Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, July 11, 2016

What #PokemonGo means for immersive learning

I, like many of you, spent my weekend hunting for Pokemon while tracking my progress on Nintendo's new Pokemon Go game.

To say it was a revelation was an understatement. And the bigger question: will it lead to a revolution?

For many years now, I've talked about how technology can be used to create immersive experiences, how giving people the sense that they are performing real tasks and receiving real-time feedback is the key to that immersive feeling. I've talked about avatars and virtual worlds and alternate reality games and augmented reality and, recently, virtual reality. I've talked about how biometric data can be used to impact your experience within an environment, and I've talked about how all of these things are converging. I've also talked about the shortage of big design thinking in better leveraging the technology that is currently available to bring together storyline and experiences. Design has been lagging behind technology where immersive learning is concerned. I would tell people to keep their eyes open, because there would be a point where someone figured it out and it would go mainstream.

I'm pretty sure most people thought I was talking about a few years in the future. Turns out, I was talking about this last weekend.

Finally, FINALLY, there is an example of an augmented reality game with characters, avatars, interactive game play with feedback and leveling. And the whole world is, or wants to be, playing.

Our kiddo was working alongside a Meowth
This weekend I spent with my family, walking all over my home town Carpinteria and Santa Barbara. We were finding landmarks we didn't know existed which had been designated as Pokestops. We were exploring new neighborhoods and talking to strangers. We were walking, walking, walking. We were smiling and laughing. We were bemoaning our ridiculous battery life and speculating on our data usage. We were running into friends and chatting. We were teaching each other nuances and strategies in the game. We were laughing when we saw a large group of people wandering around a parking lot, looking for a Koffing we knew was there. I was sending messages to a friend halfway around the world in Milan, Italy, who was experiencing the same server issues we were.

Suddenly, everyone is playing and experiencing immersive learning.

For those of you who haven't played yet, imagine you are a Pokemon trainer (if you don't know what Pokemon are, google it). The world is filled with Pokemon, and you can find them via a phone app, then catch them using Pokeballs that you throw at the Pokemon on your phone screen. You can get more supplies at Pokestops, and train with the Pokemon you've caught at Gyms. All of these locations are populated from data collected over the last several years from another game, Ingress, which is (of course) a product of Google.

I could talk about the social learning implications (this game has no social features, but is an amazingly social game). I could talk about the health benefits, both mental and physical. I could talk about how the game is driving behavior change (my kids keep opting to walk instead of asking for rides...crazy...).

But instead, I want to talk about what Pokemon Go means for the future of learning. Because we finally have a flagship immersive game to build from. Where we go from here, and how we push technology to support our design, is really up to us.

First, let's talk about technology needs.

  • WE NEED BETTER BATTERIES. If we are leveraging our phones for experiences like this, we can't have our batteries last an hour. 
  • Also, WE NEED UNLIMITED DATA. It's well past the point that this should be the case, and the first major company who goes there will get my money, and hopefully yours too, so that the whole market will follow. 
  • We will need data to be able to interact in the world, unless, of course, we have UNIVERSAL WIFI. That would be ok, too.
  • And finally, the device-specific access is a drag. Most of the people we saw playing were adults, not because kids wouldn't want to, but because kids don't have smartphones that they can use to play. MAKE ALL DEVICES CAPABLE OF PLAYING IMMERSIVE GAMES. Photo apps, GPSs, data accessible (with unlimited data, as previously mentioned). Let as many people play as we possibly can. 


What about design?

Honestly, the possibilities are endless for future applications, but let's start with what we could do with Pokemon Go.
Santa Barbara Park Ranger
chatting about the Pokemon in the park

  • Tie Pokemon Go to biometrics. What if you could get certain Pokemon by keeping your heart rate in the ideal range for exercise for 20 minutes? What if you were rewarded for number of steps (not just distance covered, which is how you hatch eggs)? What if you were rewarded for consecutive days of hitting exercise targets? There have to be some easy partnerships to be made with fitness trackers. 
  • Add some social features. My kids already want to trade Pokemon. I'd love to see a way to do that through proximity, rather than some online marketplace. While I've been having great conversations with people I meet while playing, it would be great to have a game mechanism to prompt more interaction. Also, how about adding a way to friend other players you meet? It was great meeting folks all over town, but now there's no way to stay connected. There are already social groups forming outside of the game, why not enable it within the game?
  • Leverage Pokemon Go for medical treatment. If there were enough Pokemon in a hospital or rehabilitation center, patients could collect Pokemon as part of their recovery. Therapists could track distance walked or number of Pokemon caught to help encourage patients to get out in the world and walk. 
  • Pokemon Go as the new marketing angle, both customer and internal-facing. We already saw this with Foursquare, but is there something more to be done here? I would definitely frequent a place that set up a Lure to attract more Pokemon...beyond attracting more customers, could this type of activity work for new hire training? My family was chatting yesterday about what type of Pokemon we might find at our zoo; what if the zoo could strategically place Pokemon?
What are some issues that need to be addressed?
  • Accessibility barriers. Already, my color-blind husband can't see the difference between the blue and purple Pokestops and has to ask me. Can options be included for blind players? Hearing impaired players? Players with physical disabilities? Let's get everyone playing.
  • Technology barriers. Let's not make immersive learning only accessible to the privileged. While desire for immersive experiences might drive buyer behavior toward technologies that can support it, if only high end smart phones can play the experiences and only people who can afford more data can play, we are cutting out major segments of the population based likely on age and socioeconomic status from participating and benefiting. Immersive learning should be available to everyone. 
  • Societal barriers. There has been nervousness already around women playing alone at night, players who are ethnic minorities worrying about accessing Pokemon in particular neighborhoods, and general unease about what a gaming experience that everyone can play everywhere might uncover about our own biases, prejudices, and fears. These are things that already exist, that game play is exposing with heightened visibility. Ironically, it has also been prompting people from all walks of life to start interacting and supporting each other. Maybe there's something to us all just playing a game together that may lessen this barrier. 

