Showing posts with label social change. Show all posts
Showing posts with label social change. Show all posts

Friday, 11 October 2013

A Games Based Learning Manifesto: 10 Thoughts for Discussion

The following manifesto is some thoughts that have cropped up over the course of this blog and some new ones. We would welcome your thoughts, and together maybe we can create some guiding principles that might help move the technology forward.

1. Use the “G” word sparingly. 
In education you might be able to get away with games based learning, but in the commercial sector it is usually better to stick with terms like learning simulations. “Serious Games” gathered some traction but is somewhat of an oxymoron.

2. Don’t believe the hype (or more accurately understand that clients might believe the hype)
“The minute they see me, fear me
I’m the epitome - a public enemy”
Don’t believe the Hype, Public Enemy.

Games bring with them a lot of baggage. Titles such as Grand Theft Auto are controversial, but games in general are seen as trivial and time wasters. Sell to the believers (innovators and early adopters) and provide them with the ammunition to succeed in their mission of gaining buy-in in their organisation.

3. Don’t sell the sizzle, sell the WHY.
While selling benefits rather than features might be perfectly sensible for products that have become commoditised, that is not the case with innovations. As Simon Sinek says we should “start with why” - . What inspired us to develop games based learning? Sell that why. Tell that story. Inspire others and create a movement.



4. Learning design trumps game gimmicks
If (for example) 3D graphics and a first person perspective help the learning, then use them; if they don’t, then don’t use them. Not only do they add to the cost of development, they are aesthetically tied to entertainment games and make games based learning look trivial and so on.

5. Real enough, not really boring
Whilst the simulation “models” a situation, it is not a model in the strictest sense. A learning simulation needs to be real enough to allow learners to quickly explore a situation without getting too bogged down in detail.

6. Don’t crowbar games into the solution
Just because we can develop games doesn’t mean that they are the correct solution to a particular problem - apropos games.

7. Games = game changers
Games can reach the parts of learning other methods can’t. We need to look for intractable learning problems. Complex issues that are hard to explain with traditional learning methods fit the bill, as does the need to engage large numbers of people. Death by PowerPoint won’t work in these situations.

8. Gamification and serious games / simulations are not the same thing
As Andrzej Marczewski points out, gamification shares some aspects with games such as scores, leader boards, badges (rewards). But, serious games / simulations incorporate game play. And serious games / simulations differ from entertainment games, which are only played for fun. This fact has design and marketing implications and is more than a simple semantic issue ‘about names’.

9. Glammed up quizzes aren’t really games
They are tests in disguise. Games take many forms but they have traits such as problem solving, narrative approach, situational reference (simulations), challenges, jeopardy, interactivity, engagement etc. While a quiz might be engaging if there is a potential to win a million, they are not going to expand learning much.

10. Fads can become mainstream
"We don't like their sound, and guitar music is on the way out." -- Decca Recording Co. rejecting the Beatles, 1962.

The law of Diffusion of Innovation (Everett Rogers) shows how innovations are taken up by innovators, then early adopters, then come the early majority, the late majority pile in and finally the laggards turn up. Games based learning is still in the early adopter phase and we should be marketing to these types of customers. But to go mainstream, as Geoffrey A Moore states, we will need to cross the chasm, by building momentum and creating a bandwagon effect that the pragmatists will take notice of.



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References
Crossing the Chasm, Geoffrey A. Moore (1991, revised 1999)
Start with Why: How Great Leaders Inspire Everyone to Take Action, Simon Sinek (2011)
What’s the difference between Gamification and Serious Games? Andrzej Marczewski
Game Mechanics in Gamification, Andrzej Marczewski

Monday, 30 July 2012

The Fun Theory


The Fun Theory (a Volkswagen Initiative) argues, “fun is the easiest way to change people’s behaviour for the better”.  They held a competition for people who had fun ways of encouraging good behaviour.  For example: a ‘bottle bank arcade’ to encourage recycling, ‘piano stairs’ to encourage exercise, ‘the world’s deepest bin’ to encourage people to properly dispose of litter and ‘The Speed Camera Lottery’ (shown below).



The theory is obviously a bit of fun and good marketing but it did have impressive results.  For example, the Speed Camera Lottery ‘game’ reduced the average speed of cars on that road by 22% and the piano stairs meant that 66% more people than normal took the stairs over the escalator.  This gamification of everyday things seems to ‘nudge’ people’s behaviour in profound and measurable ways.  This begs the question, how far can you nudge people and in what ways?


Companies such as FavorTree, Practically Green and Crowd Rise have already made use of these ideas.  They have adopted gamification to encourage generosity, sustainability and charitable donations.  


However, gamification is not just being used to encourage social good.  Gartner (the world's leading information technology research and advisory company) predicts over 70% of Global 2000 organisations will have at least one gamified application by 2014 (see source).  Gamification (as we have discussed in previous blogs) describes how game mechanics can be applied to non-game environments to motivate people and change their behaviour.  Brian Burke, research vice president at Gartner argues that "successful and sustainable gamification can convert customers into fans, turn work into fun, or make learning a joy. The potential is enormous."  Therefore, gamification seems set to be popular amongst charities, businesses, educators and so on in the future.


The reason that gamification works to steer behaviour is rooted in basic psychology.  Positive reinforcement is a form of conditioning championed by B. F. Skinner.  It is essentially where you reward a behaviour you want to be repeated.  The reward of having fun doing something seems to be enough to make people change their behaviour.  Skinner argued that positive reinforcement is superior to punishment in altering behaviour as it results in lasting behavioural change.  Punishment, on the other hand, only changes behaviour temporarily.


A New York Times article, ‘Making Good Citizenship Fun’ argues that this may be why government schemes to steer behaviour (exhortation and fines) are largely ineffective.  The article also gives many more examples of how fun has been used to steer behaviour.


Therefore, fun and gamification seem to be gaining popularity as people begin to understand their power and as psychological theories catch up with technology.  Fun can be a powerful conditioning device and is being adopted in many sectors.  The Fun Theory: that “fun is the easiest way to change people’s behaviour for the better” seems to have some solid foundations and is becoming more widely accepted and made use of.  Gamification seems set to be a common feature in our lives and one that may make our lives much more fun.