1 00:00:00,070 --> 00:00:02,500 The following content is provided under a Creative 2 00:00:02,500 --> 00:00:04,019 Commons license. 3 00:00:04,019 --> 00:00:06,360 Your support will help MIT OpenCourseWare 4 00:00:06,360 --> 00:00:10,730 continue to offer high quality educational resources for free. 5 00:00:10,730 --> 00:00:13,340 To make a donation or view additional materials 6 00:00:13,340 --> 00:00:17,217 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,217 --> 00:00:17,842 at ocw.mit.edu. 8 00:00:20,947 --> 00:00:23,280 SEBASTIAN DETERDING: It's a best selling techno thriller 9 00:00:23,280 --> 00:00:27,040 turned into a movie, which is about a demo, a semi 10 00:00:27,040 --> 00:00:30,240 autonomous program gaining full autonomy 11 00:00:30,240 --> 00:00:35,990 and using levelling systems from an MMORPG to basically turn 12 00:00:35,990 --> 00:00:39,645 humans into a second speaker society controlled by computers 13 00:00:39,645 --> 00:00:42,620 instead of the other way around. 14 00:00:42,620 --> 00:00:45,090 And connected to that theory is definitely led 15 00:00:45,090 --> 00:00:48,360 by the rise of the term or the concept gamification, 16 00:00:48,360 --> 00:00:52,310 somewhere around 2010 or 2011, if you follow Google search 17 00:00:52,310 --> 00:00:53,610 interests. 18 00:00:53,610 --> 00:00:56,920 The idea that you could use elements from games or game 19 00:00:56,920 --> 00:01:00,720 design as a kind of monosodium glutamate or crunchy 20 00:01:00,720 --> 00:01:03,551 flakes to edit some other stuff to make some other stuff more 21 00:01:03,551 --> 00:01:05,239 palatable. 22 00:01:05,239 --> 00:01:07,445 And if there is one thing true to this term 23 00:01:07,445 --> 00:01:11,355 is that it has the heated debate from the get go. 24 00:01:11,355 --> 00:01:14,330 On the one hand, you have people like the ones who read, 25 00:01:14,330 --> 00:01:16,230 Gabe Zicherman, he says's it's the best tools 26 00:01:16,230 --> 00:01:18,229 humanity has ever invented to create and sustain 27 00:01:18,229 --> 00:01:20,700 engagement in people game. 28 00:01:20,700 --> 00:01:24,030 On the other hand, you have people like Ian Bogus for those 29 00:01:24,030 --> 00:01:26,720 choice words [LAUGHTER] [INAUDIBLE], 30 00:01:26,720 --> 00:01:28,350 which of course is a technical term, 31 00:01:28,350 --> 00:01:30,780 it's a technical term in philosophy by Harry G. 32 00:01:30,780 --> 00:01:33,690 Frankfurt, describing people who just don't care whether what 33 00:01:33,690 --> 00:01:36,440 they say is true or untrue. 34 00:01:36,440 --> 00:01:39,550 So when me and my colleague Stephen [INAUDIBLE] we're 35 00:01:39,550 --> 00:01:42,520 looking at the debate around 2011-2012, 36 00:01:42,520 --> 00:01:45,440 we couldn't help noticing a couple of things. 37 00:01:45,440 --> 00:01:49,000 First thing we noticed is-- as I said, 38 00:01:49,000 --> 00:01:50,400 this is a really heated debate. 39 00:01:50,400 --> 00:01:52,039 This is so heated that this is not just 40 00:01:52,039 --> 00:01:53,580 the difference of opinion, there must 41 00:01:53,580 --> 00:01:55,750 be something deeper underlying here 42 00:01:55,750 --> 00:01:57,450 than just difference of opinion. 43 00:01:57,450 --> 00:02:00,410 And second, while evangelizers were evangelizing, 44 00:02:00,410 --> 00:02:05,030 and critiques were chastising, very few people 45 00:02:05,030 --> 00:02:08,539 asked, well, what does the gamification even mean? 46 00:02:08,539 --> 00:02:11,170 What are the larger consequences, the larger 47 00:02:11,170 --> 00:02:15,980 ramifications of this for us as individuals living in a society 48 00:02:15,980 --> 00:02:18,750 where these kind of systems become more prevelant, 49 00:02:18,750 --> 00:02:21,870 or for us as a society? 50 00:02:21,870 --> 00:02:24,920 That's kind of the origin story of how this book came about. 51 00:02:24,920 --> 00:02:26,630 In this book, most of what I'm talking 52 00:02:26,630 --> 00:02:28,700 about in the first chaper, the history chapter, 53 00:02:28,700 --> 00:02:30,849 is basically what I'm talking about here so. 54 00:02:30,849 --> 00:02:32,890 While we were digging a bit deeper in this thing, 55 00:02:32,890 --> 00:02:35,130 saying why this heated discourse? 56 00:02:35,130 --> 00:02:37,150 Why are people so angry? 57 00:02:37,150 --> 00:02:40,110 We found that gamification-- the gamification discourse-- 58 00:02:40,110 --> 00:02:43,210 is very much in the same state that the discourse 59 00:02:43,210 --> 00:02:46,463 around playing was in the late 1990s, when 60 00:02:46,463 --> 00:02:50,960 the late Bryan Smith [INAUDIBLE] game [INAUDIBLE] play. 61 00:02:50,960 --> 00:02:54,750 Show of hands, anybody know the ambiguitive play? 62 00:02:54,750 --> 00:02:55,250 OK. 63 00:02:55,250 --> 00:02:57,850 Show of hands who's involved in some form of game studies 64 00:02:57,850 --> 00:03:00,540 or game research program? 65 00:03:00,540 --> 00:03:03,280 Yeah, that mapping sort of makes sense, 66 00:03:03,280 --> 00:03:06,115 if you're into game research, you should at a certain point 67 00:03:06,115 --> 00:03:07,540 come across this book. 68 00:03:07,540 --> 00:03:10,890 What Sutton Smith and this book basically makes the argument 69 00:03:10,890 --> 00:03:14,840 and then shows is that he says the reason why there hasn't 70 00:03:14,840 --> 00:03:17,140 been a lot of agreement about what players 71 00:03:17,140 --> 00:03:20,160 and what we should do with the play is 72 00:03:20,160 --> 00:03:22,580 that the different disciplines of different rhetorics, 73 00:03:22,580 --> 00:03:25,570 different ways of framing the play that are grounded 74 00:03:25,570 --> 00:03:28,880 in different deeper cultural rhetorics about what plays 75 00:03:28,880 --> 00:03:31,706 should be and how plays should function. 76 00:03:31,706 --> 00:03:34,170 As it says, rhetorics of plays [INAUDIBLE] 77 00:03:34,170 --> 00:03:36,610 placed within broader value systems. 78 00:03:36,610 --> 00:03:39,559 The popular rhetorics in the listed settings, the ambiguity 79 00:03:39,559 --> 00:03:41,600 is that there would be seven different rhetorics, 80 00:03:41,600 --> 00:03:43,640 and nobody can ever agree on one. 81 00:03:43,640 --> 00:03:47,190 There are these different, large scale cultural ways of thought 82 00:03:47,190 --> 00:03:49,660 in which we, more or less, all participate. 83 00:03:49,660 --> 00:03:51,785 And that's the reason why that debate never 84 00:03:51,785 --> 00:03:54,210 really comes really close. 85 00:03:54,210 --> 00:03:55,596 And in the same way, when we look 86 00:03:55,596 --> 00:03:57,470 at the gamification [INAUDIBLE] and say yeah, 87 00:03:57,470 --> 00:03:59,780 that really captures pretty well the happening here. 88 00:03:59,780 --> 00:04:02,210 There is a disagreement here about what 89 00:04:02,210 --> 00:04:04,050 the proper plays of plain society 90 00:04:04,050 --> 00:04:08,165 should be to begin with about should playing games be 91 00:04:08,165 --> 00:04:10,960 used to begin before anything else or not? 92 00:04:10,960 --> 00:04:12,526 And if so, how should they be used? 93 00:04:12,526 --> 00:04:15,818 By whom should they be used, and for what should they be used? 94 00:04:15,818 --> 00:04:17,234 Because the thing that we observe, 95 00:04:17,234 --> 00:04:19,915 the series games of gaminification with playful 96 00:04:19,915 --> 00:04:22,320 designs-- all these different terms, 97 00:04:22,320 --> 00:04:24,790 it's basically a kind of dual cultural moment. 98 00:04:24,790 --> 00:04:31,630 On the one hand, games in play leave the traditional spaces 99 00:04:31,630 --> 00:04:34,850 that they've been confined in within our modern Western 100 00:04:34,850 --> 00:04:36,020 nation states and cultures. 101 00:04:36,020 --> 00:04:38,186 This was the leisure time of things you did together 102 00:04:38,186 --> 00:04:40,430 with your friends in the evening, 103 00:04:40,430 --> 00:04:42,490 and there were certain kinds of games. 104 00:04:42,490 --> 00:04:44,551 And suddenly, there were also games for learning. 105 00:04:44,551 --> 00:04:46,175 Suddenly, there was games for politics. 106 00:04:46,175 --> 00:04:48,970 And suddenly, everybody plays. 107 00:04:48,970 --> 00:04:53,500 And then part of that, what you get as a response to that 108 00:04:53,500 --> 00:04:55,810 is that just games become more and more 109 00:04:55,810 --> 00:04:59,450 pervasive in everyday life, which we call dilutification 110 00:04:59,450 --> 00:05:00,830 of culture. 111 00:05:00,830 --> 00:05:03,140 You see that other social actors become 112 00:05:03,140 --> 00:05:07,130 interested in using games and in impressing 113 00:05:07,130 --> 00:05:10,895 norms, and regulations, and values onto games. 114 00:05:10,895 --> 00:05:13,270 So suddenly, you have a big debate where people say well, 115 00:05:13,270 --> 00:05:14,670 games should be gender aware, and games 116 00:05:14,670 --> 00:05:16,170 should be more diverse, because look 117 00:05:16,170 --> 00:05:19,490 at what turbo misogynistic space this is. 118 00:05:19,490 --> 00:05:23,480 And then you have the existing male game cultures 119 00:05:23,480 --> 00:05:25,580 revolting against that, as this result that game 120 00:05:25,580 --> 00:05:27,380 play becomes more pervasive. 121 00:05:27,380 --> 00:05:30,580 Suddenly, you have a cultural discourse. 122 00:05:30,580 --> 00:05:33,410 Leave out for all the terrible, terrible online harassment 123 00:05:33,410 --> 00:05:34,555 of gamer [INAUDIBLE]. 124 00:05:34,555 --> 00:05:38,030 But underneath that is this underlying cultural discourse, 125 00:05:38,030 --> 00:05:39,710 who should be allowed to play games? 126 00:05:39,710 --> 00:05:41,090 Who should games be for? 127 00:05:41,090 --> 00:05:44,260 Who should be able to make these decisions? 128 00:05:44,260 --> 00:05:47,450 So if Ian Bogost says something-- gamification 129 00:05:47,450 --> 00:05:49,950 is marketing bullshit as a means to capture 130 00:05:49,950 --> 00:05:52,790 the wild, coveted beast that is video games 131 00:05:52,790 --> 00:05:54,340 and to domesticate it. 132 00:05:54,340 --> 00:05:56,830 Games are a mysterious, magical, powerful medium. 133 00:05:56,830 --> 00:05:59,545 He basically says there's this nature of games. 134 00:05:59,545 --> 00:06:00,540 This is how games are. 135 00:06:00,540 --> 00:06:01,459 They're beasts. 136 00:06:01,459 --> 00:06:02,250 They're this thing. 137 00:06:02,250 --> 00:06:05,080 And then suddenly, they try to tame and domesticate. 138 00:06:05,080 --> 00:06:07,730 What he's basically saying is games 139 00:06:07,730 --> 00:06:09,920 belong to us, the game designers, and the gamers, 140 00:06:09,920 --> 00:06:11,145 and the game academics. 141 00:06:11,145 --> 00:06:14,450 But you marketers, please stay out of our playing fields. 142 00:06:14,450 --> 00:06:19,780 This is not you should lose games, which obviously forgets 143 00:06:19,780 --> 00:06:24,670 that games have been used for all kinds of purposes 144 00:06:24,670 --> 00:06:26,150 for the longest period in history. 145 00:06:26,150 --> 00:06:28,137 The art game has [INAUDIBLE] and fluxes 146 00:06:28,137 --> 00:06:29,970 where Ian Bogost, with this game [INAUDIBLE] 147 00:06:29,970 --> 00:06:32,210 definitely also belongs to, or be it 148 00:06:32,210 --> 00:06:34,790 war gaming, which basically goes back 149 00:06:34,790 --> 00:06:36,900 to Sun Tzu and The Art of War, because Sun 150 00:06:36,900 --> 00:06:39,980 Tzu, The Art of War, partially was based on the culture where 151 00:06:39,980 --> 00:06:44,140 samurai were taught strategy and cunning with good things 152 00:06:44,140 --> 00:06:45,672 of [INAUDIBLE] as a board game. 153 00:06:45,672 --> 00:06:47,995 So the idea that you could use games for other things 154 00:06:47,995 --> 00:06:50,600 than entertainment is culturally very old. 155 00:06:50,600 --> 00:06:53,655 But still, we have suddenly this new cultural debate 156 00:06:53,655 --> 00:06:55,855 about how should we use games in society? 157 00:06:55,855 --> 00:06:57,740 What should their place be? 158 00:06:57,740 --> 00:07:00,570 And even deeper underlying that, what kind of society 159 00:07:00,570 --> 00:07:04,980 do we want to live in to begin with, and how do we get there? 160 00:07:04,980 --> 00:07:09,240 And as we were noticing these kind of clashes of rhetorics, 161 00:07:09,240 --> 00:07:13,310 we found two theoreticians very useful 162 00:07:13,310 --> 00:07:16,410 in mapping the total debate. 163 00:07:16,410 --> 00:07:19,830 The first one is this very unlikely, with Victor Turner, 164 00:07:19,830 --> 00:07:21,732 of the [INAUDIBLE] to theater. 165 00:07:21,732 --> 00:07:25,000 And he's an anthropologist, very famous for his early work 166 00:07:25,000 --> 00:07:26,995 about ritual as a social phenomenon 167 00:07:26,995 --> 00:07:29,810 for all of those pictures. 168 00:07:29,810 --> 00:07:34,881 And he noticed that in pre-modern cultures that 169 00:07:34,881 --> 00:07:36,630 was played obviously that was also played, 170 00:07:36,630 --> 00:07:42,510 the play was usually very well coached and functionalized 171 00:07:42,510 --> 00:07:46,640 in these cultures, namely in passage rights. 172 00:07:46,640 --> 00:07:49,350 Passage rights, he says, were these liminal spaces, 173 00:07:49,350 --> 00:07:53,470 boundary spaces where people would temporarily 174 00:07:53,470 --> 00:07:55,560 leave their existing space in society, 175 00:07:55,560 --> 00:07:59,190 and play around, and act excessively to then 176 00:07:59,190 --> 00:08:02,320 be reintegrated into society into their new role, 177 00:08:02,320 --> 00:08:04,595 usually in their passage between being a child, 178 00:08:04,595 --> 00:08:06,560 and then being the responsible adult. 179 00:08:06,560 --> 00:08:09,090 You still have that kind of thing in the Amish [INAUDIBLE] 180 00:08:09,090 --> 00:08:11,550 in certain Amish communities where 181 00:08:11,550 --> 00:08:14,112 once you're considered to be at the age 182 00:08:14,112 --> 00:08:15,820 where you can become an adult, basically, 183 00:08:15,820 --> 00:08:18,280 you get to leave the community, do all the things you were 184 00:08:18,280 --> 00:08:21,170 never allowed to do in an Amish community-- jump around 185 00:08:21,170 --> 00:08:22,945 is the literal translation, [GERMAN]; 186 00:08:22,945 --> 00:08:26,050 it's from the Germans-- and then make the decision whether you 187 00:08:26,050 --> 00:08:27,110 want to return. 188 00:08:27,110 --> 00:08:29,841 So you get to play around very literally, as [INAUDIBLE] 189 00:08:29,841 --> 00:08:30,845 said, in these places. 190 00:08:30,845 --> 00:08:33,490 But this is completely functionalized as a ritual 191 00:08:33,490 --> 00:08:35,830 to reproduce society. 192 00:08:35,830 --> 00:08:42,679 And what we noticed is in modern societies, singular societies, 193 00:08:42,679 --> 00:08:44,465 these liminal spaces disappeared. 194 00:08:44,465 --> 00:08:46,480 We don't have a lot of them, because we're 195 00:08:46,480 --> 00:08:50,030 not a strongly religious society anymore. 196 00:08:50,030 --> 00:08:53,200 But there were societal spaces that 197 00:08:53,200 --> 00:08:55,570 retain forms and shapes of that, only 198 00:08:55,570 --> 00:08:58,430 they're used and functionalized in different ways. 199 00:08:58,430 --> 00:09:02,195 And to notify this, to indicate this distinction, 200 00:09:02,195 --> 00:09:05,711 he makes a distinction between liminal and liminoid. 201 00:09:05,711 --> 00:09:08,735 He says where it's liminal spaces, like passage rights, 202 00:09:08,735 --> 00:09:11,718 like the pre-modern, religious, and collective things that 203 00:09:11,718 --> 00:09:12,462 are obligatory. 204 00:09:12,462 --> 00:09:16,595 We have to do them, their play is instrumentalized. 205 00:09:16,595 --> 00:09:20,770 It's a means towards the end of getting you into society. 206 00:09:20,770 --> 00:09:23,410 It reproduces the existing social order 207 00:09:23,410 --> 00:09:24,753 and improves the means. 208 00:09:24,753 --> 00:09:30,250 It's a means towards producing society, whereas limioid spaces 209 00:09:30,250 --> 00:09:34,380 play becomes something that's not instrumental, but also 210 00:09:34,380 --> 00:09:36,100 telling, done for its sake. 211 00:09:36,100 --> 00:09:38,970 Play becomes something where you can change the order, even 212 00:09:38,970 --> 00:09:39,870 if temporarily. 213 00:09:39,870 --> 00:09:43,710 You can upset the social order, and play 214 00:09:43,710 --> 00:09:46,090 becomes a space where you can question the end society 215 00:09:46,090 --> 00:09:47,220 pursuits. 216 00:09:47,220 --> 00:09:50,112 Should we get through this, instead of just reproducing it? 217 00:09:50,112 --> 00:09:50,612 Yeah? 218 00:09:50,612 --> 00:09:52,903 AUDIENCE: Well, what did you say about the [INAUDIBLE]? 219 00:09:52,903 --> 00:09:53,740 What is that? 220 00:09:53,740 --> 00:09:55,781 SEBASTIAN DETERDING: Autotelic is from the Greek. 221 00:09:55,781 --> 00:09:58,220 Auto, self, and telos is goal. 222 00:09:58,220 --> 00:10:00,930 And autotelic means something is its own goal. 223 00:10:00,930 --> 00:10:02,849 I do it for its own sake. 224 00:10:02,849 --> 00:10:03,390 AUDIENCE: OK. 225 00:10:03,390 --> 00:10:04,890 SEBASTIAN DETERDING: I eat because I 226 00:10:04,890 --> 00:10:10,600 enjoy eating, not because something else, as an example. 227 00:10:10,600 --> 00:10:14,670 So he notices that we have not these ritual 228 00:10:14,670 --> 00:10:17,464 spaces like passage rights so much anymore, 229 00:10:17,464 --> 00:10:18,880 but we have these liminoid spaces. 230 00:10:18,880 --> 00:10:20,560 These are spaces like art. 231 00:10:20,560 --> 00:10:22,330 He uses bases like science, where you 232 00:10:22,330 --> 00:10:23,860 get to toy around with ideas. 