But let's end with some larger implications for learning, particularly organizational learning.

  • New hire training: tour facilities with augmented reality or virtual reality. Meet key folks in the organization. See behind the scenes production, or visit HQ virtually. 
  • Skill refinement: once the basics have been taught, present ongoing practice scenarios. Could be internal, customer-facing, or software/equipment training. 
  • Product training: provide the ability to interact with multiple customers and see how the product benefits them differently.
  • Application in context: how do you navigate a real-life complex environment effectively? Think busy retail, insurance adjusters, combat/disaster zones, crime scenes, etc.
  • Don't mind the rattata in my kitchen
  • Just in time geographically relevant support. Have a question in context? What if an app let you access training and tips relevant to where you are?  
And that's just to name a few.


So, to sum up, we need better consumer tech for immersive experiences, we can build on Pokemon Go for even more immersive design examples and applications, we need to be mindful of biases limiting access, and there's a lot of potential for organizations to leverage immersive learning to solve meaningful learning problems. Let's do this, folks!


(Related: Does anyone even use Foursquare anymore? I bet the kids don't even know what that app is...)

Monday, August 10, 2015

Taking a break to get in the flow

One of the most interesting concepts in learning is the idea of "flow," a concept proposed by Mihaly Csikszentmihalyi to describe the state of not so challenged that you're frustrated, but not so easy that you're bored. 

When applied to game design, this makes a lot of sense. Tic tac toe is the perfect example on the too easy end of the spectrum; at some moment in time, you realize that you can either win or tie EVERY SINGLE TIME (depending on the relative skill of your opponent). I tried to explain this to my 8 year old a few weeks ago at dinner when she tried to challenge me to a match, and then went on to show her that if she played her first play in a corner or in the center each game, and she made sure to pay attention, she'd never lose. I almost felt bad, ruining tic tac toe for her, but I honestly could not be excited about playing her. It is the game equivalent of absolute boredom for me. 

Opposite for me is any Call of Duty or, more recently, Flappy Bird. Seeing as I can't get past the first or second challenge (in CoD, I have yet to make it past "training"), I give up because my hand-eye coordination is not good enough to make me successful in these games without more effort than I'm willing to invest. In other words, they are too hard and I give up, frustrated. 

What does flow look like for learning? There are metrics we can look to, such as time on task or self-reporting channels like surveys. Research on flow in learning typically relies on experience sampling to gauge engagement. When it comes to flow, it's all about the feeling. So what are those feelings? I like this definition from David Farmer (1999)
  1. Completely involved, focused, concentrating - with this either due to innate curiosity or as the result of training
  2. Sense of ecstasy - of being outside everyday reality
  3. Great inner clarity - knowing what needs to be done and how well it is going
  4. Knowing the activity is doable - that the skills are adequate, and neither anxious or bored
  5. Sense of serenity - no worries about self, feeling of growing beyond the boundaries of ego - afterwards feeling of transcending ego in ways not thought possible
  6. Timeliness - thoroughly focused on present, don't notice time passing
  7. Intrinsic motivation - whatever produces "flow" becomes its own reward

In the end, flow is about optimizing what you're getting out of what you are putting in. When I think about this for learning, it's not just about the feeling, it's about the outcome. I'm in the flow when I am engaged and learning and excited about what I'm doing. I'm feeling proud of my effort and good about myself. I'm having fun. 

The past few months I've been trying to learn a few new things, but the one that has been the most challenging has been learning the ukulele. I hate to admit it. It has been hard for me. Me, voted most musical in my high school graduating class, has been struggling with the ukulele. IT IS SUPPOSED TO BE EASY, I tell myself. I get frustrated. I am definitely not in the flow. 
This is a small image of my Evelyn Evelyn ukulele
from Amanda Palmer. I love it. I need to play it. 

That's the thing about flow. People tell you to get in it, but HOW do you get in it? When you need to learn something hard, how do you get past the point of frustration to get to appropriately challenged? 

The truth is, you have to practice. You have to persevere. Eventually, things get easier and you get better. But in that point of frustration, you take a risk if you keep pushing. You can start to HATE the thing that is frustrating you. I will tell anyone who asks that I don't like Call of Duty. It's not because it's a bad game (although first-person shooters aren't really my cup of tea). It's because the day that I was trying to learn the controls to make it through the game orientation, I felt pressure. I couldn't do it. I was frustrated, and then I gave up. All of my negative feelings transferred to the game. I know that if I played again, in a less stressful environment, MAYBE I would like it, but I would have to get past my negative feelings towards the game and my previous poor performance. 

It's why people who struggle to read say they don't like to read. 

It's why girls who are told they aren't as good at math don't go into STEM careers. 

It's why women who go into STEM careers have a hard time staying when their work environment is gender biased. 

When we can't get into the flow, it's hard to love something. It's hard to want to do it all the time. We all seek flow. 

So what can you do to get past the frustration? Here are some tips I try:
  • Find a patient coach or teacher. Sometimes you just want to feel supported. Don't find someone who wants to do it for you. Find someone who wants to be your cheerleader.
  • Walk away for a little while. You may need to take a break before you jump back in. Don't let your negative feelings build up; find ways to shake off your frustration before trying again.
  • Break down the task into smaller pieces. In learning the ukulele, I needed to admit I wasn't going to start out playing a whole song. If I just practiced transitioning between chords, and practiced until I was good at it, it felt like a victorious step along the journey to playing my first song. 
  • Decide if the effort is worth it. Sometimes, it's really ok to walk away. I don't feel like I'm missing out on anything because I never learned how to play Call of Duty or because I never scored higher than 4 on Flappy Bird. Some things just aren't worth the effort or frustration. 
The ukulele is worth it. I'm still working up to my first song :)


Sunday, March 29, 2015

Make a game of it

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?


Friday, December 12, 2014

Are video games the new spectator sport?

