multiplayer rock-paper-scissors. Below is my reflection, where I included mentions of Sid Meier, Katie Salen, Eric Zimmerman, Jane McGonigal and Raph Koster. It was a really fun morning for me & from the conversations I had with people after the services, it sounds like I helped people to think differently about the value of games. And Unitarians proved they are seriously into rock-paper-scissors :)
Here is my reflection:
My family had just moved to a new town at the
beginning of my 6th grade year. A few weeks into the school year,
the entire 6th grade had a pizza party at the local Little Caesar’s
restaurant. This was back when Little Caesar’s had restaurants, and this
particular one also had a bar with a huge dance floor where the locals hung out
on Friday and Saturday nights. But on this particular Friday afternoon, my
entire 6th grade class was having a pizza party. And then a dance
contest.
I had no intention of dancing. I really
hadn’t made any friends yet. When a boy that I recognized from my math class
named Kevin asked me to be his partner, I was so shocked that I said yes. He pulled me out into the center of the dance
floor and the music started. The contest
rules were simple: keep dancing until a teacher taps you on the shoulder,
indicating you are “out.” The song for the dance contest was “I can’t drive 55”
by Sammy Hagar. If you have ever heard this song, you’ll know that it’s not
exactly dance contest material.
As it was, the song choice didn’t matter. I
didn’t know that my dance partner was a 12 year old dance prodigy. To be
honest, he could have probably won the contest on his own. He was dancing so enthusiastically that I
couldn’t help but try to match his clearly superior moves.
Something happened as I tried to keep up with
my partner; I forgot all about the people watching us. I didn’t notice the
teachers tapping the other couples’ out. I was focused on dancing. I was having
fun. And for the 6,000 times they played that song, I wasn’t a shy 6th
middle school girl who was trying to make friends in her new school: I was a
dancing queen.
When the music finally stopped, Kevin and I
were standing alone in the middle of the dance floor, sweaty and triumphant. The
kids surrounding us cheered and patted us on the backs; Kevin grabbed my hand
and held it up in victory.
Now, I was a very, very shy 6th
grade girl. I had ended 5th grade as a social outcast in my previous
school, shunned and bullied by my best friends. I was honestly relieved we
moved to a new town for middle school, even though I didn’t know anyone. And then a few weeks into the school year, my
shyness and relative anonymity were blown to bits in the middle of that dance
floor at Little Caesar’s.
Our brains are quirky, funny organs. Brains
are super pattern collectors and recognizers, constantly seeking out meaning
amidst chaos. We delight in finding patterns where none should exist, like when
we see a cloud that looks like a bunny, or we see the image of Jesus in a piece
of toast. Our brains are constantly trying to make sense of the world, to get
better and better at recognizing patterns and anticipating cause and effect.
The funny thing is, when we are presented
with a new or unexpected pattern, our brains are not very good at dealing with
it right away. It’s like our brain goes into shock, yelling “This is not what I
expected! What do I do?” It can send us into a state of paralysis, or it may
prompt you to make a decision you normally wouldn’t, like participate in a
middle school dance contest.
In order for our brains to learn a new
patterns to better anticipate cause and effect, we need to practice recognizing
the pattern. We know that practice is how we learn. Need to learn an
instrument? Practice. Need to learn how to do algebra? Practice. We know that
practice is the path to master a skill.
When we are young, we practice navigating the
complexities of life through play. We learn to negotiate and argue and
apologize and make new friends all within the context of make believe and games
that we create our own rules for.
At some point, though, we flip the
expectation that play is the catalyst to learning and growing and begin to see
play as a waste of time, a form of entertainment with little other value. As we
stop valuing play, we deprive ourselves as adults of a safe place to practice
and fail and learn how to navigate new, complicated situations. Our brains
haven’t changed: we still are constantly struggling to learn and recognize new
patterns. Just because you’re 16 or 36 or 86 doesn’t mean that you know
everything you need to about relationships or about yourself.
I face issues every day that I don’t know how
to respond to. Sometimes I think it would be great to sit down and have a tea
party with my 8 year old and try to work through them, but I’m pretty sure her
stuffed animals aren’t as experienced with working through the nuances of my
adult relationships with my parents or how to deal with gender discrimination
at work.
Still, there’s something to be said for play
as a way to make us better, stronger and more confident in navigating the world
around us. And games are the perfect way for us, even as adults, to play and
learn and grow.
What is a game, really? Sid Meier, who is the
famous designer of the Civilization computer games, defined games as “a series
of meaningful choices.” This definition has always rung true to me, although
probably a little too broad: couldn’t life itself be defined as a series of
meaningful choices?
