Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Sunday, October 12, 2014

The Gamified Life

Video games are a worthwhile leisure experience, something that can have positive effects on the players. If it occupies a certain place in a person's life, gaming can enrich a player in many ways. In fact, I think we've only scratched the surface on the positive effects gaming can have on individuals and communities. Even if it's a means of relaxation that allows one to more fully engage with reality after playing the game, that's a plus.

On the other hand, if gaming occupies another place in a person's life, it can substitute for real-world experiences. Even if gaming doesn't cause people to kill other people in real life (or some such horrible real-world behavioral consequence), I still wonder about what gamers would have done with the time they spend gaming, and how the gaming experience shapes their non-gaming, real world interactions and experiences.

My key interest is in how gaming is disconnected (and disconnects the player) from reality. A good game creates a kind of alternate reality with challenges, goals, and hazards and, increasingly, a social structure. All of that, it would seem, makes it easy to feel immersed in the gaming experience, to at least temporarily forget about the world outside the game and to focus exclusively on achievement and survival within the game.

There is an attempt to bridge the gap between the substitute reality of the game world and the real world: gamification. The point of gamification seems to be to incentivize a certain real-world behavior (exercise, civic engagement, etc.) by linking it to a reward.

The motive is laudable: instead of just getting people to spend time getting a high score or achieving status in a world that is disconnected from reality, you get them to do something good in the real world: learn about the world, become more civically engaged, etc. So, let's assume that gamification works: it gets people to engage in whatever behavior you're trying to get them to engage in when they would not have done so otherwise. Great! But here's what I'm wondering about:

How challenging is the game, or the gamified aspect of real-life, relative to the un-gamified aspects of life? The rules of games are tweaked so that they are challenging but not too frustrating. If a game were too frustrating, the player would stop playing (and likely pick up a less-frustrating-but-still-challenging game). But real life doesn't adapt to the individual in this respect. Even a successful gamification of reality is not all encompassing. Sooner or later, gamers must confront the un-gamified world.

Here are a few possible consequences of this discontinuity.

Gamification could create the perception that life isn't fair. The experience of the un-gamified challenges in their lives failing to adapt to their ability levels will seem increasingly unfair to gamers. To someone who has no experience with a gamified reality, the fact that day-to-day existence (work, interactions with loved ones, local politics) is very often frustrating is simply a part of life; whether or not it is "fair" isn't really an issue. This perception would be easy to measure: do you agree/disagree with the statement "often, life is not fair" (or some variation of this).

Gamification could create the desire to play more games, particularly the kind of games that adapt in some way when they become too frustrating for the user. Gamers would then disengage with any aspect of reality that does not adapt, including relationships and civic involvement. They go further and further into the adaptable world of the games.

But here's the weirdest possible consequence I've been thinking about.

What if the majority of certain people's realities become gamified? When they encounter an aspect of their realities that are frustrating or boring, they gamify it. They keep doing this until their entire realities (how often they exercise, what they eat, how they interact with their spouses, work, volunteering, local politics, etc.) are gamified, so that no aspect of their daily lives becomes too frustrating or not rewarding enough. I can imagine a small group of people doing this, but I can't imagine every human doing this (at least not for awhile, but who knows?). The problems will occur when the gamified society meets the un-gamified society.

Life is a kind of game, with challenges and goals and a "score" (money, happiness, status, righteousness, or whichever metric you want to use). But the key difference is that life lacks a "user experience" designer. It is continuously and simultaneously created by things that are often indifferent to the needs and desires of the individual. One of the worst consequences for the gamer who becomes increasingly frustrated with un-gamified life might be a kind of despondence that, left unchecked, causes them to quit the game of life.

This, of course, wouldn't be the fate of most gamers. So what is it that causes some gamers to eschew reality? And when we gamify another aspect of our lives, how does this change the way we view the rough edges of the world outside the game?

Monday, September 02, 2013

Do you have a Candy Crush Habit or a Candy Crush Addiction?

Most of my recent research concerns media habits and/or what you might call "unconscious" media use. These are the times when we open up a tab on our web browsers and go to a website without thinking too deeply about why we're doing this or considering the long-term value of such an act. Over time, such behavior become habits, and habits can be hard to break. It seems that if habits are sufficiently difficult to break, we call them addictions.

But I, like many others in the field of psychology, am not too keen on applying the term "addiction" to habitual media use. Why not? If you're playing Candy Crush Saga five hours a day and you feel unable to stop playing, what is the difference if we call this a bad habit or an addiction?

Well, I suppose it has to do with how our culture currently understands addiction. We treat it as a disease that requires professional intervention. We assume, as is the case with most diseases, that the afflicted is not responsible for their affliction and that it is unlikely that they can get better on their own. They need help. This diagnosis is well-meaning in the sense that when people are going through something bad (and the feeling of being unable to stop doing something is usually bad) it would be worse to heap the extra guilt that comes with responsibility for their current condition (and for altering the condition) on top of their existing troubles. In addition, professionals have years of experience dealing with addictions and decades of research to help develop systems for fighting addiction.

But there's something that's lost: the individual's sense of self-efficacy, the sense that they can do something about the behavior. In some cases, it's possible that self-efficacy can be an important part of altering habitual/addictive behavior, that the individual finding a way to change their behavior is more effective and efficient than sending all of those individuals to professionals and/or through a series of institutions.

As more people find themselves with habits/addictions to games like Candy Crush, it's important to address the following questions: What role does self-efficacy play in breaking habits? If we call the habit an addiction, does this diagnosis reduce the person's sense of self-efficacy thereby making it harder (or perhaps more expensive) to quit?

This isn't to say that simply labeling this kind of behavior as "habits" isn't without drawbacks. People may not take the threat that their behavior poses as seriously if they call it a habit (most of us have bad habits, after all). Even when we do call the behavior addiction, we're increasingly liberal in our use of that term which waters it down (much like the term "stalking", which is used in a casual, everyday sense).

So, whether we call this kind of behavior "addiction", I think, is not just a matter of semantics. It is possible that diagnosis affects self-efficacy, which affects likelihood of behavior change. Whether you call it addiction or habit, the end game should be the same: understanding how people stop doing things that they, at first, feel they are unable to stop doing. But it's important to recognize the role of words and diagnoses in that process.