For those who are looking for it, the news is everywhere: video games are becoming the new spectator sport. The signs have been there for years, although they were subtle in many cases. I saw them in my own family room, with my kids sitting together and watching each other play. I always thought "how boring," and dismissed it, thinking my kids were probably the only weirdos who would sit and watch other people play a video game that they themselves weren't playing.

But when I think about it, how many times did I stand in an arcade, watching an expert player dominate Mortal Combat? (a lot.) If you ever saw the documentary King of Kong, you'll remember groups of people crowding around a Donkey Kong game, holding their breath as competitors beat level after level after level.

Just a couple years ago, I noticed another phenomenon. My kids were watching other people play video games on YouTube. Sometimes they watched to learn how to beat a level in a game they were struggling with. Sometimes, they just watched for fun. With the arcade gone and more players playing at home, YouTube became the place to observe and learn and go back to your Xbox and try again yourself.

But then, my kids weren't satisfied with just observing...they wanted to record themselves playing and share those videos too. New kinds of videos of game play emerged: color commentary! Some videos featured gamers recording their parents or grandparents playing, the ultimate noobs to laugh at. Other videos featured gamers whose funny quips and engaging personalities helped make them into celebrities in the gaming world. My kids started imagining themselves becoming YouTube stars, simply by recording the games they were playing.

I didn't have a name for this new genre of entertainment, but yesterday saw this article about arenas where you can observe video gamers competing. The term, I found out, is esports, and it's becoming huge. Want more evidence? Game developers and even colleges are now awarding scholarships to top gamers, recruited to play on the school's esports team.

"WHAT?!?! Shut the front door!" (This is an exact quote from me, as I forwarded the story link to my teenagers...)

But if you think about it, it makes sense...while kids used to spend hours and hours on the basketball court practicing to make it into the NBA (some still do, for sure), more and more kids are spending time in League of Legends or Minecraft. It logically follows that stars would emerge and systems to reward the best gamers would be created. And, as we do with professional basketball players, we want to watch the best gamers compete and flex their finely tuned hand/eye coordination against each other.

I'm not sure that we'll see our cities' football stadiums converted to gaming stadiums any time soon, but don't count out esports as our future national pastime.


Tuesday, June 3, 2014

Because video games: games, flow and the evolution of our brains

The summer between 5th and 6th grade, having just moved to a new town in northern Michigan after the school year ended and thus not knowing anyone yet, I found a passion that still fuels me: video games. We had an Atari 2600 and while my sister roamed our new neighborhood to make friends, I settled in to beat Pac-Man. I played for hours and hours, until I got so good at avoiding ghosts and eating fruit that I rolled the scoreboard.

My mom eventually kicked me out of the house to go find my sister and play. She coined the term "mush brain" and continued to repeat the same refrain, even as I moved on to Frogger and Pitfall and eventually to Centipede, from which I still have the remnants of callouses from the rollerball controller.

That phrase, mush brain, never made sense to me, as I knew that counter to what my mom might have seen as me zoning out, I was actually concentrating REALLY HARD. I didn't want to be disturbed, not because I was catatonic, but because I was intensely focused.

Fast forward 25 years, as my 9 year old son is standing in the middle of my living room, a Wii controller in each hand, focused so completely on Punch Out (which had been my birthday gift, fwiw) that he doesn't hear us telling him it's time for dinner. My mom called him a mush brain. I stopped her and said, "No, look. Watch him. He's solving the pattern for each boxer. He's concentrating. He's doing hard work."

I happened upon a conversation on a friend's Facebook page today, where he reflected on the damage that video games cause to how our brains function. I flashed back to my own experiences as a kid, and to watching my kids now. Maybe video games DO change the way our brains work, but I think it's for the better. Video games are enormous feedback experiences where each move you make has a consequence - an increase in score, a goal accomplished or failed and, of course, game over. Games teach us to practice, to keep trying, to fail and have another go. Games teach us persistence. Games teach us problem solving, logic, complex decision-making and pattern recognition. Video games improve our fine motor skills. Collaborative games teach team work, communication skills and leadership skills. And beyond all of that...games might be our first experience of flow, that deeply focused attention that some might dismiss as mindlessness rather than mindfulness.

And yet, so many people jumped on the "anti-video game" band wagon in the comments. It's so easy to vilify, to oversimplify the evolution of our brains due to the influences of technology and to ignore the actual research that disproves your opinion. It's so easy. "Games are bad." It is so easy to point fingers and cite circumstantial evidence to counter honest to goodness research and data that shows the benefits of games. This is no means unique to games; we see the same arguments against gun control, feminism, climate change...debates where research shows clear data but passionate opinion somehow gets weighted equally.

Examples of games research to check out:

Karl Kapp's answer to the question (with research!) of "do games teach?" 

An article in Psychology Today on benefits of playing video games 

The educational benefits of video games (written by a professor who studies gambling addiction)

Video games for training surgeons

Just to name a few...and a few resources on flow to check out if you're interested:

Game Design Theory Applied to the Flow Channel 

Wikipedia reference on Flow

I don't have a real picture of us playing, but this is how I imagine me and my son.
Let me be clear: I don't think kids should be playing violent first person shooters. Video game ratings systems are there for a reason and while I tend to focus on the positive impacts of video games, if you're letting your kid watch Game of Thrones or play Call of Duty? Yeah, there are going to be negative impacts. There's plenty of research on the impacts of exposure to violence in video games (and other media forms) on children, as well as the danger of video game addiction. Two points here: Too much of ANYTHING is bad for you, especially for children. And correlation does not equal causation. While there have been lots of correlations drawn between playing violent video games and violent behavior, there is no causal evidence (meaning that playing video games does not cause you to be violent).
Let's be smart out there, people...but let's not throw out the baby with the bath water.