233 00:10:23,860 --> 00:10:26,275 These are spaces like theater. 234 00:10:26,275 --> 00:10:28,347 These are spaces like play. 235 00:10:28,347 --> 00:10:29,180 These are time play. 236 00:10:29,180 --> 00:10:31,555 All these spaces retain these ritual functions, 237 00:10:31,555 --> 00:10:34,040 but they're somehow used differently. 238 00:10:34,040 --> 00:10:36,280 Give you a very practical example. 239 00:10:36,280 --> 00:10:39,150 Art-- religious art in pre-modern times 240 00:10:39,150 --> 00:10:42,530 was a liminal space that just presented and reproduced 241 00:10:42,530 --> 00:10:44,480 the religious order as it should be. 242 00:10:44,480 --> 00:10:47,240 I'm just showing you how it should be, [INAUDIBLE], and so 243 00:10:47,240 --> 00:10:50,375 on, whereas modern liminoid art is allowed to toy 244 00:10:50,375 --> 00:10:55,040 around with this and use the imagery literally, play around 245 00:10:55,040 --> 00:10:57,740 with the imagery of previous pre-modern art, 246 00:10:57,740 --> 00:11:00,690 remix it with Coca-Cola presents the crucification of Christ 247 00:11:00,690 --> 00:11:02,380 to make critical, soulful commentary, 248 00:11:02,380 --> 00:11:05,975 to speak about is this the kind of commercialized society 249 00:11:05,975 --> 00:11:09,465 in which we live and should be living in that kind of society. 250 00:11:09,465 --> 00:11:12,950 And we found this distinction between lininal and liminoid 251 00:11:12,950 --> 00:11:15,420 helped us very well to tease out the different political 252 00:11:15,420 --> 00:11:20,140 positions people had towards communification. 253 00:11:20,140 --> 00:11:22,098 The second poll that we found was very useful 254 00:11:22,098 --> 00:11:24,472 is from another book that most of the game studies people 255 00:11:24,472 --> 00:11:27,010 know, that is [INAUDIBLE], a French philosopher 256 00:11:27,010 --> 00:11:33,970 in the 1950s, Men Playing Games, [FRENCH], or [FRENCH]? 257 00:11:33,970 --> 00:11:34,490 [FRENCH]? 258 00:11:34,490 --> 00:11:35,960 AUDIENCE: [FRENCH]. 259 00:11:35,960 --> 00:11:39,300 SEBASTIAN DETERDING: Yeah, where he said that basically, 260 00:11:39,300 --> 00:11:41,160 all kinds of play and game forms, that we 261 00:11:41,160 --> 00:11:45,020 have a culture, a loosely folding on a spectrum of two 262 00:11:45,020 --> 00:11:45,860 poles. 263 00:11:45,860 --> 00:11:51,050 One pole he declares with the Latin ludus for basically 264 00:11:51,050 --> 00:11:55,845 a rule based game that's very orderly, where you strive 265 00:11:55,845 --> 00:11:59,509 in order to reach goals; every typical board 266 00:11:59,509 --> 00:12:01,342 game, or social game, or video game that you 267 00:12:01,342 --> 00:12:03,290 can think of on the one hand. 268 00:12:03,290 --> 00:12:07,690 And on the other hand, you have this free form improvisational, 269 00:12:07,690 --> 00:12:10,790 explorational, tumultuous play. 270 00:12:10,790 --> 00:12:13,940 Think about children playing pretend play, or Lego. 271 00:12:13,940 --> 00:12:17,690 So all games and play forms have basically these two ideal poles 272 00:12:17,690 --> 00:12:21,340 in them, and things fall somewhere on these poles. 273 00:12:21,340 --> 00:12:27,330 And we notice that if we take these two dimensions 274 00:12:27,330 --> 00:12:29,110 and look at all the different rhetorics-- 275 00:12:29,110 --> 00:12:31,060 and we could talk about the rhetorics later. 276 00:12:31,060 --> 00:12:32,809 But if we take all the different rhetorics 277 00:12:32,809 --> 00:12:38,640 there are, then they pretty neatly 278 00:12:38,640 --> 00:12:40,200 form this clear clustering. 279 00:12:40,200 --> 00:12:42,310 They fall into two clusters of opinions 280 00:12:42,310 --> 00:12:45,670 which are these underlying rhetorical disagreements 281 00:12:45,670 --> 00:12:49,680 about what games and plays should be in society. 282 00:12:49,680 --> 00:12:53,600 On the one hand, you have people who very much 283 00:12:53,600 --> 00:12:55,370 like games-- structures. 284 00:12:55,370 --> 00:12:58,790 There's more structures, more rules, more feedback systems 285 00:12:58,790 --> 00:13:01,340 that are very liminal, but not liminal 286 00:13:01,340 --> 00:13:03,820 in the traditional, pre-modern way reproducing 287 00:13:03,820 --> 00:13:06,260 religious order, but liminal in a modern way, 288 00:13:06,260 --> 00:13:09,569 reproducing the existing social order of society. 289 00:13:09,569 --> 00:13:12,110 Basically, their position's the current social order is good. 290 00:13:12,110 --> 00:13:12,651 It's perfect. 291 00:13:12,651 --> 00:13:18,270 Society should be as it is, but it has some flaws in execution, 292 00:13:18,270 --> 00:13:21,460 and we should use gains as technologies 293 00:13:21,460 --> 00:13:23,250 that governments and organizations can 294 00:13:23,250 --> 00:13:25,720 use to perfect the execution. 295 00:13:29,280 --> 00:13:32,060 It's not that the way organizations or businesses 296 00:13:32,060 --> 00:13:33,500 organized as broken. 297 00:13:33,500 --> 00:13:36,150 It's just that people aren't motivated enough, 298 00:13:36,150 --> 00:13:38,376 so games are a great tool to motivate them more. 299 00:13:38,376 --> 00:13:41,600 I thought maybe we should fix the organizations themselves, 300 00:13:41,600 --> 00:13:44,746 whereas the opposite poll, most people who say gamification's 301 00:13:44,746 --> 00:13:48,400 bad are the ones who more or less see 302 00:13:48,400 --> 00:13:49,790 the current social order as bad. 303 00:13:49,790 --> 00:13:52,210 They are typically progressive and critical 304 00:13:52,210 --> 00:13:55,470 in general in their political views. 305 00:13:55,470 --> 00:13:58,340 But say play-- the practice of play, 306 00:13:58,340 --> 00:14:02,170 like the [INAUDIBLE] thing is a great practice for people 307 00:14:02,170 --> 00:14:04,620 to resist the existing order and discover together 308 00:14:04,620 --> 00:14:09,140 what kind of world we want to begin with 309 00:14:09,140 --> 00:14:13,047 and to give you just some ideas of these different rhetorics 310 00:14:13,047 --> 00:14:14,710 that we find. 311 00:14:14,710 --> 00:14:20,530 So some of the rhetorics are, for instance, things 312 00:14:20,530 --> 00:14:21,710 like well being. 313 00:14:21,710 --> 00:14:24,720 That's people like Jane McGonigal, 314 00:14:24,720 --> 00:14:27,840 people like Miguel [INAUDIBLE], people like myself that 315 00:14:27,840 --> 00:14:31,490 speak about self determination theory, [INAUDIBLE], 316 00:14:31,490 --> 00:14:32,220 the good life. 317 00:14:32,220 --> 00:14:34,800 And we all say well, what's the good life 318 00:14:34,800 --> 00:14:36,430 that we all aspire to? 319 00:14:36,430 --> 00:14:38,875 And obviously, in light of that, our current society's 320 00:14:38,875 --> 00:14:39,960 pretty broken. 321 00:14:39,960 --> 00:14:41,340 But here's the thing about play. 322 00:14:41,340 --> 00:14:43,048 Play is a realized form of the good life, 323 00:14:43,048 --> 00:14:50,120 so we all strive to get there, or things like performance. 324 00:14:50,120 --> 00:14:52,030 So these are people who do pervasive games 325 00:14:52,030 --> 00:14:55,100 or who do LARPs, like action role playing games; 326 00:14:55,100 --> 00:14:58,719 all these much, much more free form play form to say, well, 327 00:14:58,719 --> 00:15:00,260 these are great activities for people 328 00:15:00,260 --> 00:15:02,140 to get together and experience that they 329 00:15:02,140 --> 00:15:07,220 can form a community, even if a temporal community together. 330 00:15:07,220 --> 00:15:10,390 And on the other hand, you have rhetorics like reinforcement, 331 00:15:10,390 --> 00:15:12,780 so people like [INAUDIBLE] and others 332 00:15:12,780 --> 00:15:18,309 who raw on behaviorist modes of thinking or behaviorist 333 00:15:18,309 --> 00:15:20,100 modes of thinking about games and say games 334 00:15:20,100 --> 00:15:23,170 are basically these incentives doling machines. 335 00:15:23,170 --> 00:15:25,000 And so therefore, they're a great way 336 00:15:25,000 --> 00:15:28,660 of reproducing or incentivizing certain behaviors. 337 00:15:28,660 --> 00:15:31,790 Or a bit more complex, nudging. 338 00:15:31,790 --> 00:15:34,340 A lot of people say games are basically nudges. 339 00:15:34,340 --> 00:15:36,340 Just a show of hands, who knows the term nudging 340 00:15:36,340 --> 00:15:39,480 as a technical term? 341 00:15:39,480 --> 00:15:40,530 OK. 342 00:15:40,530 --> 00:15:45,960 So who knows behavioral economics as a term? 343 00:15:45,960 --> 00:15:51,470 So neoclassical economics basically 344 00:15:51,470 --> 00:15:53,220 says people are rational actors. 345 00:15:53,220 --> 00:15:54,470 Give me the right information. 346 00:15:54,470 --> 00:15:55,928 Give me the right incentives, and I 347 00:15:55,928 --> 00:15:58,440 will do what you want me to do. 348 00:15:58,440 --> 00:16:01,730 If I know this is helpful for me, and I care about my health, 349 00:16:01,730 --> 00:16:05,802 I'm definitely going to act healthy. 350 00:16:05,802 --> 00:16:08,010 Only then, psychology showed us that is not the case. 351 00:16:08,010 --> 00:16:09,430 You can give people as much information, 352 00:16:09,430 --> 00:16:11,929 and they might care as much as they want about their health, 353 00:16:11,929 --> 00:16:14,680 but they still don't behave healthily necessarily 354 00:16:14,680 --> 00:16:17,500 which led a lot of economists saying to us well, 355 00:16:17,500 --> 00:16:21,275 why then do people behave unhealthily? 356 00:16:21,275 --> 00:16:23,150 And they started to run empirical experiments 357 00:16:23,150 --> 00:16:25,890 where they say, this is how economic theory predicts 358 00:16:25,890 --> 00:16:28,080 how people will behave, and here's 359 00:16:28,080 --> 00:16:29,760 how they actually behave. 360 00:16:29,760 --> 00:16:31,700 So there is a gap there between the two, 361 00:16:31,700 --> 00:16:33,612 but this gap is predictable. 362 00:16:33,612 --> 00:16:34,320 It's a repeating. 363 00:16:34,320 --> 00:16:37,460 It's a reoccurring pattern. 364 00:16:37,460 --> 00:16:40,210 One of these reoccurring patterns, for instance, 365 00:16:40,210 --> 00:16:43,800 is temporal discounting, which is just a fancy technical term 366 00:16:43,800 --> 00:16:46,490 for I care for the thing right in front of me 367 00:16:46,490 --> 00:16:51,610 much more than for a thing way in the future. 368 00:16:51,610 --> 00:16:54,830 If they did actual economic disbursement to people saying, 369 00:16:54,830 --> 00:17:00,293 do you want $1 now or $100 a month from now? 370 00:17:00,293 --> 00:17:02,334 A pure rational actor would always take the $100, 371 00:17:02,334 --> 00:17:02,834 let's say. 372 00:17:02,834 --> 00:17:05,903 Because again, in no way, shape, or form will inflation, 373 00:17:05,903 --> 00:17:09,970 by that point, have invalidated the $100 that much. 374 00:17:09,970 --> 00:17:13,177 But they found the majority of people took the $1 now. 375 00:17:13,177 --> 00:17:15,319 And so they enlisted all these kind 376 00:17:15,319 --> 00:17:17,750 of cognitive biases and heuristics, 377 00:17:17,750 --> 00:17:19,349 these weird ways in which we deviate 378 00:17:19,349 --> 00:17:20,980 from actual rational behavior. 379 00:17:20,980 --> 00:17:23,561 And then they said look at games, at least that rhetoric. 380 00:17:23,561 --> 00:17:24,560 They said look at games. 381 00:17:24,560 --> 00:17:27,190 They're basically machines for exploiting 382 00:17:27,190 --> 00:17:30,930 these kind of reliable flaws in our thinking. 383 00:17:30,930 --> 00:17:32,670 And so therefore, games are great for us 384 00:17:32,670 --> 00:17:34,700 to learn how to exploit them to get people 385 00:17:34,700 --> 00:17:36,044 to do other stuff, as well. 386 00:17:43,770 --> 00:17:45,670 So so much for that. 387 00:17:45,670 --> 00:17:49,940 I'd like to finish, as I said, with teasing out scenarios, 388 00:17:49,940 --> 00:17:52,457 so what are the visions underlying here then? 389 00:17:52,457 --> 00:17:54,800 Then we'll get into debating. 390 00:17:54,800 --> 00:17:58,110 Namely, what are the positive or negative visions that come out 391 00:17:58,110 --> 00:18:01,000 of these different rhetorics? 392 00:18:01,000 --> 00:18:04,420 Starting with the positive one, on both sides that we face, 393 00:18:04,420 --> 00:18:06,690 you can slice and dice them as you want. 394 00:18:06,690 --> 00:18:10,030 I slice and dice them in three positive scenarios, and lots 395 00:18:10,030 --> 00:18:13,280 of issues with them that we can no longer debate. 396 00:18:13,280 --> 00:18:17,450 The positive vision, the best possible world version 397 00:18:17,450 --> 00:18:21,690 of engagement-- the first one is engagement, which 398 00:18:21,690 --> 00:18:23,983 is a terrible, over-used term. 399 00:18:23,983 --> 00:18:32,710 But it's basically the idea that we can harness all the three 400 00:18:32,710 --> 00:18:36,420 cycles, all the free energy, all the cognitive 401 00:18:36,420 --> 00:18:37,882 surplus', [INAUDIBLE]. 402 00:18:37,882 --> 00:18:40,090 Thanks to the fact that people are now online, and no 403 00:18:40,090 --> 00:18:41,951 necessarily always watching television, 404 00:18:41,951 --> 00:18:44,075 we can use all the hours they poured into Wikipedia 405 00:18:44,075 --> 00:18:47,802 for really productive purposes. 406 00:18:47,802 --> 00:18:49,260 And then people like Jane McGonigal 407 00:18:49,260 --> 00:18:50,510 said well, that's great. 408 00:18:50,510 --> 00:18:54,169 If we could use games, you can learn from games. 409 00:18:54,169 --> 00:18:56,210 And she put in this paper, because it's basically 410 00:18:56,210 --> 00:18:58,785 the white paper that underlies, "Reality is Broken," 411 00:18:58,785 --> 00:19:02,550 which she wrote back at the institute for the future. 412 00:19:02,550 --> 00:19:05,460 We can use games as engines for a massively [INAUDIBLE] 413 00:19:05,460 --> 00:19:09,610 collaboration and participation to organize and incite people 414 00:19:09,610 --> 00:19:11,360 towards productive things like solving 415 00:19:11,360 --> 00:19:13,376 complex scientific issues, and science games, 416 00:19:13,376 --> 00:19:20,970 or stuff like that, or use games for civic participation, 417 00:19:20,970 --> 00:19:24,100 or the aspect of games, like DIY democracy, 418 00:19:24,100 --> 00:19:28,160 where you would get points for being an active citizen. 419 00:19:28,160 --> 00:19:30,230 The one issue-- lots of issues, but one issue 420 00:19:30,230 --> 00:19:34,565 I have with that is even if that would insight engagement 421 00:19:34,565 --> 00:19:38,215 of people-- for instance, use this to report pot holes 422 00:19:38,215 --> 00:19:41,340 in your street, it would always structure participation 423 00:19:41,340 --> 00:19:43,000 of people in a certain manner. 424 00:19:43,000 --> 00:19:45,425 So if we see this as a vision of society, 425 00:19:45,425 --> 00:19:50,844 we have to be aware that every structure for participation 426 00:19:50,844 --> 00:19:52,760 creates structures of who gets to participate, 427 00:19:52,760 --> 00:19:55,742 who's included in the executing. 428 00:19:55,742 --> 00:19:57,915 You can also say who has technological access 429 00:19:57,915 --> 00:19:58,915 to these kinds of tools? 430 00:19:58,915 --> 00:20:01,112 Who runs around the whole time with a smartphone? 431 00:20:01,112 --> 00:20:02,570 Who even cares about this? 432 00:20:02,570 --> 00:20:05,041 Who has the technological literacy to use these tools? 433 00:20:05,041 --> 00:20:06,790 That is with all the citizen participation 434 00:20:06,790 --> 00:20:09,907 tools, who actually uses this to report pot holes? 435 00:20:09,907 --> 00:20:12,115 And again, you find that this is very much stratified 436 00:20:12,115 --> 00:20:13,750 by socio-economic status. 437 00:20:16,340 --> 00:20:19,060 The second positive vision is community. 438 00:20:19,060 --> 00:20:22,180 That's what I talked about as performance is the idea that we 439 00:20:22,180 --> 00:20:25,280 can use games and play to bring people together 440 00:20:25,280 --> 00:20:27,740 and to experience hey, we like each other. 441 00:20:27,740 --> 00:20:29,100 We're pretty much alike. 442 00:20:29,100 --> 00:20:32,897 We want the same things, and we think 443 00:20:32,897 --> 00:20:35,480 that this thing in our society is built, and so let's together 444 00:20:35,480 --> 00:20:36,190 get together and fix it. 445 00:20:36,190 --> 00:20:37,898 So it's a way of bringing together people 446 00:20:37,898 --> 00:20:40,500 into new forms of community. 447 00:20:40,500 --> 00:20:42,110 This goes back to early movements, 448 00:20:42,110 --> 00:20:46,920 like the new games movement back in the Bay 449 00:20:46,920 --> 00:20:50,955 Area in the 1970s which underlies a lot of the still 450 00:20:50,955 --> 00:20:54,880 Utopian thinking in Silicon Valley where they basically 451 00:20:54,880 --> 00:20:57,235 said with the Vietnam War going, can't we 452 00:20:57,235 --> 00:21:00,130 create non-competitive games that get people together 453 00:21:00,130 --> 00:21:01,950 in order to understand that that is also 454 00:21:01,950 --> 00:21:04,425 a form of co-existing instead of constantly combating 455 00:21:04,425 --> 00:21:05,610 each other? 456 00:21:05,610 --> 00:21:07,420 And as Stewart Brand back then said, 457 00:21:07,420 --> 00:21:10,580 you can't change a game by winning it, or losing it, 458 00:21:10,580 --> 00:21:12,130 or refereeing it, or spectating it, 459 00:21:12,130 --> 00:21:13,260 because then you're still playing by the rules. 