Start Seeing Games: 10 Examples of Games that Overlap with Life

A number of years ago I read Chaos by James Gleick, and afterwards couldn’t help but see fractals everywhere.

Now, I’ve been interested in the application of games in learning environments for years — specifically the fundamentals of game design (points, leveling, challenge, achievements, collecting, etc.), and lately I’ve been seeing game thinking everywhere I look, particularly how games overlap with life (or vice versa).  I have a post brewing (promises, promises) on why I think this is interesting, and what some potential applications for learning are, but I thought in the mean time, I would do a round-up of the most interesting ones:

  • #4: I linked previously to a post about the idea of Barely Games from Russell Davies in the last post, but I’m going to do it again (it’s that great). He talks about interacting with the world in a game-like way, and how that can be much more evocative that aggressively over-designed game experiences.  http://russelldavies.typepad.com/planning/2009/11/playful.html

  • #5: I first encountered the game Noticings (the game of noticing the world around you) on the CogDogBlog.  He points out that part of the allure of the game is that “there may be hidden rules, that can only be discovered by earning them” http://cogdogblog.com/2009/11/04/noticings/

  • #8: This hour-long video of Amy Jo Kim doing a Google Tech Talk is excellent primer on applying game mechanics – she’s specifically talking about how to apply game mechanics to functional software (eBay, Twitter, etc.) but what she’s talking about can be applied to learning applications (ILT or e-Learning). It’s the same ideas that are cropping up in applications like Foursquare.  Highly recommended:  http://www.youtube.com/watch?v=ihUt-163gZI

So, I’m sure I missed dozens of good examples.  Which ones have you seen?

Play a Game with Mundane Imagination

art_game

I’ve been reading The Art of Game Design: A Book of Lenses by Jesse Schell (which is wonderful), and there was a passage about imagination that I thought was really remarkable:

Imagination puts the player into the game by putting the game into the player.

You might think, when I talk about the power of the players’s imagination that I might mean their creative imagination, and the power to make up dreamlike fantasy worlds — but I am talking about something more mundane.  The imagination I’m talking about is the miraculous power that everyone takes for granted — the everyday imagination that every person uses for communication and problem solving. (p. 124)

What does this look like?

He goes on to give the example of a story:

“The mailman stole my car yesterday.”

Take a minute and run the movie of that story in your head.  What do you see?

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Schell talks about the fact that you can picture the story — if asked, you can probably describe the mailman and the car, and the scene where it happens, including time of day, the weather, the color of the car.  You can even start assigning motives to the mailman, and describe the consequences of what happens next.  You didn’t need to be told any of that, and you don’t even need to work that hard to see it — most of it appears nearly effortlessly (it’s not the effortful kind of thinking we associate with creative design).

This ability to automatically fill gaps is very relevant for game design, for it means that our games don’t need to give every detail, and players will be able to fill in the rest.  The art comes in knowing what you should show the player, and what you should leave to their imagination. (p. 125)

Picture an Armchair

Schell talks about how amazing this power of imagination is, and how incredibly flexible it is.  For example, imagine an armchair (another of Schell’s examples).

  • Now imagine that it’s very large.
  • Now imagine that it’s bright orange.
  • Now imagine that it’s made of oatmeal.
  • Now image that it’s walking around the room.

The fact that you can change your inner vision of the chair, largely effortlessly, is miraculous and mundane at the same time.

Barely Games

I thought of all of this when @bfchirpy sent me a link today for this posting from Russell Davies:

http://russelldavies.typepad.com/planning/2009/11/playful.html

He talks about the idea of Barely Games – experiences that come from interacting with the world around you in a game-like way.  His games seem to have a game-like intent without the rigid structure.  He explains that the rules for these games are ambiguous, and that ambiguity is part of the experience (read the whole post – it’s worth it).

He talks about the role of Everyday Pretending in Barely Games, and explains that:

Everyday Pretending is something you do with a bit of your brain, with the edges. It’s a thing of inattention, not concentration.”

What do you see?

I usually try to make sure that my blog posts have a lot of visuals, but I didn’t this time, because I didn’t want to interrupt your own mundane imagination when you were reading this.  I also usually try to include ideas for how to apply the topic to learning design, but I’m not going to do that either.