When I worry about how our brains are changing, I think about how we're less likely to engage in deep reading and reflection. I think about how attention spans have shortened, likely because of television commercial cycles and mobile content. I worry about how difficult it is for our brains to discern meaning with the endless stream of information, opinions and misinformation that is broadcast to us through multiple media channels all day long.

I don't worry about video games. Video games have taught me how to fail, pick myself up and try again. They have strengthened my focus and concentration. And my son who conquered Punch Out with focused concentration on pattern recognition? He just won Santa Barbara's Math Super Bowl for 6th grade with a perfect 50/50. So much for being a mush brain.

Monday, March 24, 2014

Learning through "infuriating feedback"

One of the things that I'm most passionate about doing well when designing learning is providing feedback. In immersive design, practice without feedback is useless, and often can reinforce the wrong behaviors. For example, if you're trying to perfect your golf swing, heading to the driving range and hitting a bucket of balls without the guidance of a golf pro to help critique your form may lead you to practicing a whole bucket full of bad swings. 

Yet very rarely do any of us perform a task in a vacuum; we're constantly bombarded with feedback, both subtle and obvious, that reinforces what we're doing well and discourages us from continuing less than stellar behaviors. We love hearing the good stuff, getting that positive reinforcement. In game design, quick victories are by design to make players feel good, feel confident, hoping to hook them in to continue playing even as game play becomes more difficult and complex, and victories and positive reinforcement are harder to come by. In "real life," the same dynamic exists. I love to hear the feedback of people after I speak, to hear how something I said struck a chord or helped them make a connection or see something in a different light. Even better, I love when people compliment my kiddos, as that provides me with some positive evidence from non-biased sources that I'm doing ok in the toughest job that I have.

Negative feedback, critique and even punishment surround us every day too. I am always amazed as a mom about how often I have to say, "chew with your mouth closed," or "put some clothes on," or "put your dirty laundry in your hamper, not just on the ground next to it." More subtle things, like a look from my boss or my husband, are enough to make me pause and consider what I just did to elicit that reaction. In game design, negative feedback design creates for interesting play dynamics; losing points, finding yourself in a death spiral that you just have to wait out, or an abrupt game over when you make a bad decision are all ways to provide critique to your play performance and prompt you to try again and do better.

This continuous flow of positive and negative feedback help us learn and shape our future behavior. Other factors contribute to our decision-making, but ultimately, it is the balance of potential risk and reward that are in constant competition to determine the decisions that we make, and we depend on this river of feedback to help us determine if we're on the right path.

Which leads me to the best boss I ever had. 

Imagine you're at work, managing a big project and people and faced with situations and decisions that are new to you. You have a one-on-one with your boss and you go in prepared to describe the situation and get insight and feedback on how to proceed. When you enter the office, your boss is nose to the laptop and barely acknowledges you're there. You know that you have limited time, so you ask if you should get started. "Yes, go ahead," your boss says, still not looking up from the laptop. 

You start describing the current status of and issues with the project. You describe what you've done so far to resolve issues as they've come up, and you end with the current dilemma and request advice on how to proceed. 
To which your boss replies, still not looking up, "what do you think you should do?"

Infuriating. If I knew what to do, I'd just do it! I want guidance, I want insight, I want feedback!

I had a couple of meetings that went exactly like this with my boss. Every time I left those meetings, I was pissed. How rude! What am I supposed to do? Why didn't my boss give me any advice?

And yet...

I was getting feedback. My boss was saying: "you don't need me. You actually know how to proceed. I trust you to figure this out. If you make a bad decision, that's ok, you'll come back to me and I'll repeat this again and you'll try something new, until you find the right answer."

It was these "non-feedback" meetings that gave me confidence to make decisions. They helped me learn to reflect, consider options and take my best guess. Sometimes I didn't make the best decision, but often I did. As I worked with my boss longer, our meetings became less about resolving issues and more about personal development and strategy. 

Coaches, mentors and managers can give helpful advice and guidance in some situations, but the best way they can be leveraged is to challenge you to do your own thinking and growing. When you're designing practice in immersive learning, consider designing with infuriating feedback: opportunities for reflection and safe failure. Not only will you build confidence in decision-making, but you'll be teaching leadership and reinforcing risk-taking and experimentation. 




Monday, December 30, 2013

Ring it, 2014!

It's my end of the year post, and I probably should be writing it tomorrow because this morning I have such a heavy heart. When I think back on this year, I'll remember so many amazing things: a scruffy little dog joining our crew, John finding a job he loves, our wedding, how the kids have grown and blossomed, finishing my book, finding an amazing community at USSB (and jumping in with both feet), and exciting new ventures on the horizon. It has been such a great year.

And still, there are things to do. Today the youngest kiddo got on a plane back to Pennsylvania, throwing the house into a gloomy quiet as we all deal with missing him. We have more work to do to replace the band-aids put in place when we moved to California and it's tough to know what to say to him when he tells us he doesn't want to leave. We don't want you to either, little guy.

This year challenged me to heal and forgive myself for past mistakes. Early in the year, I took a deep breath and told the truth about a past relationship, which was hard and scary and long overdue. After I finally just said the truth out loud, I realized that although we're all the heroes in our own stories, you can easily be cast as the villain in someone else's. Do any of us really see ourselves as a villain? And yet, we make mistakes, we hurt other people, we act out of selfishness and fear. We all do it. As we travel along our paths and make good and bad choices, some of us look at others with compassion and love and forgiveness for the mistakes that we make. Others call names and throw stones and vilify people for their bad choices. I guess it all depends on how you look at the world and how you write the story of your life. I have never thought in terms of good guys and bad guys; real people are so much more complicated than that. And yet every day you meet people who throw a label on you, fitting or not, and there you are, cast in a role you didn't audition for.

This year I've come to terms with being other people's villain. It hasn't been easy. When you're your own toughest critic, it's easy to hear the bad stuff because it justifies that little voice in your head that tells you you're not good enough.  I want to be worthy of all of the good in my life, and it's so easy to believe that I'm not. When I see the amazing people our kids are, when John shows me every day what an amazing partner I have, when I walk out the door in the morning and see ocean and mountains...it's easy to wonder if I'm worthy of all of this beauty. Maybe I'm not. And yet, here it is.

