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Guest lecture at the ITU Copenhagen Center for Game Research on November 5, 2012, presenting my research agenda.
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coding conductSebastian Deterding (@dingstweets)Hans Bredow Institute for Media ResearchNovember 5, 2012, ITU Copenhagen
cb
We live in a code/space
http://www.flickr.com/photos/grrrl/115642628
HOW ALGORITHMS SHAPE OUR WORLD
HOW ALGORITHMS SHAPE OUR WORLD
HOW ALGORITHMS SHAPE OUR WORLD
Code is political: It governs conduct
Some actively use code to govern conduct
how does codeshape conduct?
Herbert Blumer
1. »Human beings act toward things on the basis of the meanings that the things have for them.«
2. »The meaning of such things is derived from ... the social interaction that one has with one‘s fellows.«
3. »These meanings are handled in, and modified through, an interpretive process used by the person in dealing with the things he/she encounters.«
symbolic interactionism (1969: 2)
No social meaning = inert object
how does code shape conduct,mediated by social meanings?
(and vice versa)
framessocial norms & understandings
codematerial rules, cues, capabilities
conductexperience
situated affordances
offloaded & stabilized in
appropriate, configure, frame
re-c
ues,
resi
sts
cues
, fac
ilita
tes
WORK IN
PROGRESS
Sociotechnical systemsInformation ecologiesSituated actionEmbodied interactionSocial contextures...
This is not a new question
Jane McGonigal
»What if we decided to use everything we know about game design to fix what‘s wrong with reality?«
reality is broken (2011: 7)
Health
Environment
Education
Life
persuasive technologyUsing computing technology to change attitudes and behaviours
video game playThe interaction of play as a frame and digital games as artefacts
gamificationUsing game design elements in non-game contexts
Ian Bogost
»Gamification is bullshit.«
gamification is bullshit (2011)http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
Me
»By putting game design elements into non-game contexts, gamification is a perfect natural experiment to study how code shapes conduct, mediated by social meanings (and vice versa) – and thus, move game design research forward.«
here (now)http://www.gamasutra.com/view/feature/4294/persuasive_games_shell_games.php
two moves forward1. From games as interventions in systems to
the gameful redesign of systems2. From designing game artefacts to the
playful (re)framing of situations
1 Gamification isconfused and unsystemic.
Confu
sion
#1
The fun in games is »rewards«
Earn 1,000,000,000,000 points
Score: 964,000,000,000,000(You rock!)
http://www.flickr.com/photos/diego_rivera/4261964210
Extrinsic motivation
Intrinsic motivation
http://www.flickr.com/photos/areyoumyrik/308908967
»Fun is just another word for learning.«
Raph Koster
a theory of fun for game design (2005)
Raph Koster
»Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. With games, learning is the drug.«
a theory of fun for game design (2005)
Edward Deci, Richard Ryan
»An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.«
the what and why of goal pursuit (2000)
Edward Deci, Richard Ryan
»An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.«
the what and why of goal pursuit (2000)
The fun in playing games chiefly arises from intrinsic enjoyment, not extrinsic incentives.
Con(fusion) #1
Confu
sion
#2
http://www.flickr.com/photos/apartmentlife/6559123353/
You can »just add« game elements
Game Atoms
model/skill
rule system
goal
success! / failure!
actions
feedbackimmediate/progress
challenge
Fun arises from iteracting with a system
http://www.flickr.com/photos/8147452@N05/2913356030/sizes/o/
Adding elements changes system dynamics
Systems bound the effect of added elements
Con(fusion) #2»Gaminess« is not a feature you can »just add«.
2 motivational affordancesHow do game design elements interact with social contexts to afford intrinsic motivation?