Another definition from game designers Katie
Salen and Eric Zimmerman says that a game is a system in which players engage
in an artificial conflict, defined by rules, that results in a quantifiable
outcome. I like this definition, particularly because of that last piece, “a
quantifiable outcome.” This is what differentiates play from games. In a game,
there is an outcome, usually a score that tells you who won and who lost. Those
outcomes, whether successes or failures, serve an important purpose: they
provide you with feedback. Are you winning more, getting higher scores? You’re
learning and improving. If you aren’t getting better at the game, what do you need
to differently to improve? What are others doing to win that you can learn
from?
Games, really, are patterns that we learn to
solve. The simple ones, like tic tac toe, are fascinating to kids who are just
learning pattern recognition. But one day after a couple years of practicing
tic tac toe, you realize that you can win or tie every time depending on the
skill of your opponent, because you have learned every pattern possible in the
game.
My uncle was so good at solitaire that he
could tell after only a few minutes of play whether he was going to win that
hand or not. I was not that good, and I would get so frustrated watching him
for a few minutes and just as my mind was starting to get into the game, he’d
fold the deck and deal a new hand. How do you know? I’d ask him. And he’d say,
I’ve played this a million times. I know.
In 2009, I attended the annual Game
Developer’s Conference in San Francisco and saw a presentation that changed my
life. Jane McGonigal presented a session on how games can change the world. She
had recently launched a game called “Top Secret Dance Off” with one goal: to
make people happier. The game was simple. You went to the game website and
joined a team. Once you were on a team, you could start completing dance
challenges. For each dance challenge, you needed to complete 3 steps: 1. Assume
a secret identity. 2. Video tape yourself completing the dance challenge in
public. 3. Upload the video to the game site. Once you uploaded the video,
other people could vote for your dance -
the team with the highest vote total for their dance videos “won.” The website
still exists and if you visit it today, you can still see the amazing and
hilarious videos of people in disguise dancing in public.
What was the pattern that Jane wanted people
to recognize in this game? Simply that dancing makes you happy. Even watching
other people dancing makes you happy. In her talk, she proposed a noble purpose
for games: games can be designed to elicit lots of different types of emotions
and develop different types of skills. What if we designed games to help make
people better and, even grander, to change the world for the better?
I knew that what she was saying was true. A
decade earlier, I had made of game of eating using Weight Watchers points and
over the course of a year had lost 75 pounds. If I could make something super
hard, like losing weight, into a game that I could play and win, why couldn’t
that same idea be used to solve even bigger, more complex real problems?
Two years after I saw Jane McGonigal speak
for the first time, she published her first book, Reality is Broken. In it, she
expanded on her idea that games can be a catalyst for growth and change, for
individuals and for the world. Her idea was catching on. A game called Re-Mission
helped kids with cancer understand how chemotherapy and radiation worked and
let them play along fighting cancer cells during their treatment. Another game,
World Without Oil, challenged people to go through their day without using oil
products and to journal what alternatives they used in order to help other
players facing the same challenges.
There were games addressing subjects as complex as how to most
efficiently rescue survivors during a natural disaster like a typhoon or
hurricane or how to achieve peace in the Middle East.
Even more powerful than the games that were
allowing people to work through complex problems were the real issues gamers
were being asked to solve. In 2011,
gamers were able to solve a virus enzyme structure in 3 weeks that scientists
had been unable to solve for over a decade.
In the same year, gamers were able to identify cross-species DNA
segments that geneticists were unable to identify using computers. All by making a game of science.
We, humanity, prove over and over again that
our brains are the most incredible pattern recognition systems and problem
solvers. And it’s not just that we’re capable of doing it. We think it’s fun.
Fun is a loaded word. Raph Koster in his book
A Theory of Fun defines fun as “the act of mastering a problem mentally.” I
like this definition because mastering a problem mentally defines fun as an
active state, which differentiates it from entertainment or enjoyment or
delight. Koster further defines fun as learning in a context where there is no
pressure.
Learning in a context where there is no
pressure. This is why games matter.
This is why playing games, at every age, is
important. If we are constantly in a state of brokenness, then we are always in
a state of repair. When we don’t know how to fix a situation, we must learn.
How better to learn a new pattern, a new cause and effect, a new way to look at
the world, than in the safety of a game where we can practice and learn and get
better, step by step? How better to make ourselves and the world better than in
a game where we can have fun doing it?
When I look back now, I can see why winning
that dance contest in sixth grade meant so much to me. It was the perfect game for me to play at the
perfect time. I needed to learn how to make friends in this new environment,
but there was no pressure in that dance contest: I didn’t know anyone and I had
nothing to prove. But I learned that taking a risk, putting myself out there
and trying something new COULD be the catalyst for friendship and success. It’s a pattern that I have recognized and
repeated throughout my life, from starting my own business, to meeting my
husband on a blind date, to joining this congregation.
Any challenge can be made into a game, just
by approaching it in a playful way. My daughter makes something as simple as
walking down the street a game by trying to avoid the cracks (and sparing my
back from breaking). More complex
challenges like exercising more, I can break down into smaller challenges and
reward myself for achieving milestones along the way.
What challenge are you facing? How can you
make a game of it?
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