460 00:21:13,260 --> 00:21:15,650 You still have to create a new game together 461 00:21:15,650 --> 00:21:18,560 to leave the old society and to move on. 462 00:21:18,560 --> 00:21:20,860 And contemporary examples of that 463 00:21:20,860 --> 00:21:23,474 are things like you're guerrilla gardening, 464 00:21:23,474 --> 00:21:25,390 and there are games around guerrilla gardening 465 00:21:25,390 --> 00:21:26,830 as a community. 466 00:21:26,830 --> 00:21:31,450 Or my favorite example is Massively Multiplayer Soba 467 00:21:31,450 --> 00:21:33,312 by tilt factor. 468 00:21:33,312 --> 00:21:34,770 The treasure hunt through New York, 469 00:21:34,770 --> 00:21:37,710 through one of New York's most diverse neighborhoods. 470 00:21:37,710 --> 00:21:39,660 And the idea is the difference teams 471 00:21:39,660 --> 00:21:42,200 get sheets with ingredients that they 472 00:21:42,200 --> 00:21:44,005 have to bring to the final cookout, 473 00:21:44,005 --> 00:21:46,220 where people cook together, only the ingredients are 474 00:21:46,220 --> 00:21:49,932 written in different languages; Hebrew, Hindi, whatever. 475 00:21:49,932 --> 00:21:52,964 So you have to go through this neighborhood, 476 00:21:52,964 --> 00:21:54,964 find people to translate the ingredients to you, 477 00:21:54,964 --> 00:21:56,800 and then tell you where you actually find 478 00:21:56,800 --> 00:21:59,000 all these local ingredients. 479 00:21:59,000 --> 00:22:00,983 That way, naturally getting into conversations 480 00:22:00,983 --> 00:22:03,399 with people in that neighborhood you would otherwise never 481 00:22:03,399 --> 00:22:04,139 have talked to. 482 00:22:04,139 --> 00:22:05,805 And then the game gives you extra points 483 00:22:05,805 --> 00:22:08,332 for bringing stories about food from that culture 484 00:22:08,332 --> 00:22:10,290 or bringing actual people from the neighborhood 485 00:22:10,290 --> 00:22:11,165 to the final cookout. 486 00:22:15,640 --> 00:22:17,260 One issue again-- lots of issues, 487 00:22:17,260 --> 00:22:19,250 but one issue with that is that I'm always 488 00:22:19,250 --> 00:22:21,440 wondering to what extent-- these are basically 489 00:22:21,440 --> 00:22:25,830 again, things hipsters can do to make themselves feel well 490 00:22:25,830 --> 00:22:28,440 versus to what extent are these things that actually cite 491 00:22:28,440 --> 00:22:33,755 large scale social action or commodify your [INAUDIBLE], 492 00:22:33,755 --> 00:22:35,240 you'll find. 493 00:22:35,240 --> 00:22:39,450 The third positive vision is hacking; hacking systems. 494 00:22:39,450 --> 00:22:42,115 The underlying idea there, and a lot of the references 495 00:22:42,115 --> 00:22:44,930 will say well, if there's one thing about games that's 496 00:22:44,930 --> 00:22:46,620 great it's their systems. 497 00:22:46,620 --> 00:22:48,380 Or one thing game's good at is systems, 498 00:22:48,380 --> 00:22:50,753 and one thing that you can do with games 499 00:22:50,753 --> 00:22:54,200 is you learn systems thinking. 500 00:22:54,200 --> 00:22:57,101 Anybody know September 12? 501 00:22:57,101 --> 00:23:00,350 One of the early news games, persuasive games. 502 00:23:00,350 --> 00:23:03,370 The idea came out right after September 11th, 503 00:23:03,370 --> 00:23:05,550 shortly thereafter by Gonzalo Frasca. 504 00:23:05,550 --> 00:23:07,880 You basically see this little landscape 505 00:23:07,880 --> 00:23:11,390 in some long, disparate Arab country. 506 00:23:11,390 --> 00:23:13,590 You see some people running around 507 00:23:13,590 --> 00:23:18,620 in quote, unquote, "terrorist" uniforms, 508 00:23:18,620 --> 00:23:21,664 and then you just have this targeting circle. 509 00:23:21,664 --> 00:23:23,330 And then you can choose whether you want 510 00:23:23,330 --> 00:23:25,100 to fire bombs with them or not. 511 00:23:25,100 --> 00:23:27,860 When you fire bombs, inevitably you 512 00:23:27,860 --> 00:23:29,676 will create collateral damage in terms 513 00:23:29,676 --> 00:23:30,800 of people and other things. 514 00:23:30,800 --> 00:23:33,280 And inevitably, people standing around 515 00:23:33,280 --> 00:23:36,165 that will mourn for the dead, and then some of them 516 00:23:36,165 --> 00:23:38,580 will likewise transform into terrorists. 517 00:23:38,580 --> 00:23:42,800 So it's the systemic model of violence beget violence. 518 00:23:42,800 --> 00:23:45,262 By attacking, you will only create more resistance, 519 00:23:45,262 --> 00:23:46,500 basically. 520 00:23:46,500 --> 00:23:47,970 You may disagree with the argument, 521 00:23:47,970 --> 00:23:49,657 but it's a basic way of showing you 522 00:23:49,657 --> 00:23:52,970 how games can model a system and show a system 523 00:23:52,970 --> 00:23:54,160 and can [INAUDIBLE] systems. 524 00:23:54,160 --> 00:23:56,140 So the argument of hacking, as well; 525 00:23:56,140 --> 00:23:57,940 games are great for systems thinking 526 00:23:57,940 --> 00:24:00,970 or learnings to this kind of systems thinking. 527 00:24:00,970 --> 00:24:04,140 And by making games about the broken systems 528 00:24:04,140 --> 00:24:07,950 we live in, like in those airport and security, 529 00:24:07,950 --> 00:24:11,100 about constantly changing new rules; what is allowed, 530 00:24:11,100 --> 00:24:12,304 what is not allowed. 531 00:24:12,304 --> 00:24:17,880 You notice how broken that kind of TSA system is, 532 00:24:17,880 --> 00:24:20,855 and by learning to build systems ourselves 533 00:24:20,855 --> 00:24:23,530 through game design and all kinds of tools that open up 534 00:24:23,530 --> 00:24:26,470 game design for other people, we might actually 535 00:24:26,470 --> 00:24:29,401 educate a generation of people who can then 536 00:24:29,401 --> 00:24:31,192 use that game design and knowledge in order 537 00:24:31,192 --> 00:24:34,880 to redesign the broken social systems in which we live. 538 00:24:34,880 --> 00:24:38,310 The issue with that is obviously, 539 00:24:38,310 --> 00:24:40,695 anybody has yet to show me that there is data for that, 540 00:24:40,695 --> 00:24:43,380 that that actually happens. 541 00:24:43,380 --> 00:24:44,160 OK. 542 00:24:44,160 --> 00:24:47,870 Final three, dystopia. 543 00:24:47,870 --> 00:24:49,400 The first one is obviously the one 544 00:24:49,400 --> 00:24:51,380 that you most likely will come across the most [INAUDIBLE] 545 00:24:51,380 --> 00:24:53,213 when people were talking about gamification. 546 00:24:53,213 --> 00:24:56,300 That is this is a perfect control society. 547 00:24:56,300 --> 00:25:01,116 And my favorite one, has anybody seen the talk by Jesse Schell? 548 00:25:01,116 --> 00:25:02,220 The Gamepocalypse. 549 00:25:02,220 --> 00:25:04,830 That's one of the other initial pieces of media 550 00:25:04,830 --> 00:25:06,606 that the whole gamification thing started. 551 00:25:06,606 --> 00:25:10,640 It's a talk he gave in 2010 at a game design conference, 552 00:25:10,640 --> 00:25:13,472 and he described the future world in which game 553 00:25:13,472 --> 00:25:15,070 designers would rule. 554 00:25:15,070 --> 00:25:16,440 And on, and on, and on it goes. 555 00:25:16,440 --> 00:25:19,610 It's a five minute riff within the talk where he just runs 556 00:25:19,610 --> 00:25:22,370 with the idea and says, what if all kinds of organizations 557 00:25:22,370 --> 00:25:24,210 and governments would basically start 558 00:25:24,210 --> 00:25:25,930 to use point of incentives systems 559 00:25:25,930 --> 00:25:29,820 to get people to do everything they want to do. 560 00:25:29,820 --> 00:25:31,070 And people say, this is silly. 561 00:25:31,070 --> 00:25:31,861 This is ridiculous. 562 00:25:31,861 --> 00:25:32,700 This is also scary. 563 00:25:32,700 --> 00:25:34,754 The only thing is it's also becoming a reality. 564 00:25:34,754 --> 00:25:37,170 Shortly after the talk, there was this sort of green goose 565 00:25:37,170 --> 00:25:39,130 which actually did sensor kids. 566 00:25:39,130 --> 00:25:42,589 So you can use ubiquitous computing everywhere, 567 00:25:42,589 --> 00:25:43,880 especially to brush your teeth. 568 00:25:43,880 --> 00:25:46,030 Some people are obsessed with brushing their teeth 569 00:25:46,030 --> 00:25:49,150 and getting points for it-- to measure everything, and then 570 00:25:49,150 --> 00:25:50,930 set up your own reward system for that, 571 00:25:50,930 --> 00:25:52,831 and you have these default senses that you 572 00:25:52,831 --> 00:25:55,450 can use for everything else. 573 00:25:55,450 --> 00:25:57,760 And if you say well, that's nice if it's for people. 574 00:25:57,760 --> 00:26:00,170 That's not what organizations do-- well, 575 00:26:00,170 --> 00:26:02,130 this year's one part of the health program 576 00:26:02,130 --> 00:26:05,290 that I was introduced to at Northeastern, which I find very 577 00:26:05,290 --> 00:26:06,500 cute, which is Virgin Pulse. 578 00:26:06,500 --> 00:26:09,810 Basically, it's one of these health trackers, step trackers. 579 00:26:09,810 --> 00:26:12,890 And if I use the step tracker for my university, hey. 580 00:26:12,890 --> 00:26:14,870 I actually get points, and the points 581 00:26:14,870 --> 00:26:17,980 are translated into reduced insurance premiums. 582 00:26:20,900 --> 00:26:23,420 Now you might say well-- a lot of my colleagues said well, 583 00:26:23,420 --> 00:26:24,070 this is great. 584 00:26:24,070 --> 00:26:26,810 You're getting money, so why shouldn't I do it? 585 00:26:26,810 --> 00:26:30,000 I said well, I don't know if I actually 586 00:26:30,000 --> 00:26:32,820 want either my employer or my health insurance 587 00:26:32,820 --> 00:26:35,906 to know how healthy or unhealthy my behavior [INAUDIBLE] myself. 588 00:26:35,906 --> 00:26:38,670 And then the next time I switch an insurance, 589 00:26:38,670 --> 00:26:42,120 the insurance looks at the data and says-- hm. 590 00:26:42,120 --> 00:26:44,760 We should raise your premium. 591 00:26:44,760 --> 00:26:47,210 The larger issue behind that is basically 592 00:26:47,210 --> 00:26:49,740 that most of these systems are at face value 593 00:26:49,740 --> 00:26:52,510 are sold as more fun or rewards or 594 00:26:52,510 --> 00:26:54,490 empowerment to the individual. 595 00:26:54,490 --> 00:26:56,310 Like Rescue Time is this application 596 00:26:56,310 --> 00:26:57,520 that you can let running. 597 00:26:57,520 --> 00:26:59,621 And then it tells you, just by keeping 598 00:26:59,621 --> 00:27:01,370 in the back end, what kind of applications 599 00:27:01,370 --> 00:27:04,760 were running all through the day and what kind 600 00:27:04,760 --> 00:27:06,554 of browser windows you had open in order 601 00:27:06,554 --> 00:27:08,970 to discover what you're time syncs are in order to be more 602 00:27:08,970 --> 00:27:10,396 productive as an individual. 603 00:27:10,396 --> 00:27:11,150 Yay. 604 00:27:11,150 --> 00:27:12,700 Only then there's this nice button, 605 00:27:12,700 --> 00:27:15,050 Looking for Rescue Time for Entire Team or Organization, 606 00:27:15,050 --> 00:27:16,560 click here. 607 00:27:16,560 --> 00:27:18,220 And then you see the management feature 608 00:27:18,220 --> 00:27:19,950 which allows the manager, who installs this 609 00:27:19,950 --> 00:27:22,090 all across the team to see exactly what everybody's 610 00:27:22,090 --> 00:27:25,830 actually doing on their computer the whole day. 611 00:27:25,830 --> 00:27:29,650 And obviously, this issue is true everywhere 612 00:27:29,650 --> 00:27:32,950 we use gamified applications are installed, 613 00:27:32,950 --> 00:27:35,510 which according to the vision, will be everywhere. 614 00:27:35,510 --> 00:27:37,247 So you can even imagine something 615 00:27:37,247 --> 00:27:38,810 like Amazon saying hey, because we 616 00:27:38,810 --> 00:27:40,490 want people to read more books, we're 617 00:27:40,490 --> 00:27:41,675 going to deal out virtual rewards 618 00:27:41,675 --> 00:27:43,299 and incentives for people to read more, 619 00:27:43,299 --> 00:27:46,510 because then we make more money only while I do so. 620 00:27:46,510 --> 00:27:49,178 And then I read all the volumes of Das Capital, 621 00:27:49,178 --> 00:27:50,761 somebody else might also be interested 622 00:27:50,761 --> 00:27:53,052 in that kind of data, that I'm actually currently 623 00:27:53,052 --> 00:27:55,950 interested in Marxism. 624 00:27:55,950 --> 00:27:59,120 The third issue there is that face value of fun and self 625 00:27:59,120 --> 00:28:01,510 realization at companies. 626 00:28:01,510 --> 00:28:04,870 And all Silicon Valley companies have to have sleds. 627 00:28:04,870 --> 00:28:06,280 This here is at YouTube. 628 00:28:06,280 --> 00:28:08,206 Obviously, a YouTube red. 629 00:28:08,206 --> 00:28:11,020 I recently did a bit of research around playful offices. 630 00:28:11,020 --> 00:28:13,498 They really have all sleds somehow, for some reason. 631 00:28:13,498 --> 00:28:14,980 We can talk about that. 632 00:28:14,980 --> 00:28:19,190 But that, in the back end, is really covert exploitation. 633 00:28:19,190 --> 00:28:21,520 We make it so fun and so comfy here in this place 634 00:28:21,520 --> 00:28:24,395 that you never want to leave the workplace, at which point 635 00:28:24,395 --> 00:28:27,920 then, you get suicides and exhaustion in places 636 00:28:27,920 --> 00:28:34,230 like the Las Vegas downtown project run by Zappos there, 637 00:28:34,230 --> 00:28:37,150 or as [INAUDIBLE] nicely put it, gamification 638 00:28:37,150 --> 00:28:40,760 is a mechanism of decoupling alienation. 639 00:28:40,760 --> 00:28:43,310 I feel like I'm not realizing myself. 640 00:28:43,310 --> 00:28:45,230 I feel I'm not doing what I'm passionate 641 00:28:45,230 --> 00:28:49,770 about from exploitation. 642 00:28:49,770 --> 00:28:53,120 With gamification, I may not be alienated by my working, 643 00:28:53,120 --> 00:28:54,260 or this is fun. 644 00:28:54,260 --> 00:28:56,020 This is great, but I'm still exploited. 645 00:28:56,020 --> 00:28:59,120 The majority of the revenue still stays with your employer. 646 00:28:59,120 --> 00:29:01,070 And the big issue with these systems 647 00:29:01,070 --> 00:29:04,076 is they're all implemented in code. 648 00:29:04,076 --> 00:29:09,510 This is all codified, algorithmic, automated 649 00:29:09,510 --> 00:29:10,670 regulation. 650 00:29:10,670 --> 00:29:13,840 And the big issue with that is you can't argue with it. 651 00:29:13,840 --> 00:29:17,690 If you have an overdraft on your bank, 652 00:29:17,690 --> 00:29:19,522 you could still go to your bank teller, 653 00:29:19,522 --> 00:29:20,980 depending on which country you are. 654 00:29:20,980 --> 00:29:22,896 Here, they are typically very neo autonomized, 655 00:29:22,896 --> 00:29:24,974 but in European countries, not. 656 00:29:24,974 --> 00:29:27,390 And then you can say listen, you've known me for 10 years, 657 00:29:27,390 --> 00:29:29,265 and I only need an extension for another day, 658 00:29:29,265 --> 00:29:31,175 and I'd pay the money back, and he does so. 659 00:29:31,175 --> 00:29:32,800 We know there will always be exceptions 660 00:29:32,800 --> 00:29:33,660 to the rule in reality. 661 00:29:33,660 --> 00:29:35,600 The only issues with these algorithmic system. 662 00:29:35,600 --> 00:29:36,981 I can't argue with them. 663 00:29:36,981 --> 00:29:38,480 I don't even know according to which 664 00:29:38,480 --> 00:29:40,965 rules they tell me yes or no or give me certain rewards. 665 00:29:40,965 --> 00:29:43,104 And I can't change that, contrary 666 00:29:43,104 --> 00:29:45,470 to other political systems. 667 00:29:45,470 --> 00:29:47,069 So basically, the control fear is 668 00:29:47,069 --> 00:29:49,235 that it's on the one hand, big brother watching you, 669 00:29:49,235 --> 00:29:51,330 because it's constant surveillance in the back, 670 00:29:51,330 --> 00:29:54,170 and all your data is captured. 671 00:29:54,170 --> 00:29:56,030 It comes with the playfuls of veneers, 672 00:29:56,030 --> 00:29:58,280 so it's the Aldous Huxley soma. 673 00:29:58,280 --> 00:30:01,520 All this is fun and happy, and why should we care about it? 674 00:30:01,520 --> 00:30:03,950 And it's a little bit overload, because all of this 675 00:30:03,950 --> 00:30:04,969 is run by computers. 676 00:30:04,969 --> 00:30:08,400 It's not even run by people anymore. 677 00:30:08,400 --> 00:30:11,690 As I said, this is going to be the worst case scenario here. 678 00:30:11,690 --> 00:30:13,980 The big issue obviously, which I pointed out in text 679 00:30:13,980 --> 00:30:17,560 here is that these kind of control systems 680 00:30:17,560 --> 00:30:20,600 destroy the very thing that makes games fun to begin with. 681 00:30:20,600 --> 00:30:23,695 They give you the freedom of playing, voluntary choosing 682 00:30:23,695 --> 00:30:24,540 to the activity. 683 00:30:27,150 --> 00:30:29,196 Second, and third, and then we're 684 00:30:29,196 --> 00:30:31,170 done with negative vision. 685 00:30:31,170 --> 00:30:34,401 The second negative vision is gamification 686 00:30:34,401 --> 00:30:36,275 doesn't even lead to more control in society. 687 00:30:36,275 --> 00:30:38,940 It just reproduces existing society as it is. 688 00:30:38,940 --> 00:30:41,685 It reproduces the systems and the rhetorics 689 00:30:41,685 --> 00:30:44,085 that we have in our system. 690 00:30:44,085 --> 00:30:46,230 The overarching narrative, if you 691 00:30:46,230 --> 00:30:50,210 look at persuasive technology with the quantified self, 692 00:30:50,210 --> 00:30:50,936 [INAUDIBLE]. 693 00:30:50,936 --> 00:30:54,160 The overarching rhetoric of all of these systems 694 00:30:54,160 --> 00:30:57,865 is when we have social issues or when 695 00:30:57,865 --> 00:31:00,590 we have individual issues like obesity, 696 00:31:00,590 --> 00:31:03,980 like climate change, or stuff like that, it's 697 00:31:03,980 --> 00:31:07,390 the individual's fault. It's the individual's fault, 698 00:31:07,390 --> 00:31:11,350 because all of these systems address individual behavior. 