DataAnalytics-driven
Tests, predictive models
PracticeDesigner-driven
Heuristics, methods
TaxonomyResearcher-driven
Patterns
TheoryResearcher-driven
Models (PENS, flow, …)
DataAnalytics-driven
Tests, predictive models
PracticeDesigner-driven
Heuristics, methods
TaxonomyResearcher-driven
Patterns
TheoryResearcher-driven
Models (PENS, flow, …)
mostly anecdotal evidencelittle explanatory grounding
DataAnalytics-driven
Tests, predictive models
PracticeDesigner-driven
Heuristics, methods
TaxonomyResearcher-driven
Patterns
TheoryResearcher-driven
Models (PENS, flow, …)
trapped in local maxima/not generative
no explanatory groundingno learnable understanding
DataAnalytics-driven
Tests, predictive models
PracticeDesigner-driven
Heuristics, methods
TaxonomyResearcher-driven
Patterns
TheoryResearcher-driven
Models (PENS, flow, …)
not granular enoughno actionable form
DataAnalytics-driven
Tests, predictive models
PracticeDesigner-driven
Heuristics, methods
TaxonomyResearcher-driven
Patterns
TheoryResearcher-driven
Models (PENS, flow, …)
either descriptive or assumption-based, then
prone to post hoc and success fallacies
no explanatory grounding
DataAnalytics-driven
Tests, predictive models
PracticeDesigner-driven
Heuristics, methods
TaxonomyResearcher-driven
Patterns
TheoryResearcher-driven
Models (PENS, flow, …)
Motivational AffordancesTheoretically grounded, empirical, granular, actionable game design
+
motivational affordances1. How can we connect design patterns to
psychological research (and generate new)?2. How do pattern variations empirically
affect experience, motivation, behaviour?3. How do patterns interact in their effects?4.How are pattern effects mediated by
frames (and other context factors)?
framessocial norms & understandings
codematerial rules, cues, capabilities
conductexperience
situated affordances
offloaded & stabilized in
appropriate, configure, frame
re-c
ues,
resi
sts
cues
, fac
ilita
tes
WORK IN
PROGRESS
3 gameful designHow to (re)structure a system to facilitate motivation, using game design as a lens?
http://www.flickr.com/photos/apartmentlife/6559123353/
»Still feels add-on to me …«
Paul Watzlawick et al.
»These are two types of change: one that occurs within a given system which itself remains unchanged, and one whose occurrence changes the system itself… Second-order change is thus change of change.«
change (1974: 10)
»Mowing the lawn or waiting in a dentist’s office can become enjoyable provided one restructures the activity by providing goals, rules, and the other elements of enjoyment to be reviewed below.«
flow (1990: 51)Mihaly Csikszentmihalyi
»Mowing the lawn or waiting in a dentist’s office can become enjoyable provided one restructures the activity by providing goals, rules, and the other elements of enjoyment to be reviewed below.«
flow (1990: 51)Mihaly Csikszentmihalyi
How might we ...
restructure a system to support intrinsic enjoyment, using game design as a lens?
Games & game design as lenses
Put differently
If this were a game, it what ways would it be broken?
Games in Undergrad > Undergrad as game
Games in school > School as game
Games in class > Class as game
http://ww
w.flickr.com
/photos/mike52ad/4675696269
How to design a gameful classroom?
http://ww
w.flickr.com
/photos/mike52ad/4675696269
The Game Atoms of Classroom Learning
model/skill
rule system
goal
success! / failure!
actions
feedbackimmediate/progress
challenge
http://ww
w.flickr.com
/photos/mike52ad/4675696269
Goals: Intransparent; little choice; no small,attainable goals
Rules: Often intransparent
Challenge: Not adjusted to individual skill
Feedback: Slow, demotivating decay instead ofbuilding progress towards goals
gameful design1. What methods are currently in use in
designing games and gameful systems?2. How can we ground the various methods
and their effects theoretically?3. What are the effects of the different
methods – for designers and end products?4.How can we iteratetively amend and test
game and gameful design methods?
4 Gamification isthinking inside the box.
The Box
The BoxGameA designed artifact
The BoxGameA designed artifact
The BoxGameA designed artifact
PlayingA frame of engagement
debugging
playtesting/reviewing
presenting gameplay
making a machinima
a scientific study
learning (serious games)
sports (e-sports)
work (goldfarming)
»I need to be very routinized; I mustn’t let myself drift.« »I hammer it through.«»Often, you have to force yourself to do it.«»You’re under real pressure.«»It’s extremely exhausting.«»It wears you out.«»My friends usually cannot comprehend how stressful this is.«
»Sometimes, you have to play, you have to get further – and then, play is work.«
»The Electric Whip«
QuestionWhat makes the best game (elements) tedious work?
