Gamification without joy or purpose

This past Saturday, I used a ride hailing app on my phone to get to Baltimore Penn Station. Having worked on an early on-demand ride app a decade ago, I struggle to pay close attention to the experience of using my phone to hail a vehicle. When you’ve had a varied career in software, you generally want to forget all of the specific details you’ve accrued by working in industries you never thought you’d know anything about. For any single purpose service software, the design patterns, user interfaces and workflow tend to converge on an ossified user experience bereft of delight. My experience of this for hire vehicle software is strictly utilitarian. The brain’s automation of drudgery is sometimes a blessing. This Saturday though, a notification from this particular transportation app puzzled me. I received an anniversary badge for six years using the service. I swiped the banner with this message quickly to the left. Remembering the blog assignment for class, and despite previously deciding to write Linkedin’s persistent gameful efforts, I investigated this badge further. 

First, I had to discover a way to recall the badge. Finding the badge again wasn’t straightforward for me. The “Notifications” option from the hamburger menu (eww) informed me that there were “no notifications yet.” Next, it occurred to me that playful elements like badges must be associated with the “Rewards” screen. As discussed in Walz and Detterding’s introduction to The Gameful World, advertising / rewards systems were early manifestations of gameful experiences. But the “Rewards” section of this transportation app only revealed stale discounts for the service I had ignored and affiliate links to related services like hotel reservations. After 30 seconds fiddling around in the settings, and perhaps owing to colorblindness, I noticed a “new” profile option, and navigated to this profile, where my badge lived along with an assortment of others.

The “Lyftiversary” badge depicts a lopsided, physics defying cake with a lit candle on it. Part of the icing, likely due to OS settings, is black. A message congratulating me for six years (cueing the confetti) with this service confusing me; the first trip in my history dates from 2014. 

My anniversary badge in all its glory.

My anniversary badge in all its glory.

There are two “locked” badges on my profile. One award, called “Helping Hand” is granted if I donate through the company’s charitable giving effort, which rounds up your trip fee to a whole dollar amount and donates the remainder to a charity. Receive the “Two-Wheeler” badge by reserving a Citi bike through the service. Inspecting the app thoroughly and conducting an internet search produced no evidence that these badges relate to any material benefit to me as a user of this service.

Reflecting on this experience and the reading we’ve done so far, I think it would be difficult to construe these badges as “playful” in Sicart’s sense. This element doesn’t “bring[] the benefits of play” to “[an] activity[] that is not play.” As Bogost decries gamification as “contorted [game design] techniques for producing compliance,” I could play this service better, but there’s little motivation to do it without any benefit to me beyond the elements of the game. There is certainly an emphasis on “emotional engagement” in the relationship I’ve had with this service in the celebration of our anniversary, a type of engagement we would shed from these soft-automated services in one of Sicart’s potential futures. Part of my skepticism in class about the efficacy of various digital mechanisms like gamification, geolocation-based advertising, and data pillaging comes from a doubt about the sophistication of these methods, and the broad applicability of techniques that find success for one or two companies for a duration of time. These mechanisms succeed in conjunction with other coincidental factors, in the Pokémon GO example, IP probably aided in it’s success as much as the game. In the case of my experience with this badge, the notification nagged me enough to zap me of my attention as a resource independent of any other techniques intended and poorly implemented.

Gamifying within the Magic Circle: Stern Insider Connected

Pinball is a game, but can there be gamification within it? Based on my limited experience with the Stern Insider Connected platform, I’d say the answer is a definitive yes.

Stern is one of the biggest manufacturers of pinball tables, and they have more than 20 tables that you can use their Insider Connected platform on. You create an account on their website, which gives you a unique QR code.

Screenshot of Bri's Stern Insider Connected QR code

When you play one of the connected tables, there’s a little square, usually on the bottom right corner, where the machine will scan your QR code. Once the table recognizes you, you’ll see your username show up on the screen, rather than the generic “Player 1/2/3/4”.

Black Knight Sword of Rage pinball table video display showing Stern Insider Connected user names

When you’re logged into a machine, Insider Connected keeps track of how many games you play and how many different tables; even the location where the tables are. It also keeps track of your achievements within the game (e.g., hitting different skill shots, starting each of the modes [modes are specific challenges, like hit these specific shots to defeat a monster], completing the modes, and then completing the modes within a certain amount of time). And anytime you reach one of these achievements, it shows up on the video display on the backbox, sometimes mid-play and sometimes after your ball drains before your bonus is calculated.