699 00:31:11,350 --> 00:31:13,784 If only I motivated you to run a bit better, 700 00:31:13,784 --> 00:31:14,700 you'd not [INAUDIBLE]. 701 00:31:14,700 --> 00:31:17,440 If only I motivated you to drive a bit more fuel efficiently 702 00:31:17,440 --> 00:31:20,450 each day, we wouldn't have global warming, basically. 703 00:31:20,450 --> 00:31:22,430 That's the argument by addressing these things 704 00:31:22,430 --> 00:31:24,990 through specified applications. 705 00:31:24,990 --> 00:31:27,320 So basically, the underlying rhetoric there 706 00:31:27,320 --> 00:31:30,617 is this very American one. 707 00:31:30,617 --> 00:31:32,700 Anything can be accomplished if one has the desire 708 00:31:32,700 --> 00:31:35,310 and determination. 709 00:31:35,310 --> 00:31:37,810 If there is a social issue, if there is an individual issue, 710 00:31:37,810 --> 00:31:40,850 it's because the individual didn't have the willpower. 711 00:31:40,850 --> 00:31:42,370 And basically, these technical tools 712 00:31:42,370 --> 00:31:44,680 just give you an augmentation to your willpower 713 00:31:44,680 --> 00:31:49,124 by motivating you if you can't motivate yourself. 714 00:31:49,124 --> 00:31:50,915 Is there anything wrong with this rhetoric? 715 00:31:50,915 --> 00:31:51,550 Well, let's see. 716 00:31:51,550 --> 00:31:53,966 There are other places where the same rhetoric was around, 717 00:31:53,966 --> 00:31:56,130 like Maoist China, where we had slogans like when 718 00:31:56,130 --> 00:32:00,080 discipline's reinforced, revolution cannot fail, 719 00:32:00,080 --> 00:32:04,110 saying if the great leap forward trying to mass industrialize 720 00:32:04,110 --> 00:32:08,180 a country of several hundred million people within the term 721 00:32:08,180 --> 00:32:11,440 of five years, if that kills millions of people, 722 00:32:11,440 --> 00:32:13,984 it's not because the planet was bonkers to begin with. 723 00:32:13,984 --> 00:32:18,630 It's because the individuals didn't put in enough effort. 724 00:32:18,630 --> 00:32:22,190 In the same way, I think gamification and lots 725 00:32:22,190 --> 00:32:24,955 of persuasive technology makes the same issue 726 00:32:24,955 --> 00:32:26,870 of the background systemic root causes. 727 00:32:26,870 --> 00:32:30,630 The deeper underlying societal issues 728 00:32:30,630 --> 00:32:33,706 that are not caused by individual behavior 729 00:32:33,706 --> 00:32:35,690 necessarily or that are not just [INAUDIBLE] 730 00:32:35,690 --> 00:32:37,560 on the individual weather. 731 00:32:37,560 --> 00:32:41,810 You'll interpret the [INAUDIBLE] of environmental psychology 732 00:32:41,810 --> 00:32:43,560 that recently made the same argument where 733 00:32:43,560 --> 00:32:45,450 it said, we're basically fooling ourselves 734 00:32:45,450 --> 00:32:48,222 if we believe that getting people to recycle more 735 00:32:48,222 --> 00:32:51,230 will solve any of our environmental issues, 736 00:32:51,230 --> 00:32:58,120 because municipal loves production, just as an example. 737 00:32:58,120 --> 00:33:00,800 So all the waste that everybody of us 738 00:33:00,800 --> 00:33:02,620 produces in a city that's collected 739 00:33:02,620 --> 00:33:04,950 by the municipalities, all the waste 740 00:33:04,950 --> 00:33:07,645 that we produce-- how much is municipal waste production 741 00:33:07,645 --> 00:33:10,570 from total US waste production? 742 00:33:10,570 --> 00:33:12,250 What share? 743 00:33:12,250 --> 00:33:12,940 Any numbers? 744 00:33:17,547 --> 00:33:18,520 AUDIENCE: 10%. 745 00:33:18,520 --> 00:33:20,770 SEBASTIAN DETERDING: 10%, more or less. 746 00:33:20,770 --> 00:33:21,312 AUDIENCE: 5%. 747 00:33:21,312 --> 00:33:22,894 SEBASTIAN DETERDING: 5%, more or less. 748 00:33:22,894 --> 00:33:23,650 AUDIENCE: 2%? 749 00:33:23,650 --> 00:33:27,480 SEBASTIAN DETERDING: 2%-- too low-- 3%. 750 00:33:27,480 --> 00:33:32,060 So if you all recycle more, we're reducing 10% of 3%, 751 00:33:32,060 --> 00:33:34,855 whereas most of the waste productions 752 00:33:34,855 --> 00:33:36,230 happens in industrial production. 753 00:33:36,230 --> 00:33:38,920 Most of the waste production happens in supply chains. 754 00:33:38,920 --> 00:33:41,120 It doesn't happen at the level of individual waste. 755 00:33:41,120 --> 00:33:42,880 Same goes for energy savings. 756 00:33:42,880 --> 00:33:44,516 Same goes for all the issues. 757 00:33:44,516 --> 00:33:48,410 We're addressing the wrong things with this kind of thing 758 00:33:48,410 --> 00:33:52,010 if we're always focusing on the individual behavior. 759 00:33:52,010 --> 00:33:55,320 Third and final one is it's not control. 760 00:33:55,320 --> 00:33:57,640 It's not even reproducing existing social order. 761 00:33:57,640 --> 00:34:00,510 It's just reference. 762 00:34:00,510 --> 00:34:04,046 My favorite example for that is the PlayPump, 763 00:34:04,046 --> 00:34:07,260 a system invented by a civil engineer in South Africa 764 00:34:07,260 --> 00:34:08,960 sometime in the 90s. 765 00:34:08,960 --> 00:34:12,764 And in 1994, a retired advertising executive 766 00:34:12,764 --> 00:34:14,639 discovered it and said, this is a great idea. 767 00:34:14,639 --> 00:34:17,290 Let me buy the patent, and let me make this big. 768 00:34:17,290 --> 00:34:20,460 The idea of the PlayPump is basically 769 00:34:20,460 --> 00:34:22,800 lots of cities in Africa and other developing nations 770 00:34:22,800 --> 00:34:25,449 don't have enough fresh water pumps. 771 00:34:25,449 --> 00:34:27,010 So what they said is hey, instead 772 00:34:27,010 --> 00:34:28,790 of the traditional fresh water pumps, 773 00:34:28,790 --> 00:34:33,239 let's install a fresh water pump that's actually a roundabout 774 00:34:33,239 --> 00:34:36,880 and put a reservoir on top of it that's seen here, behind. 775 00:34:36,880 --> 00:34:43,960 And so water is pumped for the local village's water 776 00:34:43,960 --> 00:34:45,614 consumption by the children playing. 777 00:34:45,614 --> 00:34:46,989 Nobody has to work for the water. 778 00:34:46,989 --> 00:34:48,655 The children enjoy using the roundabout. 779 00:34:48,655 --> 00:34:50,034 They will pump the water up. 780 00:34:50,034 --> 00:34:51,909 And you know how we pay for this whole thing? 781 00:34:51,909 --> 00:34:54,639 We use the reservoir as an advertising space. 782 00:34:54,639 --> 00:34:58,310 So the advertisers will pay for the installment of this. 783 00:34:58,310 --> 00:34:59,410 It's a great story. 784 00:34:59,410 --> 00:35:01,160 It's a great new story to say hey, 785 00:35:01,160 --> 00:35:04,360 water is easy as child's play, dah, dah, dah, dah, dah. 786 00:35:04,360 --> 00:35:06,345 It got a great, favorable PBS documentary, 787 00:35:06,345 --> 00:35:09,640 lots of other favorable press attention. 788 00:35:09,640 --> 00:35:11,890 He got then $60 million US dollars 789 00:35:11,890 --> 00:35:15,201 in aid promised from US aid. 790 00:35:15,201 --> 00:35:17,100 Only then, development aid workers 791 00:35:17,100 --> 00:35:19,945 started raising their hands and saying, sorry. 792 00:35:19,945 --> 00:35:22,236 Nobody wants to advertise it to the developing nations, 793 00:35:22,236 --> 00:35:27,880 it turns out, especially not in rural villages. 794 00:35:27,880 --> 00:35:32,780 And they found out that the pump is more difficult to install, 795 00:35:32,780 --> 00:35:37,280 less efficient, more difficult to service than existing water 796 00:35:37,280 --> 00:35:39,270 pumps in other cultures. 797 00:35:39,270 --> 00:35:41,740 And they found that the average water consumption 798 00:35:41,740 --> 00:35:45,350 of an average African village is so big 799 00:35:45,350 --> 00:35:46,880 that children would have to operate 800 00:35:46,880 --> 00:35:48,379 the roundabout with their body power 801 00:35:48,379 --> 00:35:51,556 for 27 continuous hours per day. 802 00:35:51,556 --> 00:35:52,930 So it's impossible. 803 00:35:52,930 --> 00:35:55,140 It's impossible that children can produce 804 00:35:55,140 --> 00:35:57,780 enough water [INAUDIBLE]. 805 00:35:57,780 --> 00:36:01,882 So therefore, it ended up that the adults were operating 806 00:36:01,882 --> 00:36:03,340 the roundabout, only the roundabout 807 00:36:03,340 --> 00:36:04,340 was built for children. 808 00:36:04,340 --> 00:36:06,760 So the adults always had to hunker down and use this one, 809 00:36:06,760 --> 00:36:09,110 so they were breaking their backs as they were doing so, 810 00:36:09,110 --> 00:36:11,910 very literally. 811 00:36:11,910 --> 00:36:15,890 So this thing is a great new story 812 00:36:15,890 --> 00:36:19,110 that gives you great pictures with all kinds of things. 813 00:36:19,110 --> 00:36:22,290 And the argument, or the fear, or the negative vision 814 00:36:22,290 --> 00:36:24,260 here is that gamification, like the PlayPump, 815 00:36:24,260 --> 00:36:26,620 is very much this. 816 00:36:26,620 --> 00:36:29,000 If companies, or organizations, or governments talking 817 00:36:29,000 --> 00:36:31,918 about we're using games to power, engage, and dah, dah, 818 00:36:31,918 --> 00:36:36,060 dah, dah, dah, or when the current administration says 819 00:36:36,060 --> 00:36:38,620 we're going to put constant [INAUDIBLE] 820 00:36:38,620 --> 00:36:42,270 into to the White House Office of Science and Technology 821 00:36:42,270 --> 00:36:45,100 Office in order to run games for brand challenges, 822 00:36:45,100 --> 00:36:48,170 this is not so much because it actually changes stuff, 823 00:36:48,170 --> 00:36:51,440 but because it is, in Elizabeth [INAUDIBLE] word, 824 00:36:51,440 --> 00:36:53,160 the [INAUDIBLE]. 825 00:36:53,160 --> 00:36:57,810 That is it's nice sounding words with no meaning, whose only 826 00:36:57,810 --> 00:37:03,370 purpose is to appear cool and modern as organizations. 827 00:37:03,370 --> 00:37:04,590 Enough talk for me. 828 00:37:04,590 --> 00:37:07,220 The rest of the talk should be about exactly that, 829 00:37:07,220 --> 00:37:10,950 or you think the proper place in plain society has . 830 00:37:10,950 --> 00:37:12,405 Thank you. 831 00:37:12,405 --> 00:37:15,315 [APPLAUSE] 832 00:37:15,315 --> 00:37:17,209 I left my water up there. 833 00:37:17,209 --> 00:37:19,000 GABRIELLE TREPANIER-JOBIN: Well, thank you. 834 00:37:19,000 --> 00:37:22,160 It's very interesting how you really 835 00:37:22,160 --> 00:37:24,740 frame different kind of rhetoric about gamification, 836 00:37:24,740 --> 00:37:27,360 because that's really the way I feel when I read the three 837 00:37:27,360 --> 00:37:30,660 texts that were at the program for today that was Zichermann's 838 00:37:30,660 --> 00:37:33,440 text that was really what you said, 839 00:37:33,440 --> 00:37:37,170 like the type of rhetoric that is very Utopian, conception 840 00:37:37,170 --> 00:37:42,270 of gamification, something that allows engagement, and so on, 841 00:37:42,270 --> 00:37:42,960 and so forth. 842 00:37:42,960 --> 00:37:45,060 And there was this very distopian text 843 00:37:45,060 --> 00:37:48,810 that we read about that was a Schrape text, 844 00:37:48,810 --> 00:37:50,470 and we were thinking gamification 845 00:37:50,470 --> 00:37:55,270 that was linking gamification with control, governance, 846 00:37:55,270 --> 00:37:57,760 surveyance at some extent. 847 00:37:57,760 --> 00:37:59,630 And then that there was your text, 848 00:37:59,630 --> 00:38:04,310 so I don't know where you rate yourself on the scale of utopia 849 00:38:04,310 --> 00:38:06,140 and dystopia. 850 00:38:06,140 --> 00:38:10,630 I felt you were in between trying to compromise all this, 851 00:38:10,630 --> 00:38:14,329 but maybe I'm wrong. 852 00:38:14,329 --> 00:38:15,870 SEBASTIAN DETERDING: Multiple things. 853 00:38:15,870 --> 00:38:20,720 So A, I am aware that I am, myself, 854 00:38:20,720 --> 00:38:23,170 in place there, because I have my own politics. 855 00:38:23,170 --> 00:38:24,090 I have my own values. 856 00:38:24,090 --> 00:38:25,492 I just tried to be explicit to compensate. 857 00:38:25,492 --> 00:38:27,700 Listen, this is the background from which I'm coming. 858 00:38:27,700 --> 00:38:30,070 And viewed through this lens, this is what I see. 859 00:38:30,070 --> 00:38:31,245 If you look through a different lens, 860 00:38:31,245 --> 00:38:32,453 you might see something else. 861 00:38:32,453 --> 00:38:36,570 So therefore, I say, I'm personally a bit more 862 00:38:36,570 --> 00:38:39,340 interested in play than games, although [INAUDIBLE] games 863 00:38:39,340 --> 00:38:41,980 are structures that [INAUDIBLE] place, 864 00:38:41,980 --> 00:38:45,410 that they're not unimportant as that. 865 00:38:45,410 --> 00:38:48,210 But it's the same way as you say ultimately. 866 00:38:48,210 --> 00:38:50,660 It's men hammering and hammer, hammering and nails, 867 00:38:50,660 --> 00:38:52,900 but it's still nice to have a hammer to do something 868 00:38:52,900 --> 00:38:53,858 to do with [INAUDIBLE]. 869 00:38:53,858 --> 00:38:56,490 So even if a play's important, and in the end 870 00:38:56,490 --> 00:38:58,730 you want the hammer, but the nail in the wall, 871 00:38:58,730 --> 00:39:01,804 it's nice if you have a game to afford play, 872 00:39:01,804 --> 00:39:05,280 because that usually makes things easier. 873 00:39:05,280 --> 00:39:07,330 So in that sense, in that spectrum, 874 00:39:07,330 --> 00:39:09,010 I'm sort of in the negative. 875 00:39:09,010 --> 00:39:11,090 And then definitely, in terms of my values, 876 00:39:11,090 --> 00:39:13,018 I come from virtue ethical errors 877 00:39:13,018 --> 00:39:14,312 to the [INAUDIBLE] perspective. 878 00:39:14,312 --> 00:39:16,020 So the question, what is the [INAUDIBLE]? 879 00:39:16,020 --> 00:39:18,453 I just think this is my framing. 880 00:39:18,453 --> 00:39:20,317 And viewed through that framing, I 881 00:39:20,317 --> 00:39:24,632 think, play presents as a vision of how living could be 882 00:39:24,632 --> 00:39:27,410 and what we should aspire to. 883 00:39:27,410 --> 00:39:29,260 And other people might have other's points. 884 00:39:29,260 --> 00:39:32,088 So I wouldn't view myself as Utopian or dystopian. 885 00:39:32,088 --> 00:39:34,080 It's just I have a view for this. 886 00:39:34,080 --> 00:39:36,530 I think there is potential. 887 00:39:36,530 --> 00:39:40,846 The big issue for me, as I said, I also design [INAUDIBLE]. 888 00:39:40,846 --> 00:39:42,530 And parallel to studying this stuff, 889 00:39:42,530 --> 00:39:45,290 I've been running around, doing workshops, or actually 890 00:39:45,290 --> 00:39:49,865 designing work with companies, like BMW, the motor company who 891 00:39:49,865 --> 00:39:53,810 said, can you gamify for assembly training for us? 892 00:39:53,810 --> 00:39:56,240 OK. 893 00:39:56,240 --> 00:39:59,641 And that drove my interest. 894 00:39:59,641 --> 00:40:02,300 Is there a way of doing this right? 895 00:40:02,300 --> 00:40:04,466 Is there something we can actually learn from games? 896 00:40:04,466 --> 00:40:07,140 And I think that is the case. 897 00:40:07,140 --> 00:40:12,970 It's just not what the current popular conception 898 00:40:12,970 --> 00:40:17,124 of game indication presents as what we can learn in the case. 899 00:40:17,124 --> 00:40:18,914 Those are just two different things. 900 00:40:21,500 --> 00:40:25,940 When I now come into an executive board room, 901 00:40:25,940 --> 00:40:28,967 basically three years ago, the challenge was games? 902 00:40:28,967 --> 00:40:30,630 What are you even doing? 903 00:40:30,630 --> 00:40:35,470 So making people understand the concept versus the potential. 904 00:40:35,470 --> 00:40:38,550 Now the issue is banks to immediately [INAUDIBLE] 905 00:40:38,550 --> 00:40:39,615 of the concept. 906 00:40:39,615 --> 00:40:41,730 That therefore, they all have already 907 00:40:41,730 --> 00:40:43,680 an existing preconception of what this means. 908 00:40:43,680 --> 00:40:44,916 Oh, fee [INAUDIBLE]. 909 00:40:44,916 --> 00:40:45,416 Yeah, sure. 910 00:40:45,416 --> 00:40:46,389 More of that. 911 00:40:46,389 --> 00:40:48,180 And then you have to break that conception. 912 00:40:48,180 --> 00:40:50,560 Say yeah, I know, but that's also something, 913 00:40:50,560 --> 00:40:54,210 but that's not what you actually can learn from games. 914 00:40:54,210 --> 00:40:58,660 So that's my perception on this issue. 915 00:40:58,660 --> 00:40:59,620 So questions? 916 00:40:59,620 --> 00:41:01,127 I had a couple of initial questions 917 00:41:01,127 --> 00:41:02,210 from the text [INAUDIBLE]. 918 00:41:02,210 --> 00:41:04,949 I've clustered them into three clusters for me 919 00:41:04,949 --> 00:41:05,990 that we could go through. 920 00:41:05,990 --> 00:41:07,781 But other questions, as I was talking-- I'm 921 00:41:07,781 --> 00:41:09,397 just starting collecting, and then we 922 00:41:09,397 --> 00:41:12,180 give them to a [INAUDIBLE] other questions 923 00:41:12,180 --> 00:41:15,640 that popped up for you. 924 00:41:15,640 --> 00:41:16,390 It's late, I know. 925 00:41:16,390 --> 00:41:18,806 GABRIELLE TREPANIER JOBIN: Perhaps it's better if we group 926 00:41:18,806 --> 00:41:19,830 them in categories? 927 00:41:19,830 --> 00:41:20,310 SEBASTIAN DETERDING: Yeah. 928 00:41:20,310 --> 00:41:21,270 I would do that. 929 00:41:21,270 --> 00:41:23,822 Or if you need energy, we can do a little game 930 00:41:23,822 --> 00:41:26,550 to get the energy going. 931 00:41:26,550 --> 00:41:28,390 Happy to do so. 932 00:41:28,390 --> 00:41:29,290 I was serious. 933 00:41:32,160 --> 00:41:34,210 GABRIELLE TREPANIER-JOBIN: I have many questions. 934 00:41:34,210 --> 00:41:35,560 SEBASTIAN DETERDING: OK. 935 00:41:35,560 --> 00:41:36,460 So here's a thing. 