»I would call it a game – but I did not play it.«
»I would call it a game – but I did not play it.«
Designed artefact
Social frame
The frame of play
A frame is »the definition of a situation«: »basic frameworks of understanding available in our society for making sense out of events (and) … principles of organization which govern events ... and our subjective involvement in them.«
Erving Goffman
frame analysis (1974: 8, 10-11)
Are you »using« or »playing« it?
the magic circle!
Jonas Linderoth
digra nordic (2012)
>
Eric Zimmerman
»The magic circle jerk doesn’t exist. Nobody really takes the hard line that everyone wants to criticize. I’m sick of the magic circle jerk. Let’s bury the bastard.«
jerked around by the magic circle (2012)
Jesper Juul
»This has been a common thread in criticisms of the magic circle: ... theorists claim to counter Huizinga, Salen and Zimmerman by stressing the exact social nature of the magic circle that Huizinga, Salen and Zimmerman also stress.«
the magic circle and the puzzle piece (2008: 59)
Jesper Juul
»The magic circle is the boundary that players negotiate. (…)
Game scholarship should be about analyzing the conventions of this boundary, and how and when this boundary is created and negotiated.«
the magic circle and the puzzle piece (2008: 62)
So ...
What about this frame of video game play?
5 framing video game playWhat does the frame of video game play entail, and how is it co-constructed by users and artefacts?
»Sometimes, you have to play, you have to get further – and then, play is work.«
Johan Huizinga
»First and foremost, all play is a voluntary activity.«
homo ludens (1938/1950: 7)
Elemen
t
#1
»The key element of an optimal experience is that it is an end in itself.«
flow (1990: 67)Mihaly Csikszentmihalyi
Edward Deci, Richard Ryan
»An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.«
the what and why of goal pursuits (2000)
Detached engrossment
http://www.flickr.com/photos/paulgorman/1392988135
Elemen
t
#2
Shared autotelic focus
http://www.flickr.com/photos/lucianvenutian/439410200
Elemen
t
#3
»It is through a community of people who care more about fun than winning that the Well-Played game happens.«
Bernie de Koventhe well-played game (1978: 5)
»Gamesmanship«
http://www.flickr.com/photos/paulgorman/1392988135
Elemen
t
#4
http://www.flickr.com/photos/jlatimer/5173242541
As-if
Elemen
t
#5
Chinese Gold Farming?
http://www.flickr.com/photos/juliandibbell/234192868/sizes/o/in/set-72157594279649151/
Keyings are »conventions by which a given activity, ... meaningful in terms of some primary framework, is transformed into something patterned on this activity but seen by the participants to be something quite else.«
Erving Goffman
frame analysis (1974: 43-44)
For instance: A »rehearsal«
http://www.flickr.com/photos/900hp/3961828112/sizes/o/
E-SportsGoldfarmingReview playAnalytic play
...
Modes/creative agendas
keyingsleisurely game play
E-SportsGoldfarmingReview playAnalytic play
...
Modes/creative agendas
keyingsleisurely game play
in-autonomousinstrumental focusprofessional norms
professional distancefactual-material gearing
autonomousautotelic focusgamesmanship
detached engrossmentas-if gearing into the world
E-SportsGoldfarmingReview playAnalytic play
...
Modes/creative agendas
keyingsleisurely game play
little norming high norming
in-autonomousinstrumental focusprofessional norms
professional distancefactual-material gearing
autonomousautotelic focusgamesmanship
detached engrossmentas-if gearing into the world
E-SportsGoldfarmingReview playAnalytic play
...