Black Knight Sword of Rage pinball table video display showing an achievement

There are a lot of achievements to be found on any table, and many of them are related to simpler aspects to the game, so when you’re a new user or playing a table for the first time (or at least the first time using Insider Connected), as I was, it shows you a lot of achievements. Feels like you’re being incentivized to play more to get even more achievements, which will become harder and harder to get the more you play.

When you log into your account, you’ll see your achievements as badges, and it will show you how many badges you have out of the total possible within a table. And it also gives you something called “Player XP”—I assume something to do with experience points? I have no idea how these are calculated, but it shows you what your points are compared to the total user average, which seems like a way to bring out your competitive side and encourage you to play more.

Screenshot of Stern Insider Connected showing Player XP and achievementsScreenshot of Stern Insider Connected showing achievement badges

There’s also an option to share your stats publicly, and if you do, then you can follow your friends and compare scores and achievement badges, which may also incentive you to play more to beat them. Stern also keeps track of high scores, and I’ve been to pinball venues where they have TV screens showing you the tops scores from the players who’ve logged in and played on the Stern tables at that location.

There are certainly advantages to knowing more about how you play. For instance, new tables generally have different types of skill shots, and the harder ones (secret skill shot, super-secret skill shot, etc.) are worth a lot more points if you hit them. It’s tempting to go for the harder skill shots for those extra points, but the platform can tell you how often you hit those shots, compared with the regular skill shot. So if can see you’re really good at hitting the regular skill shot, but not the others, it’s probably actually more valuable to you in competition.

Stern’s newest table, Venom, actually takes this even further. It takes its cue from video games in that you can save your progress on the different modes, but only if you are signed in with your Inside Connected account. I’ve heard there are also aspects of the game that are only available to you and/or are easier if have an account and are signed into it. The platform gives you such an advantage over non-platform users that if this table were to be in play for a tournament or other competition, you would have to disallow players from being able to log in. I have yet to play this table, let alone signed in to it with my account, so I’m unsure exactly how it all works, but it feels very manipulative, and I don’t love it if this is the future of their tables.

I’ve known about Stern Insider Connected since I started playing pinball, and I’ve resisted creating an account (until now when I could use it as yet another excuse to make pinball my homework). I’m not sure how much I will actually use it. I’m not sure I need to know this much about how I play. It definitely feels less fun to me, and I don’t need to know these stats to know that I’m getting better the more I play.

It’s clear that this platform was launched to get people to play Stern tables, and to keep them playing Stern tables. They’ve been open about this from the announced launch: “The platform is designed to enhance and extend player engagement with the games across both home and commercial environments. It also presents professional operators of the pinball machines with a robust set of tools to drive location play, build player loyalty, analyze performance, make adjustments remotely and maintain the machines.” If they’re this open about what the platform is meant to do, I do wonder what parts of it they are hiding. How are they using our data? I assume at the very least they are using us as testers to help design their new tables for them, while we pay them to do so. They have our location data too—can they also be using it to drive traffic to the locations near where we’re playing pinball, a la the Pokemon Go model?

No thank you. Give me those old electromechanical and solid state tables any day!

Bluey Episode About Play

I was talking with a friend about class and limitations making play fun, and he mentioned an episode of Bluey that explores this: “Shadowlands” (season 1, episode 5).

It’s adorable, but it does also require Disney+ subscription to watch. In case you have it, here’s the link: https://www.youtube.com/watch?v=iXx0znW2muQ

If you can’t watch the whole episode, this clip should be free, though it does appear to cut off right before the “a-ha” moment when the character who has previously been changing all the group’s gameplay to make it easier for her learns that the rules are what make games fun: https://youtu.be/lU1aHKr3hJg

GHDI workshops and consultations

Just wanted to alert you to two extremely helpful facets of our program:

1. You can consult with the simpatico and highly skilled/knowledgeable GC Digital Initiatives Fellows: they’re great for chatting through ideas for final projects, thesis topics, etc.

2. You can attend one of the many stimulating workshops on offer each semester from the GCDI, starting with tomorrow’s Intro to Python, Part 2.

See you Monday!

games, play, extraction, use, and politics

My attempts to explain Don Quiquote to family and friends have been interesting. Last week after our group’s presentation, I sent a voice note to a close comrade, telling them about our game and the concept/utility of gamifying a story at all. It was not my best explanatory work, but it started a cool conversation about the potential for using games and play to further our own radical/revolutionary goals. I’ve had similar experiences discussing parts of the course material throughout the semester thus far.

 

The idea of turning a text into a game is very new to me, so it does not fit as cleanly into my more well-tread, politics-driven elevator pitches about various topics and ideas (but we’re getting there). I think that is the beauty of this experience, though: through our collective gamification, not only have I felt challenged to help create something interesting and different, but I’ve also been afforded an opportunity to practice speaking about it with others.