936 00:41:36,460 --> 00:41:41,230 I actually would suggest doing that, if you're all OK. 937 00:41:41,230 --> 00:41:42,564 If you don't want to, it's fine. 938 00:41:42,564 --> 00:41:44,021 You can just sit here, but in order 939 00:41:44,021 --> 00:41:46,100 to get the energy up, because it's actually late, 940 00:41:46,100 --> 00:41:48,147 I suggest all of us go out on the floor 941 00:41:48,147 --> 00:41:50,159 for two minutes at most. 942 00:41:50,159 --> 00:41:50,868 That's all I ask. 943 00:41:50,868 --> 00:41:52,700 And again, if you don't want to participate, 944 00:41:52,700 --> 00:41:53,630 it's perfectly fine. 945 00:41:53,630 --> 00:41:56,400 GABRIELLE TREPANIER-JOBIN: It's their spontaneous reactions 946 00:41:56,400 --> 00:41:58,690 to what has been said, because it was slightly 947 00:41:58,690 --> 00:41:59,990 different than what we read. 948 00:41:59,990 --> 00:42:00,610 SEBASTIAN DETERDING: I know. 949 00:42:00,610 --> 00:42:02,420 GABRIELLE TREPANIER JOBIN: And perhaps that's why. 950 00:42:02,420 --> 00:42:03,750 SEBASTIAN DETERDING: I know. 951 00:42:03,750 --> 00:42:04,570 GABRIELLE TREPANIER-JOBIN: We can also 952 00:42:04,570 --> 00:42:06,260 ask you questions about the readings. 953 00:42:06,260 --> 00:42:07,195 SEBASTIAN DETERDING: You can ask me all kinds. 954 00:42:07,195 --> 00:42:09,385 So the three questions I took out of the readings, 955 00:42:09,385 --> 00:42:11,642 and I'll just list them as far as I understood them, 956 00:42:11,642 --> 00:42:15,040 and then you can add ad libitum, and we'll 957 00:42:15,040 --> 00:42:16,570 start a discussion about this. 958 00:42:16,570 --> 00:42:30,010 The first one is just when is a game slash gamification? 959 00:42:30,010 --> 00:42:32,325 It's really this definitional debate. 960 00:42:32,325 --> 00:42:33,700 Is it still the game [INAUDIBLE], 961 00:42:33,700 --> 00:42:35,110 or is this already gamification? 962 00:42:35,110 --> 00:42:37,470 Or when starts gamification flipping through a game? 963 00:42:37,470 --> 00:42:39,584 That was part of the questions. 964 00:42:39,584 --> 00:42:41,000 The other one was this yeah, yeah. 965 00:42:41,000 --> 00:42:42,833 There's all this criticism about this thing. 966 00:42:42,833 --> 00:42:54,620 But what is good, as in useful, actually 967 00:42:54,620 --> 00:43:00,220 applicable learning from games slash gamification? 968 00:43:00,220 --> 00:43:04,250 So is there-- this is all criticism. 969 00:43:04,250 --> 00:43:07,320 Is there actually a way of [INAUDIBLE] the situation 970 00:43:07,320 --> 00:43:09,320 in which it can be used? 971 00:43:09,320 --> 00:43:12,410 Maybe just a specific audience and get the audience's change 972 00:43:12,410 --> 00:43:14,950 based on more peole get used to games, and stuff like that. 973 00:43:14,950 --> 00:43:17,730 And the third question is basically, 974 00:43:17,730 --> 00:43:19,055 I don't know who that was. 975 00:43:19,055 --> 00:43:20,888 Somebody said, can I use that in my startup? 976 00:43:20,888 --> 00:43:22,720 I know it's very risky, but you pretend 977 00:43:22,720 --> 00:43:23,870 like there's a question. 978 00:43:23,870 --> 00:43:25,270 It follows from the other. 979 00:43:25,270 --> 00:43:27,892 Can I use it, or when can I use it? 980 00:43:30,598 --> 00:43:31,500 When can I use it? 981 00:43:31,500 --> 00:43:32,580 So those are the three. 982 00:43:32,580 --> 00:43:35,320 If you feel misrepresented or left out, let me know. 983 00:43:35,320 --> 00:43:37,120 Or if you feel no, based on this one 984 00:43:37,120 --> 00:43:39,220 here, or now that I wrote them down, 985 00:43:39,220 --> 00:43:40,715 other stuff comes to your head. 986 00:43:40,715 --> 00:43:42,090 So we'll just collect a good one. 987 00:43:42,090 --> 00:43:42,200 Yeah? 988 00:43:42,200 --> 00:43:44,536 AUDIENCE: I was just curious with the [INAUDIBLE] space 989 00:43:44,536 --> 00:43:47,500 you had made earlier between the styles. 990 00:43:47,500 --> 00:43:52,490 Is there anything that exists in the other two quadrants really? 991 00:43:52,490 --> 00:43:54,640 [INAUDIBLE] something's on the line, 992 00:43:54,640 --> 00:43:56,220 but so there isn't anything between? 993 00:43:56,220 --> 00:43:57,240 SEBASTIAN DETERDING: That's a very quick one. 994 00:43:57,240 --> 00:43:59,210 Yes, there are two, but they're outliers. 995 00:43:59,210 --> 00:44:07,440 So if this was liminal-- so basically reproducing society, 996 00:44:07,440 --> 00:44:10,370 and this was liminoid, questioning 997 00:44:10,370 --> 00:44:12,625 being outside of society. 998 00:44:12,625 --> 00:44:15,380 And this one here is [INAUDIBLE]. 999 00:44:15,380 --> 00:44:17,910 So this is games, whether it be [INAUDIBLE], and rules, 1000 00:44:17,910 --> 00:44:19,600 and feedback, and stuff. 1001 00:44:19,600 --> 00:44:22,725 And this is [INAUDIBLE], so this is free play. 1002 00:44:22,725 --> 00:44:25,593 Everything should be Lego. 1003 00:44:25,593 --> 00:44:28,150 And as you said, there's the big cluster here, 1004 00:44:28,150 --> 00:44:31,280 and there's the big cluster here. 1005 00:44:31,280 --> 00:44:36,950 There is one cluster here that's basically 1006 00:44:36,950 --> 00:44:41,440 Ian Bogost and a couple of other people. 1007 00:44:41,440 --> 00:44:44,510 And then there's this cluster here, 1008 00:44:44,510 --> 00:44:47,106 which would be called industrial playfulness. 1009 00:44:50,536 --> 00:44:52,410 This classic procedural rhetoric is basically 1010 00:44:52,410 --> 00:44:54,732 we can use games, with a capital G 1011 00:44:54,732 --> 00:44:58,284 as systems to model other broken systems in society. 1012 00:44:58,284 --> 00:45:01,042 This is how airport security is programmed. 1013 00:45:01,042 --> 00:45:02,570 This is why immigration's broken. 1014 00:45:02,570 --> 00:45:06,180 However, you make a system in order to make an argument 1015 00:45:06,180 --> 00:45:09,800 and invite people to see how the way 1016 00:45:09,800 --> 00:45:13,060 this game models a piece of society. 1017 00:45:13,060 --> 00:45:15,810 Fits, or it doesn't fit my mental model of that, how 1018 00:45:15,810 --> 00:45:17,562 that piece of society works. 1019 00:45:17,562 --> 00:45:20,150 And me negotiating that clash between well, 1020 00:45:20,150 --> 00:45:22,002 I thought airport security works this way. 1021 00:45:22,002 --> 00:45:23,689 This thing drove me that way. 1022 00:45:23,689 --> 00:45:24,855 How do I make sense of that? 1023 00:45:24,855 --> 00:45:29,396 Based on that clashing, you start thinking about society, 1024 00:45:29,396 --> 00:45:31,020 and then maybe come to a different idea 1025 00:45:31,020 --> 00:45:33,111 or come to criticizing yourself. 1026 00:45:33,111 --> 00:45:35,030 So this is basically a version that's 1027 00:45:35,030 --> 00:45:37,806 deeply critic or liminoid in its politics, 1028 00:45:37,806 --> 00:45:40,596 but still says let's use games for that. 1029 00:45:40,596 --> 00:45:43,260 The other one in that corner, industrial playfulness, these 1030 00:45:43,260 --> 00:45:47,204 are things like innovation games or game storming. 1031 00:45:47,204 --> 00:45:48,370 Here's a recent [INAUDIBLE]. 1032 00:45:48,370 --> 00:45:51,990 These are people in design agencies like IDEO or Frog 1033 00:45:51,990 --> 00:45:56,296 saying, we can use the playful activities, 1034 00:45:56,296 --> 00:45:59,150 ways of structuring processes in order 1035 00:45:59,150 --> 00:46:02,665 to reliantly produce creativity. 1036 00:46:02,665 --> 00:46:05,019 The great thing about design agencies, 1037 00:46:05,019 --> 00:46:06,560 and I've worked with a couple of them 1038 00:46:06,560 --> 00:46:14,470 is that they can promise enterprises to produce 1039 00:46:14,470 --> 00:46:16,630 innovation accountively. 1040 00:46:16,630 --> 00:46:18,490 You give us x amount of money. 1041 00:46:18,490 --> 00:46:21,395 And in y amount of weeks, we have produced that amount 1042 00:46:21,395 --> 00:46:23,600 of [INAUDIBLE]. 1043 00:46:23,600 --> 00:46:24,935 And we use playfulness. 1044 00:46:24,935 --> 00:46:27,260 We use yellow rooms, and we use brainstorming, 1045 00:46:27,260 --> 00:46:31,160 and we do these silly design exercises in order to do so. 1046 00:46:31,160 --> 00:46:34,720 That's very much used in play, but very 1047 00:46:34,720 --> 00:46:37,664 much for existing structures. 1048 00:46:37,664 --> 00:46:38,330 Other questions? 1049 00:46:44,006 --> 00:46:45,905 GABRIELLE TREPANIER-JOBIN: Well, I have one. 1050 00:46:45,905 --> 00:46:48,940 I wanted to talk a bit about gamification in workplaces, 1051 00:46:48,940 --> 00:46:52,420 because I think that a lot of students raise these questions 1052 00:46:52,420 --> 00:46:54,410 and on the forum. 1053 00:46:54,410 --> 00:46:56,840 In your text, in rethinking unification, 1054 00:46:56,840 --> 00:47:02,320 you say that most of the gamification practices 1055 00:47:02,320 --> 00:47:05,900 and workplaces disregard the context in which people 1056 00:47:05,900 --> 00:47:08,250 come to play and ignore that play is 1057 00:47:08,250 --> 00:47:10,610 supposed to be a voluntary act. 1058 00:47:10,610 --> 00:47:13,510 So you mentioned that forcing workers to play 1059 00:47:13,510 --> 00:47:16,590 decreases that positive feeling of performance, 1060 00:47:16,590 --> 00:47:20,250 and that having to play in an appropriate context 1061 00:47:20,250 --> 00:47:23,180 can lead to embarrassment, right? 1062 00:47:23,180 --> 00:47:27,020 So I think I was not the only one to ask myself, 1063 00:47:27,020 --> 00:47:29,750 does it mean that gamification techniques should never 1064 00:47:29,750 --> 00:47:31,200 be used in the workplaces? 1065 00:47:31,200 --> 00:47:36,380 Is the work context not suitable for gamification? 1066 00:47:36,380 --> 00:47:41,690 Or can gamification be optional in a workplace? 1067 00:47:41,690 --> 00:47:45,710 I think that Ryan-- not Ryan-- Shawn, 1068 00:47:45,710 --> 00:47:47,670 he had this similar question. 1069 00:47:47,670 --> 00:47:49,900 I don't know if you want to elaborate on it. 1070 00:47:49,900 --> 00:47:51,020 AUDIENCE: Oh, yeah. 1071 00:47:51,020 --> 00:47:57,140 I was just disheartened reading even a somewhat feeble attempt 1072 00:47:57,140 --> 00:47:58,977 to incorporate gamification-- 1073 00:47:58,977 --> 00:48:00,200 SEBASTIAN DETERDING: Yeah. 1074 00:48:00,200 --> 00:48:03,379 AUDIENCE: --so as far as the worker's reception went. 1075 00:48:03,379 --> 00:48:05,490 And I was wondering, is there a way 1076 00:48:05,490 --> 00:48:10,440 to include playful elements, like an opt in strategy? 1077 00:48:10,440 --> 00:48:12,732 Because I would enjoy a playful work 1078 00:48:12,732 --> 00:48:15,970 environment, or that sort of thing 1079 00:48:15,970 --> 00:48:18,770 that they see as an electronic web. 1080 00:48:18,770 --> 00:48:20,150 SEBASTIAN DETERDING: OK. 1081 00:48:20,150 --> 00:48:23,810 I would tease out two things there. 1082 00:48:23,810 --> 00:48:27,920 That is I always like to use the technical term, autonomy, 1083 00:48:27,920 --> 00:48:30,242 because it has an established meaning. 1084 00:48:30,242 --> 00:48:31,950 There is an established theory behind it, 1085 00:48:31,950 --> 00:48:35,951 and psychology was voluntaryist, freedom; very overdetermined 1086 00:48:35,951 --> 00:48:36,450 [INAUDIBLE]. 1087 00:48:36,450 --> 00:48:39,480 This one, I use it, and then I point to a certain theory, 1088 00:48:39,480 --> 00:48:42,140 and that's why I prefer that term and to talk about this. 1089 00:48:42,140 --> 00:48:43,810 And autonomy is still a muddled mess, 1090 00:48:43,810 --> 00:48:45,322 in terms of work life and games. 1091 00:48:45,322 --> 00:48:46,190 Can we go to that? 1092 00:48:46,190 --> 00:48:52,570 And then the second one, can we learn from games 1093 00:48:52,570 --> 00:48:57,950 in the work place in general? 1094 00:48:57,950 --> 00:49:00,966 So disregarding the voluntaryist issue, 1095 00:49:00,966 --> 00:49:05,880 are there ways in which we could make life and work anonymous? 1096 00:49:05,880 --> 00:49:08,730 Let's speak about the autonomy one first. 1097 00:49:08,730 --> 00:49:16,570 There is this interesting early book, Julian Dibbell, 1098 00:49:16,570 --> 00:49:18,520 games journalist who now became a lawyer. 1099 00:49:18,520 --> 00:49:21,490 Before time, he was a great journalist in the late '90s, 1100 00:49:21,490 --> 00:49:25,120 looking at all the online games craze, and he wrote a book. 1101 00:49:25,120 --> 00:49:28,466 Rape in Cyberspace, and all these kind of books. 1102 00:49:28,466 --> 00:49:30,215 So it was in plain money, how he basically 1103 00:49:30,215 --> 00:49:33,670 made a living with designing virtual [INAUDIBLE] space. 1104 00:49:33,670 --> 00:49:37,460 And he noticed he was one of the first Western observers 1105 00:49:37,460 --> 00:49:41,205 who sold gold farmers. 1106 00:49:41,205 --> 00:49:43,080 For those who are not familiar with the term, 1107 00:49:43,080 --> 00:49:46,050 gold farmers are basically people, supposedly always 1108 00:49:46,050 --> 00:49:47,100 Chinese gold farmers. 1109 00:49:47,100 --> 00:49:48,475 And then there are other articles 1110 00:49:48,475 --> 00:49:50,760 saying that's stereotyping, because we also 1111 00:49:50,760 --> 00:49:53,950 find in other places-- anyhow, Chinese gold farmers 1112 00:49:53,950 --> 00:50:00,240 are people who level up characters or win virtual items 1113 00:50:00,240 --> 00:50:01,712 in games for a living. 1114 00:50:01,712 --> 00:50:04,955 And so I gain a powerful sword in World of Warcraft, 1115 00:50:04,955 --> 00:50:08,260 and then I sell it to other people. 1116 00:50:08,260 --> 00:50:11,860 And usually, these kind of gold farmers themselves don't do it, 1117 00:50:11,860 --> 00:50:14,610 but it's other people hiring poor people 1118 00:50:14,610 --> 00:50:17,840 off the street in China, young people to basically play 1119 00:50:17,840 --> 00:50:18,590 World of Warcraft. 1120 00:50:18,590 --> 00:50:23,521 It's day by day, and day in, day out in 20 hour shifts or more, 1121 00:50:23,521 --> 00:50:24,530 and just sleep. 1122 00:50:24,530 --> 00:50:29,320 They go back and play as a waged war. 1123 00:50:29,320 --> 00:50:31,380 So the more gold you play, the [INAUDIBLE] 1124 00:50:31,380 --> 00:50:36,740 played for the virtual gold in real money, which 1125 00:50:36,740 --> 00:50:40,246 is a classic form of peace work which other people, if you've 1126 00:50:40,246 --> 00:50:42,610 ever done peace work in an actual assembly line, 1127 00:50:42,610 --> 00:50:46,262 so you know that's pretty excruciating as an activity. 1128 00:50:48,960 --> 00:50:50,900 And he found two weird things. 1129 00:50:50,900 --> 00:50:53,630 A, he said, they were playing. 1130 00:50:53,630 --> 00:50:55,470 They were working in this game. 1131 00:50:55,470 --> 00:50:57,615 And according to standard theory, 1132 00:50:57,615 --> 00:50:59,545 the should have hated every minute of it, 1133 00:50:59,545 --> 00:51:00,295 working this game. 1134 00:51:00,295 --> 00:51:03,260 But it seemed pretty playful at times. 1135 00:51:03,260 --> 00:51:05,080 At times, it also seems pretty stressed. 1136 00:51:05,080 --> 00:51:08,230 But at times, they were still playful in that context. 1137 00:51:08,230 --> 00:51:10,610 And then he said the weirdest thing 1138 00:51:10,610 --> 00:51:12,260 is when they handed the day off, they 1139 00:51:12,260 --> 00:51:15,780 would hop into the internet cafe next door 1140 00:51:15,780 --> 00:51:19,666 and play games-- the same games. 1141 00:51:19,666 --> 00:51:22,960 And so how can that-- I'm puzzled. 1142 00:51:22,960 --> 00:51:25,605 I can't even make a story to begin to make sense. 1143 00:51:25,605 --> 00:51:27,230 Why would they do the thing voluntarily 1144 00:51:27,230 --> 00:51:29,080 that they were forced to do there? 1145 00:51:29,080 --> 00:51:34,160 Why would the forced thing sometimes still be fun to them? 1146 00:51:34,160 --> 00:51:36,917 And the part of the argument, or part 1147 00:51:36,917 --> 00:51:38,375 of the way that you psychologically 1148 00:51:38,375 --> 00:51:40,530 can tease that out is say that autonomy 1149 00:51:40,530 --> 00:51:42,880 has a lot to do with your internal perception 1150 00:51:42,880 --> 00:51:45,560 of the situation. 1151 00:51:45,560 --> 00:51:47,720 That is if in the moment you feel 1152 00:51:47,720 --> 00:51:49,871 like this is what I want to do, I currently 1153 00:51:49,871 --> 00:51:51,610 feel like doing this. 1154 00:51:51,610 --> 00:51:53,967 And so therefore, I enjoy this. 1155 00:51:53,967 --> 00:51:55,050 This is what I want to do. 1156 00:51:55,050 --> 00:51:56,800 You don't have to force yourself to do it. 1157 00:51:56,800 --> 00:51:59,400 It feels like this is a true expression of yourself. 1158 00:51:59,400 --> 00:52:01,555 And so therefore, it feels autonomous. 1159 00:52:01,555 --> 00:52:05,995 if you go to a cloister for a six week retreat, 1160 00:52:05,995 --> 00:52:08,370 and somebody tells you at 6:00 AM in the morning, get up. 1161 00:52:08,370 --> 00:52:10,903 Sweet the stairs, because that's part of your retreat. 1162 00:52:10,903 --> 00:52:13,221 If you then think about I actually put myself 1163 00:52:13,221 --> 00:52:16,240 into this oyster, and I want to do this, 1164 00:52:16,240 --> 00:52:19,272 and I know it's a good thing-- you might still go-- mm. 1165 00:52:19,272 --> 00:52:21,230 But you feel this is an expression of yourself, 1166 00:52:21,230 --> 00:52:22,813 and you still feel that certainly this 1167 00:52:22,813 --> 00:52:24,062 is a voluntary act. 1168 00:52:24,062 --> 00:52:25,962 This is still an autonomous act. 1169 00:52:25,962 --> 00:52:29,620 And you might still find a way of getting absorbed 1170 00:52:29,620 --> 00:52:31,440 in the activity of [INAUDIBLE], and then 1171 00:52:31,440 --> 00:52:33,880 you forget the fact that you're actually tired. 