If there was a word of the year for me, it was appreciation. I do not take for granted a single second of the happiness of 2013: so much growth, so much joy, so much love. I'm looking ahead with wonder at the possibilities of 2014 and the work I still want to do. And with that, here's the resolution recap and reveal. It's good to have goals :)

In 2013, I had 3 resolutions: play more games, run another 5k and get to know the local Unitarian Universalists here in Santa Barbara.
I definitely played more games, although they were more of the board game variety. Maybe it was the fact that I can't get much console time with all the kids in the house, but I branched out to mobile and new board games this year. All in all, I'd say mission accomplished, although I'd really like to up my video game play in the next year.
I didn't run another 5k because my doctor told me no. Shortly after running my first 5k, I threw out my back spectacularly, and afterwards was basically cut off from running. Instead, I did p90x before the wedding, which would have been great, but as soon as the wedding was over we were DONE. Not a total bust, but not really what I had in mind in terms of consistent training.  
I totally pwn'd the third resolution. Not only did we join USSB in January of this year, but I'm now serving on the Worship Committee and the Membership Committee. I have grown so much from being part of this community. I can hardly remember what it was like to not be part of this church and am so looking forward to the opportunities to participate in the next year. 

So, for 2014, I've been giving the resolutions a lot of thought. There are some big ones. Let's see how it goes!
My first resolution is to consistently practice yoga. Back in my pre-kid days, yoga helped  me overcome anxiety attacks, kept my back in shape, and generally made me a happier person. Plus, I like it. So for this year, I'm committing to practicing yoga consistently again, finding a studio or two that I like, and carving out an hour or two a week for some time to find my center. 
Second, I'm resolving to find my focus in my "hobby" ventures. I've had a couple great starts in 2013, but 2014 is all about follow-through. There's some great things ahead and I'm ready.
And finally, the big one: I'm giving up meat. This one is going to be a huge challenge, and I don't want to say I'm going to be vegetarian, because I'm still planning on eating fish and eggs. I'm also pretty sure that I'll eat bacon, and if I go to Michigan and my mom makes venison steaks, well...I'm eating them. Despite these exceptions, I've just been reading too much about factory farming, and I've come to realize that I don't believe in the practices that provide us with meat. Having grown up a butcher's daughter, I knew exactly where our meat came from. Today is very different, and while I have no moral opposition to eating meat, I want to know how it got on my plate. I already started on this resolution, and so far, so good. 
Thank you 2013 for all the adventures and wonder and love. You're gonna be a tough act to follow.
  
 




Wednesday, August 28, 2013

A game of a different color: design for accessibility

In an earlier post, I deconstructed the design of Candy Crush and sang the praises of a lot of the smart decisions that the designers made that improved engagement, increased replayability and fine-tuned the concept of social. It was clear to anyone who read it that I love Candy Crush (I've now passed my sister and am holding steady at level 213). But this week, my husband deleted Candy Crush from his phone, frustrated because he could no longer engage with the game as I can.

John is severely color-blind. I learned early on in our relationship that I couldn't use color as a reference to things. Instead of color, I would have to rely on shape or size or location or any other identifying characteristic to describe something to him. It made me realize how much I rely on color as a differentiator, and challenged me to notice more details about things so that I could have more effective conversations with him.

For weeks, we've been playing Candy Crush together. We cycle through different games, but this one had stuck for awhile. I'm a lot more competitive than him, so John had lagged behind a bit in his quests. Over the weekend, he got to the level where Candy Crush introduces bombs. On previous levels, John was able to differentiate game pieces by their shape. He even gave them names: Werther's, Mike & Ike's, lollipops...John had figured out a work around to the color coding and so could play just like me. When he got to the bomb levels, however, there was no work around. John would have to ask me or the kids what color a bomb was, which frustrated and annoyed him. After getting past a few levels with our support, he finally gave up. Candy Crush had introduced a design element that prevented him from being able to play the game.

This isn't the first game he's had to give up on. Even board games that have color-coded die force John to rely on others to navigate the game play (I'm looking at you, Smart Ass). He gets frustrated that simple design elements could easily be included to overcome reliance on color, but that designers are only focused on color-abled players. Did you know that 1 in 6 men are colorblind? This is a huge, significant player population.

In our family of 8, we have 2 colorblind family members and 1 bionic boy that is 85% deaf.  For us, helping each other navigate the world without reliance on color and sound is a way of life, and a big part of our lives is playing games. While we understand that there are some limitations of design that just can't be overcome (it's never going to be easy for Vardan to play football because he can't hear his teammates on the field), what's particularly frustrating is when there are easy ways for games to be designed that provide access for the broadest possible player populations.

So, here is my request:
Dear game designers, please consider that a significant portion of your players have disabilities. Your design decisions have a serious impact on the playability of your game. Design standards exist to help you identify how to overcome many of the design traps that can alienate players with disabilities. Please use them. And if you decide to not use them, make it a conscious decision - you can't claim ignorance towards designing for accessibility anymore.

Oh, and while I'm at it?
Dear Santa Barbara, painting your curbs red or green to indicate where street parking is available is a complete accessibility fail. Seriously? Red and green? For the love of all of your colorblind residents, please reconsider your design choices there.

Sincerely,
a person who believes accessibility is not a design constraint but an opportunity for BETTER design


Tuesday, August 6, 2013

Actually, everybody IS doing it: ageism and tech-savviness

I have the luxury of working from home as my schedule allows, or in my case, as has happened with some frequency over the last couple months, working from Starbucks. I see and hear the most interesting things while I'm sipping on my iced decaf Americano with soy milk and researching online communities or piecing together the business case for a particular product direction. Last Friday was no exception.