 

The latter portion of that process, speaking with others, is vitally important to me. I hate the idea of standing still in the academic context, remaining a consumer and not insisting on being a sharer, first. This course’s core concepts have been easy to share because of the accessibility of the idea of games and play—I’ve found myself discussing some of the concepts with people at work, with my students, with my friends. There is something about games and play that make the sharing of these ideas feel less like the extractive tooth-pulling I normally encounter in GC courses, and more like organic and genuine sharing. The extraction method is fine, but it is also exhausting and makes me resent a lot of things about the academic context and its policing of information.

 

By contrast, working with my group was genuine fun: everything from the generation of the game’s name to the discussion about the story itself had a levity to it that I didn’t realize I needed from this semester until I had it. When I worked on the presentation it was easy to channel those good vibes and help produce something that would be generative, accessible, and useful.

 

I am still stuck on this idea of use and usefulness, which I know might be framed as antithetical to pure play, but I can’t help it—I insist on ensuring that what I do in the GC is tied to some form of political education, improvement of material conditions, etc. After our group’s presentation, I remember blurting that the game we’d created could have helped me a ton in law school with memorization. Upon immediate further reflection, I knew I did not want a future filled with better (or any) lawyers, but I also knew that my lizard brain was reminding me to seek out the practical applications of these ideas. I am still reflecting on this, and I am still speaking about it with others. It’s nice to have engaged in an activity that generates such possibilities.

The —, —-, — and — of Tristram Shandy

The team I worked with put together The Life and Opinions of Tristram Shandy, Gentleman game. I appreciated the approach we took to playing with the first book, which focused on a formal or even ahistorical dissembling of the text. The game elaborates the tropes employed by the narrator of the novel, in which interruption and digression often stunt plot advancement of the protagonist in favor of ancillary detail that reveals more about character, intellectual topics of the time, and reveal the idiosyncrasies of time as a matter of subjective experience. Thinking through how we could express the digressive narrative in a game took the entire team’s input into account. At the beginning of each session when we met, I had a slight dread that what we were talking about might not materialize into anything resembling a game. Each time though, our combined inputs helped push us into an articulable experience for someone on a screen. I gained respect for the advantages an engaged group of people could bring to a project like this.

I processed the text in ways that lend themselves to digital methods. I wrote scripts that used regular expressions to isolate only the dashes in the text, leveraged the Natural Language Toolkit/nltk to find punctuation in the text, and translated the first book of the novel to morse code from scratch. I also conducted a few experiments, for example morse code page that scrolls down, repeating the first book ad nauseam until you click on the text which reverts to the top of the translated text. There were a few Javascript functional tidbits I added to the site like storing a name for the dedication.

Isolating the dashes and confirming that they differ in length in the original text struck me as something I might gloss over in standard reading of the text. It’s well worth thinking through how and if the length of dashes add semantic meaning to the text.

All congratulations aside, I wish we had more time to make the experience somewhat more playful for the interactor. At minimum, I know we could make the existing interactions slightly more fun by animating how the text appears upon each expansion. In keeping with the narration of the novel, we could add more whimsy to the experience of navigating the steps to play. When I reflect on the end product and the experience of making it, it occurs to me that we end up playing more than visitors to the website possibly could, which gives me a slight twinge of disappointment, even allowing for time constraints and the necessity to produce something over a matter of hours.

Don Quiquote – Katie Donia

As soon as I heard about this group project, I knew that Borges would be a good target, because his stories already exist in a literary gray space that subvert expectations for a straightforward narrative and beg to be played with.  To really understand Borges’ stories you have to dive deeper than what the words are telling you the narrative is; you have to interact with the structure of the text.  So, in terms of adapting a Borges story, I didn’t feel like we needed to strictly recreate a narrative.  As a video game consumer, I am much more drawn to games based on their usable systems rather than their narrative.  With this and with Borges in mind, I felt much more inclined to create a playable game that emulated the structure and themes of a text rather than the narrative.

A Pierre Menard game could have consisted of a playable version of Pierre Menard, his friends as a cast of characters, his writing as some kind of mini game.  In a way, such a game would get you closer to the actual narrative of Pierre Menard, but it would also get you further away from the themes.  Instead of keeping this barrier between reader and themes in the form of a main character, why not thrust the user into the primary role of author.  Rather than use this game to learn about Pierre Menard as a story, you can use this game to do what Pierre Menard did, and thus get closer to what Borges was really talking about.