1172 00:52:33,880 --> 00:52:37,175 So the degree to which I perceive myself 1173 00:52:37,175 --> 00:52:41,480 that this is currently an outflow of my goals, 1174 00:52:41,480 --> 00:52:44,710 wants, and my identity is chiefly 1175 00:52:44,710 --> 00:52:47,232 responsible to whether this is autonomous or not for me, 1176 00:52:47,232 --> 00:52:50,970 as an experience, which is something that [INAUDIBLE] 1177 00:52:50,970 --> 00:52:53,135 and [INAUDIBLE], author of [INAUDIBLE]. 1178 00:52:53,135 --> 00:52:56,920 One of the core books in game studies [INAUDIBLE] 1179 00:52:56,920 --> 00:52:59,890 has found where he said even in concentration camps, 1180 00:52:59,890 --> 00:53:02,040 people could be absorbed in the activity. 1181 00:53:02,040 --> 00:53:05,740 People could feel a degree of control, voluntarism 1182 00:53:05,740 --> 00:53:08,090 in autonomy, because they chose how 1183 00:53:08,090 --> 00:53:10,295 to deal with the task that were prescribed to them. 1184 00:53:10,295 --> 00:53:11,836 Even if they work for the [INAUDIBLE] 1185 00:53:11,836 --> 00:53:13,740 that lent in their ultimate demise. 1186 00:53:13,740 --> 00:53:15,815 So it's this what internal stance do 1187 00:53:15,815 --> 00:53:18,530 I take to what's my situation? 1188 00:53:18,530 --> 00:53:22,490 So it's not that because workplace, therefore, 1189 00:53:22,490 --> 00:53:24,380 obligatory context, that are therefore 1190 00:53:24,380 --> 00:53:26,720 necessary in autonomous. 1191 00:53:26,720 --> 00:53:28,720 It's how do I perceive this to be 1192 00:53:28,720 --> 00:53:34,080 an outflow of my personal self? 1193 00:53:34,080 --> 00:53:36,195 And there's been research, especially 1194 00:53:36,195 --> 00:53:41,020 in education how people can facilitate an autonomous 1195 00:53:41,020 --> 00:53:44,190 orientation towards an activity, even in the mandatory context, 1196 00:53:44,190 --> 00:53:45,660 like school. 1197 00:53:45,660 --> 00:53:48,810 There's stuff teachers can do to tell the students, listen. 1198 00:53:48,810 --> 00:53:50,720 I know the next exercise is shitty. 1199 00:53:50,720 --> 00:53:52,850 Sorry for that. 1200 00:53:52,850 --> 00:53:56,240 Here is why doing this is still useful and helpful for you 1201 00:53:56,240 --> 00:53:57,816 personally. 1202 00:53:57,816 --> 00:54:01,202 And I would ask you to do it, because it's helpful for you; 1203 00:54:01,202 --> 00:54:03,680 asking permission, explaining why, 1204 00:54:03,680 --> 00:54:07,330 acknowledging that it's tedious-- all these giving me 1205 00:54:07,330 --> 00:54:09,240 free options how to do it, with whom 1206 00:54:09,240 --> 00:54:11,310 to do it, how to approach the problem; 1207 00:54:11,310 --> 00:54:13,000 lots of ways in which you can structure 1208 00:54:13,000 --> 00:54:16,666 an obligatory situation to still be autonomous [INAUDIBLE]. 1209 00:54:16,666 --> 00:54:18,821 So it's a complicated psychological thing 1210 00:54:18,821 --> 00:54:20,195 that has a lot to do with what is 1211 00:54:20,195 --> 00:54:21,920 my internal stance towards it? 1212 00:54:21,920 --> 00:54:23,850 But there's a lot of design things 1213 00:54:23,850 --> 00:54:27,522 around the social situations we still can do, 1214 00:54:27,522 --> 00:54:28,980 which leads us to the second thing. 1215 00:54:28,980 --> 00:54:30,979 Is there things we can learn from games in order 1216 00:54:30,979 --> 00:54:33,460 to make a work environment playful? 1217 00:54:33,460 --> 00:54:37,740 As I said, with the sleds, I looked into their research, 1218 00:54:37,740 --> 00:54:40,920 because I was invited to give a talk at a conference 1219 00:54:40,920 --> 00:54:43,510 about office furniture. 1220 00:54:43,510 --> 00:54:46,540 They wanted to gamify office furniture. 1221 00:54:46,540 --> 00:54:47,291 Sure. 1222 00:54:47,291 --> 00:54:48,790 And so I looked into the whole thing 1223 00:54:48,790 --> 00:54:51,560 and said, how do people gamify offices and office furniture? 1224 00:54:51,560 --> 00:54:55,740 And notice that it's actually a big trend, the playful office. 1225 00:54:55,740 --> 00:54:58,120 And if I say playful office, just what are you thinking? 1226 00:54:58,120 --> 00:55:00,080 What images jumps to your mind? 1227 00:55:00,080 --> 00:55:01,283 Playful office. 1228 00:55:01,283 --> 00:55:02,190 AUDIENCE: Google. 1229 00:55:02,190 --> 00:55:02,740 SEBASTIAN DETERDING: Google. 1230 00:55:02,740 --> 00:55:04,176 AUDIENCE: Nerf guns in the office. 1231 00:55:04,176 --> 00:55:05,020 SEBASTIAN DETERDING: Nerf guns in the office. 1232 00:55:05,020 --> 00:55:06,400 What else? 1233 00:55:06,400 --> 00:55:07,340 AUDIENCE: Ping pong? 1234 00:55:07,340 --> 00:55:07,685 SEBASTIAN DETERDING: Ping pong? 1235 00:55:07,685 --> 00:55:08,865 AUDIENCE: Ping pong in the office. 1236 00:55:08,865 --> 00:55:10,210 SEBASTIAN DETERDING: Ping pong in the office. 1237 00:55:10,210 --> 00:55:10,834 Yes, what else? 1238 00:55:10,834 --> 00:55:14,730 AUDIENCE: Insert fun thing in the office. 1239 00:55:14,730 --> 00:55:18,396 Bean bag chairs and other horrible-for-your-back 1240 00:55:18,396 --> 00:55:18,896 furniture. 1241 00:55:18,896 --> 00:55:20,180 SEBASTIAN DETERDING: Yeah. 1242 00:55:20,180 --> 00:55:20,740 What else? 1243 00:55:23,349 --> 00:55:25,265 Playful office, just off the top of your head. 1244 00:55:25,265 --> 00:55:27,045 AUDIENCE: Free food everywhere. 1245 00:55:27,045 --> 00:55:28,921 AUDIENCE: Weird looking, ergonomic furniture. 1246 00:55:28,921 --> 00:55:31,545 SEBASTIAN DETERDING: Not working around my furniture, free food 1247 00:55:31,545 --> 00:55:32,337 everywhere, plants. 1248 00:55:32,337 --> 00:55:34,545 Yeah, plants are totally important, even fake plants. 1249 00:55:34,545 --> 00:55:35,460 AUDIENCE: Scooters. 1250 00:55:35,460 --> 00:55:37,776 SEBASTIAN DETERDING: Scooters, yes. 1251 00:55:37,776 --> 00:55:38,860 AUDIENCE: Friendly bosses. 1252 00:55:38,860 --> 00:55:40,400 SEBASTIAN DETERDING: Friendly bosses? 1253 00:55:40,400 --> 00:55:42,255 Then we're getting into different topics. 1254 00:55:42,255 --> 00:55:43,093 Yeah, exactly. 1255 00:55:43,093 --> 00:55:44,968 AUDIENCE: Very scary company open work spaces 1256 00:55:44,968 --> 00:55:46,169 without cubicles. 1257 00:55:46,169 --> 00:55:47,960 SEBASTIAN DETERDING: Yes, open work spaces. 1258 00:55:47,960 --> 00:55:50,750 The weird thing about cubicles is 1259 00:55:50,750 --> 00:55:52,760 in terms of their design history, 1260 00:55:52,760 --> 00:55:57,840 their point was to be free. 1261 00:55:57,840 --> 00:55:59,740 Back in the 1960s, people started 1262 00:55:59,740 --> 00:56:01,475 working on designing the cubicle, 1263 00:56:01,475 --> 00:56:05,260 and their point was to actually create playful architecture. 1264 00:56:05,260 --> 00:56:08,010 Their point was to make this is a way in which 1265 00:56:08,010 --> 00:56:11,545 individual workers, without big effort, 1266 00:56:11,545 --> 00:56:14,115 could continue to redesign the office to their own needs. 1267 00:56:14,115 --> 00:56:16,050 They would just take the balls and rearrange 1268 00:56:16,050 --> 00:56:19,730 them to huddle their space as they see fit for a project 1269 00:56:19,730 --> 00:56:22,000 or for individual close time. 1270 00:56:22,000 --> 00:56:23,750 Only then the corporations discovered hey, 1271 00:56:23,750 --> 00:56:25,920 we can also use cubicles to give people 1272 00:56:25,920 --> 00:56:28,170 a bit of sound, and visual privacy, 1273 00:56:28,170 --> 00:56:30,580 and cram the most possible people into the smallest 1274 00:56:30,580 --> 00:56:32,600 possible space. 1275 00:56:32,600 --> 00:56:34,940 Cubicles where initially invented in order 1276 00:56:34,940 --> 00:56:36,430 to be a more free and open office 1277 00:56:36,430 --> 00:56:39,000 work, and then they would reuse the floor very differently, 1278 00:56:39,000 --> 00:56:41,580 which points to an important part 1279 00:56:41,580 --> 00:56:44,940 this is what you put in there as a design element is often not 1280 00:56:44,940 --> 00:56:48,220 so important as how people use it in practice. 1281 00:56:48,220 --> 00:56:51,590 The practice is the way in which people live something is just 1282 00:56:51,590 --> 00:56:54,510 as important as the things you put into the office, 1283 00:56:54,510 --> 00:56:56,930 like bean bags. 1284 00:56:56,930 --> 00:56:57,430 So no. 1285 00:56:57,430 --> 00:56:58,638 All of these things are true. 1286 00:56:58,638 --> 00:57:01,290 Bean bags usually will find everything that screams 1287 00:57:01,290 --> 00:57:04,570 playground; bright colors. 1288 00:57:04,570 --> 00:57:05,300 AUDIENCE: Slides. 1289 00:57:05,300 --> 00:57:08,430 SEBASTIAN DETERDING: Slides, natural textures. 1290 00:57:08,430 --> 00:57:10,770 So you have fake grass, real grass. 1291 00:57:10,770 --> 00:57:14,040 You have sand. 1292 00:57:14,040 --> 00:57:17,020 You have round shapes. 1293 00:57:17,020 --> 00:57:18,410 There will always be round shapes 1294 00:57:18,410 --> 00:57:21,306 and all these kind of things-- things that look playful. 1295 00:57:21,306 --> 00:57:24,625 But structurally, if you ask yourself what makes a toy? 1296 00:57:24,625 --> 00:57:28,890 What makes a good toy, or the opposite of a good toy. 1297 00:57:28,890 --> 00:57:30,034 What makes a good toy? 1298 00:57:30,034 --> 00:57:30,700 Any suggestions? 1299 00:57:34,560 --> 00:57:36,500 What are toys that you actually enjoy 1300 00:57:36,500 --> 00:57:39,586 toying around for a long, long, long time ago? 1301 00:57:39,586 --> 00:57:40,086 Mhm? 1302 00:57:40,086 --> 00:57:41,230 AUDIENCE: Call of Duty? 1303 00:57:41,230 --> 00:57:42,688 SEBASTIAN DETERDING: That's a game. 1304 00:57:42,688 --> 00:57:43,800 A toy. 1305 00:57:43,800 --> 00:57:45,625 Call of Duty can be used as a toy. 1306 00:57:45,625 --> 00:57:46,520 We'll get to that. 1307 00:57:46,520 --> 00:57:48,220 AUDIENCE: Simple, multi-purpose objects? 1308 00:57:48,220 --> 00:57:51,250 Kickballs, and shopping lists, and buckets, and stuff 1309 00:57:51,250 --> 00:57:51,880 like that? 1310 00:57:51,880 --> 00:57:52,963 SEBASTIAN DETERDING: Yeah. 1311 00:57:52,963 --> 00:57:53,530 Wide shock. 1312 00:57:53,530 --> 00:57:56,070 GABRIELLE TREPANIER-JOBIN: It stimulates creativity? 1313 00:57:56,070 --> 00:57:58,570 AUDIENCE: Because you can use it for more than one thing. 1314 00:57:58,570 --> 00:58:00,160 SEBASTIAN DETERDING: You can use it for more than one thing. 1315 00:58:00,160 --> 00:58:01,056 AUDIENCE: Because when a teacher's not looking, 1316 00:58:01,056 --> 00:58:02,420 I could hit people with it. 1317 00:58:02,420 --> 00:58:04,669 But if it's still the other stuff with it, [INAUDIBLE] 1318 00:58:04,669 --> 00:58:06,630 like oh. 1319 00:58:06,630 --> 00:58:08,971 SEBASTIAN DETERDING: Other suggestions? 1320 00:58:08,971 --> 00:58:09,720 AUDIENCE: Nothing. 1321 00:58:09,720 --> 00:58:10,460 Nerf gun? 1322 00:58:10,460 --> 00:58:12,298 SEBASTIAN DETERDING: Why? 1323 00:58:12,298 --> 00:58:14,730 AUDIENCE: It's fun. 1324 00:58:14,730 --> 00:58:16,934 SEBASTIAN DETERDING: What makes Nerf guns fun? 1325 00:58:16,934 --> 00:58:18,600 AUDIENCE: Give it to a couple of people. 1326 00:58:18,600 --> 00:58:19,683 SEBASTIAN DETERDING: Yeah. 1327 00:58:19,683 --> 00:58:22,245 AUDIENCE: And then it becomes fun, all of a sudden. 1328 00:58:22,245 --> 00:58:22,986 [LAUGHTER] 1329 00:58:22,986 --> 00:58:25,402 SEBASTIAN DETERDING: Again, Nerf gun, as such, is not fun. 1330 00:58:25,402 --> 00:58:27,445 Fun is when the people actually decide to go around and-- 1331 00:58:27,445 --> 00:58:28,278 AUDIENCE: Oh, I see. 1332 00:58:28,278 --> 00:58:29,230 I see. 1333 00:58:29,230 --> 00:58:31,223 SEBASTIAN DETERDING: And I would say 1334 00:58:31,223 --> 00:58:35,120 the Nerf gun invites people to actually temporarily go out 1335 00:58:35,120 --> 00:58:37,140 of bounds and go out of their regular rules. 1336 00:58:37,140 --> 00:58:39,690 So a lot of playing-- 1337 00:58:39,690 --> 00:58:41,870 AUDIENCE: I was going to say a Barbie doll. 1338 00:58:41,870 --> 00:58:42,390 SEBASTIAN DETERDING: Barbie doll. 1339 00:58:42,390 --> 00:58:43,253 Why Barbie doll? 1340 00:58:43,253 --> 00:58:45,711 AUDIENCE: Because you could basically do whatever you want. 1341 00:58:45,711 --> 00:58:46,919 You could play house with it. 1342 00:58:46,919 --> 00:58:48,610 You can make up a story with it. 1343 00:58:48,610 --> 00:58:51,350 You could act out going to work. 1344 00:58:51,350 --> 00:58:53,820 You can pretend that your Barbie doll's having a wedding. 1345 00:58:53,820 --> 00:58:56,784 [INAUDIBLE] sort of thing. 1346 00:58:56,784 --> 00:59:00,590 AUDIENCE: I think it totally solves the blank canvas 1347 00:59:00,590 --> 00:59:04,628 problem that involved-- if I say I want to play something, 1348 00:59:04,628 --> 00:59:06,044 but I have nothing in front of me, 1349 00:59:06,044 --> 00:59:08,969 I'm not going to be inspired to do anything necessarily. 1350 00:59:08,969 --> 00:59:12,285 But if I have a toy, [INAUDIBLE] it's a Barbie doll, oh. 1351 00:59:12,285 --> 00:59:12,995 It's a person. 1352 00:59:12,995 --> 00:59:14,174 I can pretend it's a person. 1353 00:59:14,174 --> 00:59:15,423 I can play like it's a person. 1354 00:59:15,423 --> 00:59:17,644 Or a Nerf gun gives me, oh, it's a gun. 1355 00:59:17,644 --> 00:59:18,685 I can pretend it's a gun. 1356 00:59:18,685 --> 00:59:21,150 It gives me something to work on though. 1357 00:59:21,150 --> 00:59:22,620 SEBASTIAN DETERDING: Mhm. 1358 00:59:22,620 --> 00:59:24,078 AUDIENCE: It's like modular things. 1359 00:59:24,078 --> 00:59:25,119 It's like those K'nex. 1360 00:59:25,119 --> 00:59:26,160 SEBASTIAN DETERDING: Yep. 1361 00:59:26,160 --> 00:59:29,832 AUDIENCE: Little sheets, and marbles, and things like that. 1362 00:59:29,832 --> 00:59:31,220 SEBASTIAN DETERDING: Yeah. 1363 00:59:31,220 --> 00:59:33,792 You teased out very successfully, 1364 00:59:33,792 --> 00:59:34,696 the two [INAUDIBLE]. 1365 00:59:34,696 --> 00:59:36,096 The one thing is it involved a purpose. 1366 00:59:36,096 --> 00:59:36,972 It's underspecified. 1367 00:59:36,972 --> 00:59:39,670 It doesn't prescribe one specific way 1368 00:59:39,670 --> 00:59:40,544 in which [INAUDIBLE]. 1369 00:59:40,544 --> 00:59:43,664 Think about Fisher Price will often [INAUDIBLE] toys. 1370 00:59:43,664 --> 00:59:45,487 They're the worst possible toys imaginable. 1371 00:59:45,487 --> 00:59:46,945 They just have a number of buttons, 1372 00:59:46,945 --> 00:59:48,111 and then you hit the button. 1373 00:59:48,111 --> 00:59:50,690 It makes a certain sound, or it flashes a certain light. 1374 00:59:50,690 --> 00:59:52,401 And I discovered yeah, that button always 1375 00:59:52,401 --> 00:59:53,234 produces that light. 1376 00:59:53,234 --> 00:59:54,800 That button always produces that sound 1377 00:59:54,800 --> 00:59:56,920 until it becomes a social experiment where you only 1378 00:59:56,920 --> 00:59:58,586 try to find out which is the button that 1379 00:59:58,586 --> 01:00:00,880 annoys mom and dad [INAUDIBLE]? 1380 01:00:00,880 --> 01:00:02,300 That's fun. 1381 01:00:02,300 --> 01:00:04,600 The thing itself is not necessarily fun, 1382 01:00:04,600 --> 01:00:05,780 so it's underspecified. 1383 01:00:05,780 --> 01:00:08,761 There are loads of different things you can do with them, 1384 01:00:08,761 --> 01:00:11,700 and you can explore this possibility space, which 1385 01:00:11,700 --> 01:00:14,108 is the possibly of space in Legos, or in Barbies, 1386 01:00:14,108 --> 01:00:15,820 or in any other thing. 1387 01:00:15,820 --> 01:00:18,801 And in addition, it gives you a constraint or a starting point. 1388 01:00:18,801 --> 01:00:20,605 It's not just a blank canvas. 1389 01:00:20,605 --> 01:00:23,740 It gives you a seed for the exploration 1390 01:00:23,740 --> 01:00:26,587 of that [INAUDIBLE], whereas most of these other spaces, 1391 01:00:26,587 --> 01:00:28,170 or like Fisher Price toys [INAUDIBLE]. 1392 01:00:28,170 --> 01:00:30,040 They look playful. 1393 01:00:30,040 --> 01:00:31,700 Colors, [INAUDIBLE] sleds. 1394 01:00:31,700 --> 01:00:34,080 But they are not an underspecified possibility 1395 01:00:34,080 --> 01:00:34,906 space. 1396 01:00:34,906 --> 01:00:38,060 They are not things that you can use in very many ways that 1397 01:00:38,060 --> 01:00:40,810 invite you to reuse, and abuse, and jump 1398 01:00:40,810 --> 01:00:45,389 over existing [INAUDIBLE] how to use this thing as you see fit. 1399 01:00:45,389 --> 01:00:47,680 And if you look into what acclimates [INAUDIBLE] office 1400 01:00:47,680 --> 01:00:52,278 architecture, you find stuff like actually, what's 1401 01:00:52,278 --> 01:00:54,470 the building-- building 20? 1402 01:00:54,470 --> 01:01:01,060 The historically famous building where most of the MIT 1403 01:01:01,060 --> 01:01:02,885 innovations that you were involved with-- 1404 01:01:02,885 --> 01:01:03,510 AUDIENCE: Yeah. 1405 01:01:03,510 --> 01:01:05,408 Quite a different [INAUDIBLE]. 1406 01:01:05,408 --> 01:01:06,866 SEBASTIAN DETERDING: Yeah, exactly. 1407 01:01:06,866 --> 01:01:08,100 That building. 1408 01:01:08,100 --> 01:01:10,790 And when [INAUDIBLE], some people here at MIT, 1409 01:01:10,790 --> 01:01:14,022 looked at what made that thing such an incubator, apart 1410 01:01:14,022 --> 01:01:16,188 from the fact that it was a collision space for lots 1411 01:01:16,188 --> 01:01:17,726 of people in different disciplines, 1412 01:01:17,726 --> 01:01:20,622 they had no way but to bump into each other the whole time. 1413 01:01:20,622 --> 01:01:23,640 The second thing is it was a barrack. 