While I am continually intrigued by the two guys who sit in the corner playing RPGs ALL DAY every day I've been there (seriously, they sit there throwing back iced mocha grandes, sitting across from each other and NEVER talking), there was a particular conversation I had last week that I can't get out of my head.

As I was engrossed in some deep thinking and writing, I felt someone walk up to my chair. It was an older man, probably in his mid- to late- sixties. He was examining my laptop when I looked up. He asked me if it was a MacBook Pro, and I said yes...I'm on my third one and I really love it, except they run hot and if I don't pay attention or use a cooling pad, it will burn my legs. He chuckled,  turned to the even older gentleman sitting at the table next to me, and said, "See! I told you they get hot and we'll have to get you a cooling pad!"

He went on to explain that he was trying to figure out what laptop to get his father. We went on to discuss the pros/cons of getting a MBP versus a MacAir, and I told him the big difference was the internal DVD drive in the MBP, to which he adamantly explained, with hands gesturing to the sky, "Who uses DVDs anymore? Everything is in the cloud!"

We talked for a few more minutes, this man in his 60s, his dad in his 80s, and me, the young whipper-snapper breathing down the neck of 40, about what this octogenarian wanted to do with his new laptop and which type might be better. After determining that the main priorities would be reading news, playing online games and using social sites, I told him that an Air would probably be fine, but he should figure out his graphics and video needs for the games he wanted to play before he made his final decision. They thanked me and off they went, coffees in hand, arguing about when they could make it to the Apple store.

I was reminded of this conversation when I saw a link posted by Dr. Jane Bozarth on Facebook from Pew Internet Research that shows 43% of Internet users over 65 are on social media sites.  And then there's this research report, which shows more than a third of gamers are over 36 years old (also, 45% of gamers are women, but that's for another post). Or this study, another from Pew Internet Research, that shows 45% of people 50-64 and 18% of people over 65 have smartphones.
She's 100. She's a gamer. 

Technology is not simply for the young and the idea that we should be designing for the next gen is overlooking a significant portion of the population that is embracing technology to improve their lives today. I was, but shouldn't have been, surprised by my conversation in Starbucks last week. It was a real-life example of what the research is telling us: everyone is adopting technology and our designs should account for the unique characteristics of different populations, but should not assume that any particular demographic (e.g., gender, age, or shoe size) makes someone more or less likely to be passionate about or eager to learn or use a new technology. Yes, there are resistors, but their resistance is more likely tied to their personality than their age.

Feel free to cite the above research when someone says their employees "aren't technology savvy." :)


Thursday, July 25, 2013

Design lessons learned from Candy Crush


If you haven't been pulled in to the addictive mobile gaming wonder that is Candy Crush...I applaud and pity you. Congratulations on avoiding one of the most addictive gaming experiences I've had lately, and I'm sorry you haven't seen the brilliance and subtle evolution in its design.
I am here

Like any game that holds my interest for more than a couple days, I've taken some time to look at the elements of what makes me keep going back. We could all learn from the simple design strategies and application of cognitive science that makes Candy Crush a bar-setter for micro-transaction social games.

1. Don't introduce (or force) the social component until people are really invested. 
One of the things I hate about most social games is that they want you to get social right from the beginning. When I start a game, I don't know if I'm going to be playing it tomorrow, so what are the chances I want to invite my friends to a party I'm not sure I even want to be at yet? Candy Crush lets you keep playing and playing, and offering you to connect to Facebook, but waiting until late in the game to really push that incentive.

One of the things I don't like about the design is that after I did eventually connect to Facebook, my only options to move up a level were to ask my friends to help me or to pay $.99; I lost the option to play the mini-games gated every 24 hours to get to the next level. It pissed me off...and has resulted in my paying up. So maybe it's not a bad design decision after all...

2. Designing the social component around "help." 
One of the things that I find interesting about how Candy Crush pushes the social element is by framing social connection around helping other players. At each log in, the game recommends 5 of my Facebook friends who I can send a life to; more often than not, I say yes. I'm not giving up anything by sending friends lives, and it makes me feel good, like I'm helping someone out. It's also nice to see when people send you a life - like an unexpected pick-me-up to let me try to clear the jellies one more time.

To level up, you can also ask your friends for help. It doesn't cost them anything...they just have to send you a life. From a design standpoint, this giving and requesting doesn't impact your game play, but it DOES impact how often you log in. The more you log in, the more you play. The more you play, the more likely you are to get into a situation where you are compelled to make a microtransaction.

3. Leveling doesn't need to be a steady, consistent build.
I'm not going to lie, there have been some boards on Candy Crush that have taken me DAYS to pass. In the triumph of completing one of those boards, I have gone on the the next and beat it on the first try. My response? Hell yeah! I'm awesome! And then I realize that I'm falling right into the design strategy...Make me really work for some levels so that I feel like there is a big challenge I've overcome, then continue that "win high" with quick successive victories that eventually lead me to the next big challenge. When I'm stuck for days, it is the combination of those hard won victories and quick wins that keep me engaged and playing.

4. Social "shaming" can promote micro-transactions. 
One of the interesting design elements I mentioned previously is that once you connect to Facebook, you don't have the option to unlock the next episode through a 3-step game path that requires a 24 hour wait to start the next board once you've completed a board, in essence making you wait at least 48 hours to unlock the next episode. Instead you have the option of asking your Facebook friends for help in unlocking the next episode, or you can pay $.99.

When I first realized this, I was indignant and was NOT going to pay for the episode...I sent out a request to my friends. Shortly thereafter, I received from my friends the lives I needed to unlock the episode and on I played. Then I finished the next episode, and was faced with the same decision: ask friends or pay. I paid. Why? For one thing, it was quicker...paying immediately unlocks the next episode. For another, I really didn't want to be "that girl" asking my friends for help in unlocking episodes all of the time. It's one thing for me to send extra lives to my friends when I log in, but it's another to be begging for help. In the balance, $.99 seemed a small price to pay to leave my friends out of my game play.