Here’s why — I want to you take something you are working on at present (a project or task – whatever it might be), and picture it.  Now, as gently as you possibly can (without regard for practical constraints – in the same way you can picture an armchair walking around a room), picture that project/task/work as a game.

What does it look like?

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(if you feel like playing, describe what you see in the comments)

Why are people so dumb? (Cognitive Biases)

Bob Sutton (author of the excellent Hard Facts on evidence-based management, and other books) has had a few great posts recently on intuition, self-knowledge and cognitive bias (among other things):

  • In Flawed Self-Evaluations he talks about people’s tendencies to overestimate their own knowledge or skill, and that the less they know about an area, the more they overestimate their abilities.

While not directly tied to instructional design, cognitive bias is inevitably going to come into play whenever a learning experience requires a change of attitude or behavior, or a the acquisition of very foreign information or ideas.

right_bias

Also, the List of Cognitive Biases is one of the most entertaining wikipedia pages going:

http://en.wikipedia.org/wiki/List_of_cognitive_biases

While Sutton’s discussion of these issues is insightful and balanced, in other venues the discussion of cognitive biases seems to have the persistent theme “Why are people so dumb?”

bias_image

I’ve been considering lately the notion that most cognitive biases have roots in functional behaviors. In the same way that optical illusions are interesting not just because they are wacky or mind-bending, but because they reveal things to us about how the brain is adapting or interpreting the visual world, cognitive distortions are interesting in that they make explicit and visible the cognitive shorthand that we are using to interpret the world all the time.

illusion

I think it’s primarily an efficiency of the brain — if we couldn’t automate some (or even the majority) of our decision-making, we’d never be able to get things done with any efficiency (similar to the phenomena that Antonio Damasio described around the difficulty of decision making in the absence of emotion).

The disconnect shows up when those automated patterns of thinking become calcified or lazy, or when the thought pattern is so ingrained that it’s completely transparent to the individual.

biases

Similar to the idea from evolutionary psychology that an attraction to foods with high caloric density (sugar or fats) once conveyed an evolutionary advantage, but now work against us in our food-abundant societies, it seems like many cognitive biases have functional roots when applied in the right context.  Further, it might be useful to identify those contexts, to be better able to understand where those same behaviors are then misapplied.

donut

With a number of cognitive biases, it’s fairly easy to hypothesize a context where that behavior could be valuable (the fallacy of centrality, for example — in most cases, people are probably *right* to think that if something was going on, they’d know about it, and if they couldn’t use this mental shorthand, they would be hopelessly mired in detail or wild goose chases).

I’m particularly intrigued by the cognitive distortion described in the Flawed Self-Evaluations post. The prevalence of the inflated self-view (majority of people believing that they are above-average intelligence or better than average drivers, etc. – all statistical impossibilities) makes me wonder if there isn’t some functional basis for those beliefs (although it could be as simple as needing to protect one’s self-esteem, or statistical illiteracy).

above_average

The question remains — what to do about it? Evidence-based management is definitely one key tool to check against intuition or habit. Sutton’s description of people who “act on their beliefs, while doubting what they know” is very useful. But because the behaviors are so automated, it becomes particular difficult for people to recognize and question them. It might be useful to have some predefined criteria that triggers specific analytical activities to guard against it. Some people (as Sutton describes) seem to do it naturally, but the rest of us may need to define implementation intentions for our own behavior (If I find myself doing X, I will sit down and do Y).

In instructional settings, it’s useful to consider what biases might exist already in your audience, and to keep an eye out for evidence that these biases are occurring. It can also be useful to make learners aware of their own biases, and teach them skills that allow them to look out for them (I found this nifty confirmation bias game when I was looking for resources for this post).

But I think one of the most useful things to keep in mind is that there are real reasons why this biases exist, and that it’s not obtuseness or stubbornness when you encounter them in your learners.

After all, which of us haven’t had the experience where you were absolutely certain you were right, had no reservations about expressing your *rightness*, and then found later you were…um…yeah…completely wrong?

Added note:  Related material about Dysrationalia turned up just today here and here.

Another added note:  There’s a great radiolab episode about the benefits of self-deception here: Radiolab-Lying to Ourselves and the research they cite: Self-deception and Its Relationship to Success in Competition