1414 01:01:23,640 --> 01:01:25,580 And it was such a run down barrack 1415 01:01:25,580 --> 01:01:27,655 that nobody cared if you wanted to have 1416 01:01:27,655 --> 01:01:30,590 this big machine in there that took three floors that you just 1417 01:01:30,590 --> 01:01:32,882 [INAUDIBLE] your balls through, forced through, 1418 01:01:32,882 --> 01:01:34,505 which was that everybody was doing it. 1419 01:01:34,505 --> 01:01:37,077 It was a modulous case that everybody deems as they 1420 01:01:37,077 --> 01:01:41,138 see fit for weird things. 1421 01:01:41,138 --> 01:01:43,262 So the question, can we learn from games for office 1422 01:01:43,262 --> 01:01:44,318 work to make it playful? 1423 01:01:44,318 --> 01:01:47,400 Well, if one of the things that invites play 1424 01:01:47,400 --> 01:01:50,430 is an open possibility space for exploration 1425 01:01:50,430 --> 01:01:53,260 where I get to choose where it's autonomy 1426 01:01:53,260 --> 01:01:56,010 supported, because I have a lot of choices what to do. 1427 01:01:56,010 --> 01:01:58,690 Give me an office space that works like that. 1428 01:01:58,690 --> 01:02:02,520 Give me working rules that are like that, 1429 01:02:02,520 --> 01:02:05,900 like results only work environments. 1430 01:02:05,900 --> 01:02:07,910 I don't prescribe to you how you do it. 1431 01:02:07,910 --> 01:02:10,972 I give you a goal, and you choose who you want to do it, 1432 01:02:10,972 --> 01:02:12,388 how you want to do it, et cetera . 1433 01:02:12,388 --> 01:02:14,320 If you feel that is too little structure for you, 1434 01:02:14,320 --> 01:02:15,580 then the good game designer would give you 1435 01:02:15,580 --> 01:02:17,190 a bit of scaffolding and say, then 1436 01:02:17,190 --> 01:02:19,530 come back to me as a supervisor, and I give you a tip. 1437 01:02:19,530 --> 01:02:21,860 But other than that, go out. 1438 01:02:21,860 --> 01:02:25,830 Just come back when you have it done. 1439 01:02:25,830 --> 01:02:27,749 That would be one of the many ways 1440 01:02:27,749 --> 01:02:29,290 you can learn from games that are not 1441 01:02:29,290 --> 01:02:31,024 about having a feedback system. 1442 01:02:36,834 --> 01:02:38,466 AUDIENCE: I play a lot of games, and we 1443 01:02:38,466 --> 01:02:42,970 move towards implementing trying to make an exterior to the game 1444 01:02:42,970 --> 01:02:46,062 economist and things like that, and trademark [INAUDIBLE] 1445 01:02:46,062 --> 01:02:48,765 exteriorly, and start to model the real world in that sense. 1446 01:02:48,765 --> 01:02:51,370 What do you think about a lot of that? 1447 01:02:51,370 --> 01:02:54,155 I think you gave it as the other half of the equation, where you 1448 01:02:54,155 --> 01:02:56,540 take the real world into the game, so to speak, 1449 01:02:56,540 --> 01:02:59,240 where people now dish on commodities, 1450 01:02:59,240 --> 01:03:02,392 and so a form of betting is they can't bet real world items. 1451 01:03:05,630 --> 01:03:07,892 SEBASTIAN DETERDING: It's interesting. 1452 01:03:07,892 --> 01:03:09,850 It's the point where I am then the sociologist, 1453 01:03:09,850 --> 01:03:11,160 and you start to notice. 1454 01:03:11,160 --> 01:03:18,720 We have certain cultural notions about what games all should be, 1455 01:03:18,720 --> 01:03:20,245 a traditionally modern notion, which 1456 01:03:20,245 --> 01:03:21,540 is this leisure time activity. 1457 01:03:21,540 --> 01:03:23,250 It's voluntary. 1458 01:03:23,250 --> 01:03:24,990 You can't gain or lose anything by it. 1459 01:03:24,990 --> 01:03:26,610 The moment you do that, it's gambling. 1460 01:03:26,610 --> 01:03:27,190 It's not really gaming. 1461 01:03:27,190 --> 01:03:29,080 That's a different thing, gambling and gaming, 1462 01:03:29,080 --> 01:03:30,770 although the gambling industry, because of that 1463 01:03:30,770 --> 01:03:31,936 always wants to say, no, no. 1464 01:03:31,936 --> 01:03:33,050 Gambling is gaming. 1465 01:03:33,050 --> 01:03:34,850 But culturally, we make that distinction 1466 01:03:34,850 --> 01:03:36,766 to say the moment there is something at stake, 1467 01:03:36,766 --> 01:03:38,787 it's not really gaming anymore. 1468 01:03:38,787 --> 01:03:40,870 And the interesting thing with all of these things 1469 01:03:40,870 --> 01:03:44,025 is that it basically upturns existing institutionalizations 1470 01:03:44,025 --> 01:03:46,540 of how games traditionally happen. 1471 01:03:46,540 --> 01:03:48,550 And then people look at this thing and say, 1472 01:03:48,550 --> 01:03:50,550 how the heck are we going to make sense of this? 1473 01:03:50,550 --> 01:03:53,275 And how the heck are we going to regulate it, or legislate 1474 01:03:53,275 --> 01:03:54,900 it, and what's right, and what's wrong? 1475 01:03:54,900 --> 01:03:57,030 So first of all, I just find it interesting, 1476 01:03:57,030 --> 01:03:59,806 because like every other media convergence phenomenon, 1477 01:03:59,806 --> 01:04:03,310 it just throws existing orders into relief, 1478 01:04:03,310 --> 01:04:05,520 and then people have to scramble through the mess. 1479 01:04:08,930 --> 01:04:14,210 What else I make of the-- it's the same 1480 01:04:14,210 --> 01:04:21,179 as freemium games, where you pay for in game advancements, where 1481 01:04:21,179 --> 01:04:23,220 a lot of them, the traditional triple [INAUDIBLE] 1482 01:04:23,220 --> 01:04:24,836 says no, no, no, no, no, no. 1483 01:04:24,836 --> 01:04:25,690 This is dirty. 1484 01:04:25,690 --> 01:04:26,250 This is evil. 1485 01:04:26,250 --> 01:04:30,500 You bring economic things into our shiny, pristine little 1486 01:04:30,500 --> 01:04:33,615 temples where economics has no place. 1487 01:04:36,345 --> 01:04:38,760 And then as terrible as the concept of the magic circle 1488 01:04:38,760 --> 01:04:40,301 is, what they're basically describing 1489 01:04:40,301 --> 01:04:46,030 is in the old AAA industry economic model, 1490 01:04:46,030 --> 01:04:48,350 they play games, the Call of Duties, 1491 01:04:48,350 --> 01:04:54,102 money was admittance and allowed into that game space. 1492 01:04:54,102 --> 01:04:57,161 But when I'm in the game space, money has no role. 1493 01:04:57,161 --> 01:05:01,135 In the freemium world, you get into the game for free. 1494 01:05:01,135 --> 01:05:03,885 And then to get ahead, within the game, sometimes you 1495 01:05:03,885 --> 01:05:05,520 have to pay money. 1496 01:05:05,520 --> 01:05:08,175 It's just a different way in which money factors into game 1497 01:05:08,175 --> 01:05:09,570 play. 1498 01:05:09,570 --> 01:05:11,665 It's just that most people are used to this model 1499 01:05:11,665 --> 01:05:15,810 and say game play should be free from economic considerations. 1500 01:05:15,810 --> 01:05:21,210 Only it hasn't been for AAA games 1501 01:05:21,210 --> 01:05:23,150 either, because AAA games traditionally, 1502 01:05:23,150 --> 01:05:25,435 because of the kind of business models they have, 1503 01:05:25,435 --> 01:05:27,740 were built such that they gave great tradeoff for it, 1504 01:05:27,740 --> 01:05:32,290 because that's the way you get a lot of people to do this. 1505 01:05:32,290 --> 01:05:36,320 AAA games are notoriously risk averse. 1506 01:05:36,320 --> 01:05:40,940 You just get Call of Duty 24/7, and the next version, 1507 01:05:40,940 --> 01:05:42,810 the next version, or the next version. 1508 01:05:42,810 --> 01:05:43,510 Why? 1509 01:05:43,510 --> 01:05:47,980 Because traditional AAA games are so investment intensive; 1510 01:05:47,980 --> 01:05:52,270 dozens of millions of dollars, that the people who 1511 01:05:52,270 --> 01:05:54,570 give the money say, the only way we 1512 01:05:54,570 --> 01:05:56,321 know we're going to recoup our investments 1513 01:05:56,321 --> 01:05:57,945 is due to the very same recipe-- again, 1514 01:05:57,945 --> 01:05:59,850 that we did before where we reduce the risk. 1515 01:05:59,850 --> 01:06:01,363 So in that sense, money influences 1516 01:06:01,363 --> 01:06:03,946 what happens within the game as well, just in a different way, 1517 01:06:03,946 --> 01:06:09,335 and in a way people are not used to, and people scream murder. 1518 01:06:09,335 --> 01:06:11,835 There are then different things with [INAUDIBLE] I would ask 1519 01:06:11,835 --> 01:06:14,650 is that do I like that aesthetically or not? 1520 01:06:14,650 --> 01:06:17,870 That's a different [INAUDIBLE]. 1521 01:06:17,870 --> 01:06:20,175 Based on my personal, ethical evaluation, 1522 01:06:20,175 --> 01:06:22,940 do I think certain ways of free to play games 1523 01:06:22,940 --> 01:06:25,490 are organized in a nice way or not? 1524 01:06:25,490 --> 01:06:30,080 And I would also say no, but it's the same phenomenon. 1525 01:06:30,080 --> 01:06:31,060 Mhm? 1526 01:06:31,060 --> 01:06:33,832 AUDIENCE: So I know you talk about using people 1527 01:06:33,832 --> 01:06:36,213 or [INAUDIBLE] to [INAUDIBLE] you hide within games, 1528 01:06:36,213 --> 01:06:37,837 and then you turn around and sell that. 1529 01:06:37,837 --> 01:06:40,420 What about games or situations where 1530 01:06:40,420 --> 01:06:42,910 you end up making a lot of money, 1531 01:06:42,910 --> 01:06:44,311 but not really intending to? 1532 01:06:44,311 --> 01:06:45,769 Like you're still out there playing 1533 01:06:45,769 --> 01:06:49,360 the game even online or something and you find items, 1534 01:06:49,360 --> 01:06:52,779 or you acquire assets that are then worth a lot of money. 1535 01:06:52,779 --> 01:06:53,820 SEBASTIAN DETERDING: Mhm. 1536 01:06:53,820 --> 01:06:57,380 AUDIENCE: And games like Dodo 2 and TF2 that now, [INAUDIBLE]. 1537 01:06:57,380 --> 01:07:00,500 So people sell characters after a point, and then [INAUDIBLE]. 1538 01:07:00,500 --> 01:07:00,902 SEBASTIAN DETERDING: Yeah. 1539 01:07:00,902 --> 01:07:01,438 AUDIENCE: You play through a game, 1540 01:07:01,438 --> 01:07:03,229 you get past a certain point of aggression. 1541 01:07:03,229 --> 01:07:05,750 You cite your character, and statutes like that. 1542 01:07:05,750 --> 01:07:08,059 Or like he was saying, recent games like Dodo 1543 01:07:08,059 --> 01:07:10,225 and Counter-Strike, a lot of the battle games, where 1544 01:07:10,225 --> 01:07:12,720 they try the policy that you can get drops 1545 01:07:12,720 --> 01:07:15,725 that are worth large amounts of money by simply playing a game. 1546 01:07:15,725 --> 01:07:18,240 AUDIENCE: So they're not necessarily purposely farming 1547 01:07:18,240 --> 01:07:20,670 for items, but being aware that that's a possibility, 1548 01:07:20,670 --> 01:07:24,536 and that also being part of the [INAUDIBLE] proclaim. 1549 01:07:27,490 --> 01:07:28,157 AUDIENCE: Right. 1550 01:07:28,157 --> 01:07:30,448 From the outset I would say, whatever floats your boat. 1551 01:07:30,448 --> 01:07:32,550 If you, as an individual say that's something 1552 01:07:32,550 --> 01:07:34,423 that I enjoy doing, or that's something 1553 01:07:34,423 --> 01:07:37,290 that I want to do for all kinds of reasons, 1554 01:07:37,290 --> 01:07:39,870 then feel free to do so. 1555 01:07:39,870 --> 01:07:43,600 So to what extent is that then still a game? 1556 01:07:43,600 --> 01:07:50,942 Or is it a game that I play is an interesting question, which 1557 01:07:50,942 --> 01:07:52,900 basically brings us to when is the game a game, 1558 01:07:52,900 --> 01:07:55,639 or when is the game a gamification? 1559 01:07:55,639 --> 01:07:58,180 The first thing I would do is as long as I, as an individual, 1560 01:07:58,180 --> 01:08:01,040 play this predominantly in order to have fun, 1561 01:08:01,040 --> 01:08:03,346 it fits the regular mold of how we would say that. 1562 01:08:03,346 --> 01:08:05,804 Incidentally, in the end, you find that the exhaust of what 1563 01:08:05,804 --> 01:08:07,225 you can do, you can also set off. 1564 01:08:07,225 --> 01:08:07,815 It's just oh. 1565 01:08:07,815 --> 01:08:12,400 At that point, it's nice, interesting, and weird. 1566 01:08:12,400 --> 01:08:16,120 So let's try and explicate this one here, actually. 1567 01:08:16,120 --> 01:08:18,760 Just shout out. 1568 01:08:18,760 --> 01:08:20,206 When is something a game? 1569 01:08:20,206 --> 01:08:22,362 What are the conditions that have to-- 1570 01:08:22,362 --> 01:08:24,082 or how to determine whether something 1571 01:08:24,082 --> 01:08:26,401 is a game or [INAUDIBLE]? 1572 01:08:26,401 --> 01:08:26,900 Yeah? 1573 01:08:26,900 --> 01:08:28,316 AUDIENCE: I think that the biggest 1574 01:08:28,316 --> 01:08:30,260 thing is the voluntary playing. 1575 01:08:30,260 --> 01:08:34,151 So it's a game if it's voluntary. 1576 01:08:34,151 --> 01:08:35,609 SEBASTIAN DETERDING: Voluntary, OK. 1577 01:08:35,609 --> 01:08:37,161 AUDIENCE: A reward system? 1578 01:08:37,161 --> 01:08:38,160 SEBASTIAN DETERDING: OK. 1579 01:08:38,160 --> 01:08:40,410 If it has a reward system, it's a game. 1580 01:08:40,410 --> 01:08:42,165 If it doesn't, it's not a game? 1581 01:08:45,630 --> 01:08:47,225 AUDIENCE: Not necessarily, right? 1582 01:08:47,225 --> 01:08:48,724 SEBASTIAN DETERDING: I'm asking you. 1583 01:08:48,724 --> 01:08:49,166 AUDIENCE: Oh. 1584 01:08:49,166 --> 01:08:50,319 SEBASTIAN DETERDING: You suggested a reward system. 1585 01:08:50,319 --> 01:08:51,315 I'm just asking. 1586 01:08:51,315 --> 01:08:53,805 AUDIENCE: I think it is not unique to games, 1587 01:08:53,805 --> 01:08:57,291 but games should definitely have a reward system. 1588 01:08:57,291 --> 01:09:00,789 SEBASTIAN DETERDING: They should have one because-- 1589 01:09:00,789 --> 01:09:02,330 AUDIENCE: Well, what's the incentive? 1590 01:09:02,330 --> 01:09:04,370 There should be one behind a game. 1591 01:09:04,370 --> 01:09:07,319 So it may be a feeling that you're getting smarter, 1592 01:09:07,319 --> 01:09:09,143 or maybe you're getting points. 1593 01:09:11,970 --> 01:09:13,560 Or solving a puzzle. 1594 01:09:13,560 --> 01:09:15,643 There should be something that is captivating you. 1595 01:09:15,643 --> 01:09:20,500 But the reward system-- when you walk in doing your job, 1596 01:09:20,500 --> 01:09:23,270 and you're getting paid for it, it's also a reward system. 1597 01:09:23,270 --> 01:09:25,986 So I feel like it's not unique to games, 1598 01:09:25,986 --> 01:09:28,680 but games should definitely offer a reward system. 1599 01:09:28,680 --> 01:09:29,680 SEBASTIAN DETERDING: OK. 1600 01:09:29,680 --> 01:09:31,425 Is voluntarynism unique to games? 1601 01:09:33,830 --> 01:09:35,080 GABRIELLE TREPANIER-JOBIN: No. 1602 01:09:35,080 --> 01:09:35,887 AUDIENCE: No. 1603 01:09:35,887 --> 01:09:40,149 SEBASTIAN DETERDING: I can cook for the enjoyment of cooking. 1604 01:09:40,149 --> 01:09:44,120 So we were playing a game outside. 1605 01:09:46,928 --> 01:09:52,719 Did you get a reward for that in your understanding of a reward? 1606 01:09:52,719 --> 01:09:56,260 AUDIENCE: It may not be something as trivial as hey, 1607 01:09:56,260 --> 01:09:59,040 just get plus one point or plus two points. 1608 01:09:59,040 --> 01:10:03,257 But definitely, you could bond with people. 1609 01:10:03,257 --> 01:10:04,340 SEBASTIAN DETERDING: Yeah. 1610 01:10:04,340 --> 01:10:06,570 AUDIENCE: So yes, it was a reward. 1611 01:10:06,570 --> 01:10:07,570 SEBASTIAN DETERDING: OK. 1612 01:10:07,570 --> 01:10:09,270 So I'm just making sure that you're-- 1613 01:10:09,270 --> 01:10:11,530 AUDIENCE: Besides the energy of waking up-- 1614 01:10:11,530 --> 01:10:12,800 SEBASTIAN DETERDING: Yeah. 1615 01:10:12,800 --> 01:10:17,340 I'm just saying that your way of understanding the reward here 1616 01:10:17,340 --> 01:10:19,920 is something that is not necessarily tied 1617 01:10:19,920 --> 01:10:21,240 to a reward system. 1618 01:10:21,240 --> 01:10:25,713 As you do x number of things, you get the x number of points 1619 01:10:25,713 --> 01:10:27,838 translatable into the y number with something else. 1620 01:10:27,838 --> 01:10:33,780 So the suggestion is you award [INAUDIBLE] 1621 01:10:33,780 --> 01:10:43,164 broccoli as there is a desired result, 1622 01:10:43,164 --> 01:10:45,164 however you want to construe the desired result. 1623 01:10:45,164 --> 01:10:48,454 That's like economists say preferences, which basically 1624 01:10:48,454 --> 01:10:49,662 means everything [INAUDIBLE]. 1625 01:10:49,662 --> 01:10:50,123 Mhm? 1626 01:10:50,123 --> 01:10:50,737 AUDIENCE: I have a question. 1627 01:10:50,737 --> 01:10:52,717 Are we just saying when is something a game? 1628 01:10:52,717 --> 01:10:54,092 Or are we trying to differentiate 1629 01:10:54,092 --> 01:10:57,148 between when it's a game and when it's gamification? 1630 01:10:57,148 --> 01:10:58,096 SEBASTIAN DETERDING: We'll get the gamification. 1631 01:10:58,096 --> 01:10:59,518 Now it's just when is something a game? 1632 01:10:59,518 --> 01:11:00,059 AUDIENCE: OK. 1633 01:11:00,059 --> 01:11:02,236 Because then voluntary is not [INAUDIBLE], 1634 01:11:02,236 --> 01:11:04,230 because I was thinking of it in terms of-- 1635 01:11:04,230 --> 01:11:05,230 SEBASTIAN DETERDING: Ah. 1636 01:11:05,230 --> 01:11:07,097 AUDIENCE: --is it a game or a gamification? 1637 01:11:07,097 --> 01:11:08,930 SEBASTIAN DETERDING: So a game is voluntary. 1638 01:11:08,930 --> 01:11:13,390 Gamification is [INAUDIBLE], or the other way around. 1639 01:11:13,390 --> 01:11:15,524 Why? 1640 01:11:15,524 --> 01:11:17,980 AUDIENCE: Because gamification is more of a system 1641 01:11:17,980 --> 01:11:20,220 that I guess you could choose to be part of it. 1642 01:11:20,220 --> 01:11:22,028 So if you go to a weird place that does 1643 01:11:22,028 --> 01:11:26,190 have a game like culture, or you're choosing to do that. 1644 01:11:26,190 --> 01:11:31,110 But then you could also inevitably end up 1645 01:11:31,110 --> 01:11:34,400 in a gamification culture where you don't-- if everything 1646 01:11:34,400 --> 01:11:36,890 becomes like that, or you don't want to be in it. 1647 01:11:36,890 --> 01:11:39,570 But a game, like say video games are playing. 