Pierre Menard says so many different things on the topic of authorship, the nebulous definition of being an author, what an author brings to a work besides just the words.  When you turn something into a game and thus introduce a user, you are similarly blurring the definition of author.  In keeping with the theme of authorship, Don Quiquote positions the user as the author of a new Don Quixote.  The text you manage to match from Don Quixote creates a strange new version of Don Quixote that is (at least partially) textually identical to the original but also created uniquely by you.

I was the project leader as well as the main coder for Don Quiquote.  I will admit that Don Quiquote turned out almost exactly like I originally dreamt it up and pitched to the class.  We did, however, do a lot of brainstorming as a team about other avenues this game could have taken while still capturing the themes of the story, as well as how such a game could be fleshed out into a larger project that is more satisfying to interact with for the user.  Ultimately, our product is largely a result of what I could get Python to easily do.  We also did a lot of collaborative thinking about the themes of Pierre Menard so that we would have a well thought out presentation connecting our game to the source text.  After our collaborative brainstorming, I distributed and assigned the work load.

dark meritocracy

I’m sure I’m not the only Black Mirror fan in this crowd. While reading about “gamification” and thinking about the various ways play has been instrumentalized to managerial ends in the past 10+ years, I thought back to one of the first episodes, “Fifteen Million Merits.”

I’ll spare you the plot summary, but it’s interesting to me that the episode aired in 2011, at precisely the time that Bogost’s notorious rant on gamification as “bullshit” took place…

P–L–A–Y–I–N–G Tristram Shandy

At first, I was very skeptical about turning Tristram Shandy into a game. It’s long-winded, confusing, told by an unreliable narrator, frustrating but also funny and unpredictable. The process of reading and annotating it with the group was helpful to highlight our interests and observations. We all agreed that the digressions stood out—it takes Tristram so long to get to his story and how could he possibly start before he was even born (Book 1 does not even cover his actual birth)? Our early idea of looking at the punctuation and Kai’s first python outputs of text and experiments with motion really got us going. The fact that NLTK does not consider the dash as punctuation made us want to focus on the dash even more! Sterne in particular uses the dash seemingly with abandon but he may have also placed them intentionally within the text. By doing the opposite of a typical text analysis, and seeing only the dashes, the digressions are emphasized even more in our game. The dashes page is my favorite! Perhaps you don’t know what they say or mean but you’re keenly aware of their existence and the author’s attempt at diverting attention and creating tangents. And, thinking about the different variations and uses of dashes—a pause, an omission, a conclusion, an intrusion, an insertion, a separation, an exclamation, an attention-grabbing symbol, etc.—adds a level of meaning and understanding to this story that you wouldn’t normally get with a close read or conventional text analysis. In printed form, the dash is a typographic, visual expression. On a digital screen, the dash retains this characteristic but can also become interactive (we made them hyperlinks). If we ventured into audio, the dashes would have been a ripe area for sound experimentation.

Another area of Tristram Shandy that interested me was the black page representing Yorick’s death. When confronted with this on Project Gutenberg, I wished I was reading a printed copy instead. It must be a bit unnerving to see this physical page after reading so many long-winded sentences printed in a serif font of the time period. I immediately thought of Kazimir Malevich’s Black Square painting of 1915, the seminal starting point of non-objective art, which Tristram Shandy pre-dates by more than a century. Sterne had profound foresight including this in the novel before the emergence of abstract art. Bri pointed out the black page was turned into an exhibit in 2009 where artists rendered their own interpretations. Our digital interpretation, albeit hidden unless you come across the line “Alas, poor Yorick”, allows the viewer to create their own version of the black page by playing with the mouse. Coloring areas of the digital page with black text generates a void and relates to other areas of the game where we purposefully “erase” text. I really enjoyed taking this discursive text and turning it into voids, erasures and empty spaces.

My specific part of the game creation involved taking our versions of the text (punctuation, characters, TLDR phrases, commands to the user, meta-discourse) and turning them into html pages. There was a lot of searching and replacing involved and dealing with the intricacies of Microsoft Word and Google docs. It wasn’t a perfect process (grammatical errors abound), but seeing Sterne’s text in code was eye-opening. It was like I was inserting my own digressions to the text (code needed to be added to in order to hide areas or link other parts of the text). The end result when viewed as html is completely headache-inducing and unintelligible (reminiscent of Kai’s morse code page). Here’s a snippet:

Lastly, I applaud Maria and Bri’s skill in writing the dedication and instruction pages. It adds a level of humor akin to Tristram’s tone as the narrator. I appreciate the task of writing as you normally wouldn’t, like drawing with your left hand when you’re right-handed. This speaks to that zone of uncomfortableness, frustration, but also amusing experience of reading Book 1. We hope we were able to translate these feelings into our game!