5. Offer buy-outs at the highest point of need.
One of the common themes you'll hear from Candy Crush players is that when you get to the last move on a board that's particularly challenging or that you've been trying to beat for days, and you're one or two moves away from beating the board, you will pay the $.99 for 5 more moves. In that moment, you are weighing the dollar you could spend against the hours you've already invested, and the potential more hours that you might spend to get that close to winning again. Almost everyone I know has done it and when I've asked, the sentiment is consistent: it's worth it.

6. If the challenge seems surmountable, people will stay engaged.
Candy Crush is just a next gen Bejeweled, right? Let's be honest, we're just talking about matching candies on a board and trying to overcome each board's unique challenge. But, it's just a matching game. It's not rocket science, and it takes about 3 seconds to figure out the navigation and how to play. This is a game that is easy to start, easy to drop, can be played in small moments and that has established a well-balanced challenge-reward ratio. In other words, the challenge is not in figuring out how to play, it's in persistence and managing the time tension. These are attainable by everyone, making playing Candy Crush appealing to just keep on playing.

7. Use time as a tension point. 

The perceived value of time is important in promoting desired behaviors, like offering buy-outs at the time of need, described above. My time is valuable and I'm investing it in playing a game...how much is it worth it to me to pay for a next episode instead of waiting for my friends to help me out? How much is it worth it to pay for a few extra moves to beat a board versus playing that board over again, especially as you invest more and more time into beating a challenging board. The more you play a board, the more valuable that extra moves microtransaction becomes in saving you additional time to try again. The crying heart taunts you with the countdown clock of when a life has regenerated so that you can try again, creating another aspect of tension around time.

8. Make your success social. 


Candy Crush has a "Candyland" like progress map that shows you how far you've progressed along the path in comparison to your Facebook friends. I'm not going to lie, I look how far ahead of me some people are and strive to pass certain people (hey, I'm competitive! What can I say?). For each board, it shows you who has achieved the top 3 scores for that board from your friends as well. That helps benchmark what winning scores look like, as well as add in some competitive elements. When I see my sister on the top of a score board, I inevitably think, "Oh I can beat her!"  This one-two punch of a social progress bar, and a leaderboard for each game board keeps my competitive side active throughout the game, even though actual social interaction through the game is limited to providing help to others. It prompts both the "I'm going to beat you" and "here, let me help you" emotions that satisfy different types of game player motivations.

Every once in a while a game comes along that really hits the sweet spot (pun intended) of challenge and engagement that creates a pool of rabid fans. The design decisions implemented in Candy Crush should be a lesson for all designers who are seeking behavior-driving strategies in their designs. As with all design, it's important to know what behavior you want to elicit and design towards those metrics. From a product management perspective, I'd love to see the product plan for Candy Crush. From a learning designer perspective, it's important for me to identify what emotional responses simple design decisions in a matching game can elicit.

PS. I'm stuck on level 147. And that's my sister at the top of the leader board. Please send me an extra life, thanks.










Monday, May 7, 2012

The Shamification of Gamification

I'm late in getting out my post for the blog tour for Karl Kapp's new book, The Gamification of Learning and Instruction, and he kindly did not call me out on that last week...life has a way of messing with your timing sometimes. In preparation for this post, I've been reading what everyone else on the tour has been writing and trying to think of what I felt most passionately about writing. I was most interested in reading what Kathy Sierra and Clark Quinn have written, as I know where they both stand on the term "gamification," because honestly I haven't been a big fan myself.

When Karl asked me to contribute a chapter to the book and he told me the title, I'll admit I was conflicted and I told him. After all, my favorite article on gamification, written by Ian Bogost, was titled Gamification is Bullshit. Karl explained his desire to "take back the word" from the marketers and use it to our advantage. Just like my policy with my kids on using curse words, I had to remind myself that there are no inherently bad words, just words that can be used to hurt people. Somewhere along the line, gamification has become (in some circles) a four-letter word. And I'll tell you why: bad design.

It should be no surprise...any time a buzz word emerges, the bad design deluge follows. E-learning? yes. Mobile learning? yes. Virtual learning? yes.

And now, gamification. Sadly, again, yes.

Game design is not actually easy. Good game design is difficult, great game design is rare. To think that you can slap a reward mechanism on any system or pattern of behavior and suddenly its a game is naive.  To think that you can give people badges to reinforce behavior and that will translate into long-term learning and behavior change, or overall performance improvement? Really? It's not how humans learn, and its certainly not how we change.

The discussion of extrinsic motivators actually harming intrinsic motivation is critical here...we know, ultimately, people do what they want, not what they are "supposed" to do. Intrinsic motivation drives behavior long-term. Game design that can apply extrinsic motivation until intrinsic motivation is developed is what the goal of gamification SHOULD be; the reality is that badly designed gamification can actually cause learners to stop performing the desired behaviors once the rewards of the game are removed...the exact opposite of what we want to achieve.

This is why the casual use of gamification is so dangerous: the downside of bad design isn't benign or a simple waste of money. The downside of bad design is causing people to NOT do the things that will help improve their performance and achieve organizational goals. Just like medical school students are taught, the goal of gamification should be "First do no harm." The stakes are higher for bad design for the gamification of learning than for bad mobile learning or bad e-learning, and so, I'm taking my responsibility in talking about game design for learning all that much more seriously.

My chapter in Karl's book is on alternate reality games (ARGs) for learning. ARGs are an interesting blend of RPG design and gamification of "life"...they mix storyline with real-life tasks that you must complete to succeed in the game. For corporate learning, that looks like the recreation of the learners' work environment through the storyline, with the rewards/scoring mirroring how they would be evaluated and rewarded for performing successfully in their jobs. Creating an immersive learning environment that allows learners to practice in authentic contexts and rewards successful performance...is that gamification? Yes. Do I think a well-designed ARG is an example of a positive use of gamification for learning? Again, yes. And therein lies the rub.