Modes/creative agendas
keyingsleisurely game play
little norming high norming
in-autonomousinstrumental focusprofessional norms
professional distancefactual-material gearing
autonomousautotelic focusgamesmanship
detached engrossmentas-if gearing into the world
Modes of play
• Manifold, acquired in video game socialisation, historically and culturally divergent
• Bind »motivational relevancies«, social setup, game genre
• Govern
• Inhabitable roles
• (Displayed) attentive engrossment
• (Displayed) emotion and attitude
• Values, norms, rules, cues for behaviour
• Transformation rules: Gearing into the world
Pippin was first!
Situated
A necessary amendment
feedback
perceived as
controllingthwarts
autonomy
motivation
perceived as
informingsupports
competence
+
–
http://ww
w.flickr.com
/photos/mike52ad/4675696269
Autonomy: Instrumental, not autotelic; little meaningful choice, little connection to personal goals and needs, often controlling feedback
Shared focus: Demonstrating proficiency, avoiding failure, following rules, maximizing grades
Gearing into the world: High factual stakes
framessocial norms & understandings
codematerial rules, cues, capabilities
conductexperience
situated affordances
offloaded & stabilized in
appropriate, configure, frame
re-c
ues,
resi
sts
cues
, fac
ilita
tes
WORK IN
PROGRESS
6 gaming the systemHow does implementing explicit rule systems affect framings?
»A social "out-out«
»A personal diary«
»the rule ofirrelevance«
http://boardgamegeek.com/image/1209336/advanced-squad-leader?size=original
http://www.rasmusen.org/x/images/pd.jpg
Re$aming as strategic instrumental a&ion
»It is through a community of people who care more about fun than winning that the Well-Played game happens.«
Bernie de Koventhe well-played game (1978: 5)
Roger Cailloisman, play, and games (1958)
LudusPaidiaplay
improvisationexplorationtumultuousimmoderate
gameskill, effortstrategizing
orderedrule-bound
In short: a ludic framing
<Insert Dilbertcartoon here>
… fixates thinking inside the system, ...
… blends out = creates »externalities«, ...
So you also played EcoChallengeTM?
… crowds out communal ethics ...
http://www.flickr.com/photos/5tein/2347819903
… and encourages »gaming the system«
Donald T. Campbell
»The more a quantitative social indicator is used for social decision-making, the more subject it will be to corruption pressures and the more apt it will be to distort and corrupt the social processes it is intended to monitor.«
assessing the impact of planned social change (1976)
gaming the system1. What are the forms, causes, and effects of
gaming the system across social domains?2. How does the design and social context of
systems invite a »ludic« framing?3. How can we design socio-technical
systems to avoid and/or alleviate »gaming the system«?
framessocial norms & understandings
codematerial rules, cues, capabilities
conductexperience
situated affordances
offloaded & stabilized in
appropriate, configure, frame
re-c
ues,
resi
sts
cues
, fac
ilita
tes
WORK IN
PROGRESS
7 Playful designHow can we design to invite a playful framing and thus, playful conduct?
Play
http://www.flickr.com/photos/mrlerone/405730185/sizes/o/
What we usually design
Who decides whether this is play
(or playing is allowed)
Sylvan Steenhuisevoking playfulness in public space (2012: 6)
»How can I design a rigid structure that facilitates spontaneous behaviour?«
playful design1. What characterises a playful frame?2. What are effective methods, strategies,
patterns for inviting a playful (re)framing?3. How do the standing frames of different
contexts impact playful reframing, and how to take them into account?
how does code shape conduct,mediated by social meanings?
(and vice versa)
framessocial norms & understandings
codematerial rules, cues, capabilities
conductexperience
situated affordances
offloaded & stabilized in
appropriate, configure, frame
re-c
ues,
resi
sts
cues
, fac
ilita
tes
WORK IN
PROGRESS
in summary1. How can we (re)structure socio-technical
systems to afford intrinsic enjoyment?2. What are the frames of (video game) play,
and how are they situationally produced?3. How do we design socio-technical systems
to alleviate gaming the system?4.How do we design to invite playful
(re)framing and thus, playful conduct?
@dingstweets
codingconduct.cc
Thank you.