I can't throw out the baby with the bath water. Yes, much current gamification is poorly designed and potentially harmful to accomplishing the goals its supposed to address, but there is potential for good design and learning and performance improvement when the design gets it right. We shouldn't be shaming people for embracing the concept of gamification; we should be educating people on what good game and gamification design looks like so that they can spot the bad design. As a designer of games for learning, I've worked hard to get to a place where I can talk to organizations openly about the potential of games for learning and performance improvement. It was inevitable, once that door was opened, that the snake oil salesmen would start clouding the market...and so they have.

Let's focus on the challenge of educating the market, not vilifying a word. After all, it is kinda catchy...and aren't games supposed to be challenging in order to be fun?



Thursday, April 12, 2012

Geek of the Week!

When I was young, I never considered myself a geek. Sure, I spent an entire summer playing PacMan on my Atari 2600 and had calluses on my palm from the Centipede rollerball control. Yes, I was reading Shakespeare and the Lord of the Rings trilogy while my friends were reading Teen Beat magazine. My favorite toy was my remote controlled Batmobile while my friends played with Barbies.

I knew I was different, I just didn't know there was a name for it: Geek.

When I was approached by Mary a few months ago about being Geek of the Week, I was both honored and nervous. Now that I'm older, I wear the title of geek like a badge of honor. The term "geek" isn't a negative one...it refers to my tribe, the people who "get" me, who know what I'll be doing on May 4th and who don't have to ask which is my favorite Star Wars movie. Geeks will happily debate which are the better genre of zombies but know there's no debating the best genre of vampires. Geeks can answer all of your tech questions (or know how to find the answers...lmgtfy). Geeks might be highly opinionated, but at the same time, we don't judge...because we get it. We're geeks.

If I had to identify the one overarching characteristic of being a geek, its passionate interest. Whether its science fiction, technology, comic books, robots, beer or bacon...geeks love to learn. We love to talk about what we know...in essence, we love to teach. We find joy in what we do...geeks are the smartest, happiest, most confident, and most passionate people I know.

Geeking out with the Ghostbusters in Old City
Philadelphia has embraced our geeks with pride and enthusiasm. From the Philadelphia Science Festival to Philly Tech Week, our amazing blogger community, our foodies, our artists, our sports fanatics and our film community, Philadelphia is a mecca for geeks. Just last week, having an impromptu prom night dinner in Old City, we ran into the Philadelphia Ghostbusters (I mean really? How great is THAT?). And this summer, I'm looking forward to the second annual Philly Geek Awards, a celebration of all things geek in our fine city.

So thank you Geekadelphia for making me Geek of the Week. It's an honor and a privilege to walk among you. 

Wednesday, February 8, 2012

Competencies as achievements in the game of life

As another follow up to my participation at TechKnowledge this year, I tackled some big ol' buzz words today on the Ayogo blog: learning experiences, activity streams, and game mechanics. 

My brain works at intersections and these are three major concepts that seem to be moving towards a perhaps inevitable conclusion: technology already exists to build personalized curriculum, but the challenge is, can we DESIGN to support it? 

Looking forward to your thoughts...and more panel discussions with my co-conspirators, Aaron Silvers and Reuben Tozman

Thursday, December 8, 2011

You can't measure learning, but you can measure behavior

I'm overstating it a bit with the title of this post, because sure, you can measure knowledge acquisition by pre-testing and post-testing, or iterative assessment. I know, I know...we can measure how much someone knows because we have standardized tests! (I really hope the sarcasm is evident in text...)

I spent the last three days at the mHealth Summit in Washington, DC and 19 hours manning the Ayogo booth, talking to amazingly interesting people about the potential of games to improve health outcomes. What mattered to everyone? It wasn't what people know...amazingly, most everyone actually knows what they need to do to be healthier. The challenge is to get people to actually DO those healthy things that will help them better manage their diabetes, reduce their risk for cardiovascular disease, etc.

When it comes to health, but really when it comes to ANYTHING, there is a knowing-doing gap. We all know this...so then why are we as a learning profession settling for assessing knowing? Knowing is not doing. The proof is in the behavior, and behavior can be easily measured.

We live in an age where everything we do is tracked. Do you carry a cell phone? Your wireless carrier knows where you take that phone all day, every day. Do you use a credit card or bank card? All of your purchases are tracked. Do you log onto the Internet? Every site that you visit is logged and recorded (yeah...I know...you delete the history. That just means your kids won't see those sites your visiting...but your Internet service provider still knows).

All of that data, and more...everything you post on Facebook, Twitter...everything you email...anything you do is trackable now. And more ways to track behavior are being created every day...sleep monitors, pedometers, glucose monitors...there is data EVERYWHERE and its all about you. And me. And the guy sitting in traffic next to you who's using his gps.

With all of this data, we can start making predictions about future outcomes. We can target specific communities or subsets of employees, populations, learners. We can provide information to the most relevant audiences in the most appropriate places.

As learning professionals, we should be thinking more closely about the implications of that data and what it means to know so much about a person's current status and the implications for her future status. Can we change the future? Why yes...yes we can. We can observe current behaviors, predict future outcomes, and use our expertise in learning and performance improvement to change behavior to improve those future outcomes.

We have access to so much behavioral data. How do we get people to change their behavior, when we know that people operate in a world of short-term benefit over long-term reward? We're not going to change those behaviors through knowledge training...we'll only change them through behaviorally-focused training. Games, simulations, contextualized practice...immersive learning environments are the bridge between having access to data and changing behavior for better results.

We can, and already do, measure behavior in almost every aspect of our lives. Learning professionals need to stop focusing on knowledge and start focusing on behavioral change as the basis of our design practice or risk obsolescence (see: Instructional Design is Dead). Our jobs aren't about making sure people know things...they are about making sure people can do things better. We can design those experiences and measure those outcomes. If we aren't doing that, we're not doing our jobs.

Gauntlet thrown.