1648 01:11:39,570 --> 01:11:42,410 I could have refrained from going outside and playing tag. 1649 01:11:42,410 --> 01:11:44,443 So it wasn't a voluntary action. 1650 01:11:44,443 --> 01:11:45,526 SEBASTIAN DETERDING: Yeah. 1651 01:11:45,526 --> 01:11:48,330 AUDIENCE: I don't know if I agree that it's necessarily not 1652 01:11:48,330 --> 01:11:48,830 voluntary. 1653 01:11:48,830 --> 01:11:49,830 SEBASTIAN DETERDING: OK. 1654 01:11:49,830 --> 01:11:54,748 AUDIENCE: So I think that games are that may be non-voluntary, 1655 01:11:54,748 --> 01:11:58,378 but then gamification, something like it's 1656 01:11:58,378 --> 01:12:02,008 a game if I just play sports because I enjoy playing sports. 1657 01:12:02,008 --> 01:12:06,654 But if I'm playing soccer because I 1658 01:12:06,654 --> 01:12:09,888 want to get the statistics on my Fitbit 1659 01:12:09,888 --> 01:12:13,650 or my pace counter for my health insurance, 1660 01:12:13,650 --> 01:12:15,430 then it's gamification. 1661 01:12:15,430 --> 01:12:17,910 SEBASTIAN DETERDING: What about professional sports? 1662 01:12:17,910 --> 01:12:21,444 Like I play soccer, because I earn $5 million a year 1663 01:12:21,444 --> 01:12:22,680 for playing soccer. 1664 01:12:22,680 --> 01:12:26,280 And if I know if I lose that next game, 1665 01:12:26,280 --> 01:12:28,845 I won't win that marketing contract [INAUDIBLE]. 1666 01:12:28,845 --> 01:12:30,800 I really have to play well at this game. 1667 01:12:30,800 --> 01:12:32,980 Is that then, still a game? 1668 01:12:32,980 --> 01:12:33,926 Or is it gamification? 1669 01:12:33,926 --> 01:12:35,400 Or is it something else? 1670 01:12:35,400 --> 01:12:37,511 AUDIENCE: I can't play. 1671 01:12:37,511 --> 01:12:39,052 AUDIENCE: I could, and that goes back 1672 01:12:39,052 --> 01:12:42,889 to what you're saying about the economy, [INAUDIBLE]. 1673 01:12:42,889 --> 01:12:46,772 If you say, it's really cool that I get 1674 01:12:46,772 --> 01:12:48,724 paid to do what I love, yeah. 1675 01:12:48,724 --> 01:12:50,188 I think it's cool. 1676 01:12:50,188 --> 01:12:52,696 I have tons of money. 1677 01:12:52,696 --> 01:12:56,242 But also it [INAUDIBLE] like if you pay me half as much, 1678 01:12:56,242 --> 01:12:57,396 I would still do it. 1679 01:12:57,396 --> 01:12:57,852 SEBASTIAN DETERDING: Yeah. 1680 01:12:57,852 --> 01:12:59,643 AUDIENCE: I would still enjoy this as much, 1681 01:12:59,643 --> 01:13:01,050 then it's more of a game. 1682 01:13:01,050 --> 01:13:02,850 SEBASTIAN DETERDING: So it's voluntarynist less in terms 1683 01:13:02,850 --> 01:13:05,100 of the empirical conditions, or you pay the amount. 1684 01:13:05,100 --> 01:13:06,641 It's voluntarynism more then in terms 1685 01:13:06,641 --> 01:13:10,732 of how do I perceive myself as I do this thing? 1686 01:13:10,732 --> 01:13:14,270 Which isn't important at some point. 1687 01:13:14,270 --> 01:13:16,400 AUDIENCE: I feel that my time would 1688 01:13:16,400 --> 01:13:22,037 be better used doing something else when it's a game. 1689 01:13:22,037 --> 01:13:24,400 It's pretty useless. 1690 01:13:24,400 --> 01:13:25,600 SEBASTIAN DETERDING: Ah. 1691 01:13:25,600 --> 01:13:27,850 That's interesting. 1692 01:13:27,850 --> 01:13:32,169 So a game has to be a waste, is it, in some way. 1693 01:13:32,169 --> 01:13:33,919 AUDIENCE: [INAUDIBLE] professional player, 1694 01:13:33,919 --> 01:13:36,374 you have to make more money [INAUDIBLE]. 1695 01:13:36,374 --> 01:13:37,242 AUDIENCE: Really? 1696 01:13:37,242 --> 01:13:37,950 AUDIENCE: Really? 1697 01:13:37,950 --> 01:13:40,492 What are you going to do? 1698 01:13:40,492 --> 01:13:43,608 AUDIENCE: Like look at it honestly. 1699 01:13:43,608 --> 01:13:45,982 Aside from some of the most recent tournaments and things 1700 01:13:45,982 --> 01:13:47,638 like that where they've actually stepped up [INAUDIBLE], 1701 01:13:47,638 --> 01:13:49,072 but a lot of that-- 1702 01:13:49,072 --> 01:13:50,984 AUDIENCE: Like football players, right? 1703 01:13:50,984 --> 01:13:53,015 AUDIENCE: So yeah, you're stepping [INAUDIBLE]. 1704 01:13:53,015 --> 01:13:55,390 Some might say conventional sports, and things like that, 1705 01:13:55,390 --> 01:13:57,442 But what's your chances of making it there? 1706 01:13:57,442 --> 01:13:59,782 AUDIENCE: Well, I'm saying, if you're Tom Brady, 1707 01:13:59,782 --> 01:14:02,851 you're not making any more money doing anything else. 1708 01:14:02,851 --> 01:14:03,850 It's a horrible example. 1709 01:14:03,850 --> 01:14:05,016 Brady keeps taking pay cuts. 1710 01:14:05,016 --> 01:14:05,730 Man, [INAUDIBLE]. 1711 01:14:07,240 --> 01:14:11,940 You're not going to get any more money doing something else, 1712 01:14:11,940 --> 01:14:14,540 but it's still something they find [INAUDIBLE]. 1713 01:14:14,540 --> 01:14:16,945 Does that mean they don't think of it like a game? 1714 01:14:16,945 --> 01:14:19,107 I don't know. 1715 01:14:19,107 --> 01:14:20,690 That steps into the same space that we 1716 01:14:20,690 --> 01:14:23,689 were just at before where we're asking a question of if you're 1717 01:14:23,689 --> 01:14:26,230 playing a sport, because that's what makes you all the money, 1718 01:14:26,230 --> 01:14:29,166 and it's almost no longer in your own choice to do it, 1719 01:14:29,166 --> 01:14:31,035 because this is the best possible option 1720 01:14:31,035 --> 01:14:31,860 for your utility. 1721 01:14:31,860 --> 01:14:33,165 You make more money doing this. 1722 01:14:33,165 --> 01:14:34,090 You're Tiger Woods. 1723 01:14:34,090 --> 01:14:36,815 You make more money by playing golf than mowing your own lawn. 1724 01:14:36,815 --> 01:14:39,190 So naturally, you pay somebody else to mow your own lawn. 1725 01:14:39,190 --> 01:14:40,630 Well, at a certain point in time, 1726 01:14:40,630 --> 01:14:42,710 you make the most money by being filmed 1727 01:14:42,710 --> 01:14:46,193 as if you were playing golf. 1728 01:14:46,193 --> 01:14:49,282 AUDIENCE: I really disagree with calling the game a waste. 1729 01:14:49,282 --> 01:14:50,365 SEBASTIAN DETERDING: Sure. 1730 01:14:50,365 --> 01:14:53,140 AUDIENCE: And if I were to tweet that out right now to Anna 1731 01:14:53,140 --> 01:14:56,754 Anthropy, she would kill me. 1732 01:14:56,754 --> 01:14:57,670 AUDIENCE: Fair enough. 1733 01:15:01,690 --> 01:15:04,270 AUDIENCE: People don't generally consider reading a book 1734 01:15:04,270 --> 01:15:06,270 or reading a newspaper article a waste. 1735 01:15:06,270 --> 01:15:07,665 But there are a lot of games that 1736 01:15:07,665 --> 01:15:09,916 are like the equivalent of doing that. 1737 01:15:09,916 --> 01:15:12,630 Like Anna Anthropy's games, pretty much just 1738 01:15:12,630 --> 01:15:15,150 all of her games. 1739 01:15:15,150 --> 01:15:19,171 Or like Squinkies games are all very-- 1740 01:15:19,171 --> 01:15:20,670 they're meant to teach you something 1741 01:15:20,670 --> 01:15:22,911 a lot more than the bottom right hand corner. 1742 01:15:22,911 --> 01:15:24,786 AUDIENCE: So I would say the idea of it being 1743 01:15:24,786 --> 01:15:28,600 a waste can be more voluntary. 1744 01:15:28,600 --> 01:15:32,390 I'm not playing this game because I 1745 01:15:32,390 --> 01:15:34,908 need to do it to finish a graduation requirement. 1746 01:15:34,908 --> 01:15:39,024 I'm playing this game, because it's a recreational thing. 1747 01:15:39,024 --> 01:15:40,928 So in some sense, it's like games 1748 01:15:40,928 --> 01:15:43,860 can be a waste so that's a really negative turn, 1749 01:15:43,860 --> 01:15:47,707 but that gamification is usually framed into this is a.k.a. 1750 01:15:47,707 --> 01:15:53,100 You should be doing, because its ulterior motive is [INAUDIBLE]. 1751 01:15:53,100 --> 01:15:56,850 The market is something that has to be 1752 01:15:56,850 --> 01:15:59,688 valuable in some other context than just the enjoyment 1753 01:15:59,688 --> 01:16:02,740 of the experience. 1754 01:16:02,740 --> 01:16:07,770 like you're being more fit or learning more about something. 1755 01:16:07,770 --> 01:16:10,270 SEBASTIAN DETERDING: You're just describing the reverse case 1756 01:16:10,270 --> 01:16:11,821 of what they were actually-- a couple 1757 01:16:11,821 --> 01:16:14,404 of nice [INAUDIBLE] experiments about in the younger learning. 1758 01:16:14,404 --> 01:16:16,760 In fact, when people say if you give somebody 1759 01:16:16,760 --> 01:16:18,700 a reward for doing that, they will later on 1760 01:16:18,700 --> 01:16:20,116 reconstrue why they did something. 1761 01:16:20,116 --> 01:16:22,188 Oh, it was a good reward. 1762 01:16:22,188 --> 01:16:25,220 Therefore, it cannot be something that I should do 1763 01:16:25,220 --> 01:16:27,220 for its own sake, just because I enjoy doing it. 1764 01:16:27,220 --> 01:16:29,386 Or therefore, maybe I didn't do it for its own sake. 1765 01:16:29,386 --> 01:16:32,020 So next time, I should expect [INAUDIBLE] for that 1766 01:16:32,020 --> 01:16:34,590 so I'm less motivated to do it without a motivation 1767 01:16:34,590 --> 01:16:35,820 the next time. 1768 01:16:35,820 --> 01:16:38,200 So if you add an extrinsic reward [INAUDIBLE], 1769 01:16:38,200 --> 01:16:41,494 it becomes less motivated to begin with, 1770 01:16:41,494 --> 01:16:43,530 because you underline the perception 1771 01:16:43,530 --> 01:16:47,860 of autonomy of the description [INAUDIBLE] to begin with. 1772 01:16:47,860 --> 01:16:50,530 Whereas if you say well, if it's really wasteful, if I 1773 01:16:50,530 --> 01:16:54,705 say there's nothing that comes out of it reliably, 1774 01:16:54,705 --> 01:16:56,205 I can look at the situation and say, 1775 01:16:56,205 --> 01:16:59,260 well if it's really wasteful, the only reason 1776 01:16:59,260 --> 01:17:02,100 why I may do this is because I enjoy the [INAUDIBLE]; 1777 01:17:02,100 --> 01:17:04,260 not because I'm getting a reward for that. 1778 01:17:04,260 --> 01:17:09,160 Ergo, this is an activity that I'm really [INAUDIBLE]. 1779 01:17:09,160 --> 01:17:10,632 Therefore, if it's very autonomous, 1780 01:17:10,632 --> 01:17:14,177 [INAUDIBLE], this is something where I fully just-- this 1781 01:17:14,177 --> 01:17:16,302 comes to us out of my own personal beliefs, wishes, 1782 01:17:16,302 --> 01:17:20,270 and goals, nothing else. 1783 01:17:20,270 --> 01:17:22,686 Or you could use the Calvinist version of that saying, 1784 01:17:22,686 --> 01:17:23,940 this is a waste. 1785 01:17:23,940 --> 01:17:25,490 I shouldn't do this. 1786 01:17:25,490 --> 01:17:28,430 And by the fact that I put myself 1787 01:17:28,430 --> 01:17:32,864 against the moral tub of a Calvinist culture around me 1788 01:17:32,864 --> 01:17:34,322 that always wants to be productive, 1789 01:17:34,322 --> 01:17:36,571 and so I intentionally [INAUDIBLE] completely wasteful 1790 01:17:36,571 --> 01:17:38,751 to show you that I'm not always controlled 1791 01:17:38,751 --> 01:17:39,836 by your damn culture. 1792 01:17:39,836 --> 01:17:42,134 In the same way, you are reinserting your autonomy 1793 01:17:42,134 --> 01:17:44,895 by doing something intentionally [INAUDIBLE], potentially. 1794 01:17:44,895 --> 01:17:48,594 So yes, they're definitely in these psychological ways, 1795 01:17:48,594 --> 01:17:49,730 intertwined. 1796 01:17:49,730 --> 01:17:52,350 AUDIENCE: I'm curious if that means the example we said where 1797 01:17:52,350 --> 01:17:54,190 they were being paid to play the game, 1798 01:17:54,190 --> 01:17:56,706 but then they also played it in their days off. 1799 01:17:56,706 --> 01:17:57,052 SEBASTIAN DETERDING: Yeah. 1800 01:17:57,052 --> 01:17:59,392 AUDIENCE: Then would it be a game when they played it 1801 01:17:59,392 --> 01:18:03,620 on during their free time, but it's gamification 1802 01:18:03,620 --> 01:18:05,240 when they do it as a job? 1803 01:18:05,240 --> 01:18:07,530 The same exact game, with the same exact, 1804 01:18:07,530 --> 01:18:10,096 enjoyment for the person playing it? 1805 01:18:10,096 --> 01:18:11,845 SEBASTIAN DETERDING: It's a good question, 1806 01:18:11,845 --> 01:18:13,595 but I'll get to that in one second please. 1807 01:18:13,595 --> 01:18:17,071 AUDIENCE: I think it's worth unpacking the word game, 1808 01:18:17,071 --> 01:18:19,071 and that we're using it in two different senses. 1809 01:18:19,071 --> 01:18:23,610 I think you might have just said there is the people who 1810 01:18:23,610 --> 01:18:25,397 are planning to play the game for work, 1811 01:18:25,397 --> 01:18:26,730 and then play the game for play. 1812 01:18:26,730 --> 01:18:30,585 But when they're playing a game outside of the context of work, 1813 01:18:30,585 --> 01:18:35,270 I think they might see it as I am playing a game right 1814 01:18:35,270 --> 01:18:37,662 now, whereas that other thing they are playing, 1815 01:18:37,662 --> 01:18:41,030 this game-- how do I describe it? 1816 01:18:41,030 --> 01:18:43,610 There's a difference between the game 1817 01:18:43,610 --> 01:18:47,334 that everyone calls a game, this program system that everyone 1818 01:18:47,334 --> 01:18:50,515 plays, and the activity of the person actually playing 1819 01:18:50,515 --> 01:18:51,175 the game. 1820 01:18:51,175 --> 01:18:53,216 AUDIENCE: [INAUDIBLE] as a subset of [INAUDIBLE]. 1821 01:18:53,216 --> 01:18:54,200 AUDIENCE: Right. 1822 01:18:54,200 --> 01:18:56,665 Gold farming is a thing you can do in this system 1823 01:18:56,665 --> 01:18:59,380 that we call a game, because people tend to play it. 1824 01:18:59,380 --> 01:19:01,070 In that case, there are ways of playing 1825 01:19:01,070 --> 01:19:03,070 the game that don't meet that normal expectation 1826 01:19:03,070 --> 01:19:04,740 and might look like work. 1827 01:19:04,740 --> 01:19:07,620 And then there's the normal way of playing the game that they 1828 01:19:07,620 --> 01:19:10,590 return to on their own time that perhaps is more fun and less 1829 01:19:10,590 --> 01:19:13,189 for this external reward. 1830 01:19:13,189 --> 01:19:14,230 SEBASTIAN DETERDING: Yep. 1831 01:19:14,230 --> 01:19:16,650 That is a very important one, and one that is especially 1832 01:19:16,650 --> 01:19:20,430 in game study is usually completed 1833 01:19:20,430 --> 01:19:24,236 that is the distinction between object and activity [INAUDIBLE] 1834 01:19:24,236 --> 01:19:26,940 of engagement. 1835 01:19:26,940 --> 01:19:30,514 Because [INAUDIBLE] like to say well, if I'm the toddler, 1836 01:19:30,514 --> 01:19:32,446 I have no concept of game theory. 1837 01:19:32,446 --> 01:19:34,190 I haven't been socialized into games, 1838 01:19:34,190 --> 01:19:37,160 and I accidentally happen to hack under the chess computer, 1839 01:19:37,160 --> 01:19:41,510 entering the exact commands that are legal commands based 1840 01:19:41,510 --> 01:19:42,990 on the rules of chess. 1841 01:19:42,990 --> 01:19:45,242 Is the toddler playing chess? 1842 01:19:45,242 --> 01:19:48,056 Or is the toddler toying around with the chess set, [INAUDIBLE] 1843 01:19:48,056 --> 01:19:52,680 the concept of what playing the game of chess means? 1844 01:19:52,680 --> 01:19:54,166 No, but those are free. 1845 01:19:54,166 --> 01:19:55,540 Give the toddler his [INAUDIBLE]. 1846 01:19:55,540 --> 01:19:58,290 I'm trying to play chess here. 1847 01:19:58,290 --> 01:20:02,150 In the same way, if I'm the usability engineer, 1848 01:20:02,150 --> 01:20:05,656 and I am clicking my way through Halo in order 1849 01:20:05,656 --> 01:20:09,950 to [INAUDIBLE] usability products. 1850 01:20:09,950 --> 01:20:10,910 Am I playing Halo? 1851 01:20:10,910 --> 01:20:13,420 Or am I testing Halo? 1852 01:20:13,420 --> 01:20:15,495 The activity that I'm engaged in-- 1853 01:20:15,495 --> 01:20:18,025 and this is actually the court subject, 1854 01:20:18,025 --> 01:20:21,275 what was the subject matter of my PhD research [INAUDIBLE], 1855 01:20:21,275 --> 01:20:23,650 for exactly that kind of experience. 1856 01:20:23,650 --> 01:20:25,475 The activity that they're engaged in 1857 01:20:25,475 --> 01:20:30,005 is testing, even though the object they're operating with 1858 01:20:30,005 --> 01:20:31,064 is a game. 1859 01:20:31,064 --> 01:20:33,120 So keeping these two separate you could say well, 1860 01:20:33,120 --> 01:20:34,000 it was the game. 1861 01:20:34,000 --> 01:20:37,093 But maybe some points, when they felt oh, now I'm 1862 01:20:37,093 --> 01:20:39,540 engaged in World of Warcraft in order to make money, 1863 01:20:39,540 --> 01:20:42,060 they felt this feels like-- it's still 1864 01:20:42,060 --> 01:20:44,742 game play, what I do, but it's game play as work. 1865 01:20:44,742 --> 01:20:47,730 It's game play reorganized, reframed as working to me. 1866 01:20:47,730 --> 01:20:50,052 So it's not really playing the game anymore. 1867 01:20:50,052 --> 01:20:50,986 It's work playing. 1868 01:20:50,986 --> 01:20:51,922 It's a weird mixture. 1869 01:20:51,922 --> 01:20:54,110 It's a new type of activity, but it's not 1870 01:20:54,110 --> 01:20:56,570 playing as we know leisure time [INAUDIBLE]. 1871 01:20:56,570 --> 01:21:00,610 So that's definitely an important distinction. 1872 01:21:00,610 --> 01:21:02,506 The second thing, or the final thing 1873 01:21:02,506 --> 01:21:05,131 that I want to turn on, in terms of when it is something a game 1874 01:21:05,131 --> 01:21:06,920 or a gamification? 1875 01:21:06,920 --> 01:21:09,530 First thing to notice-- all of this was tested, 1876 01:21:09,530 --> 01:21:11,085 and you could throw in new points, 1877 01:21:11,085 --> 01:21:13,610 and you would get it to the same [INAUDIBLE]; 1878 01:21:13,610 --> 01:21:17,380 yes, no, yes, no, yes, no. 1879 01:21:17,380 --> 01:21:21,540 So how do we know if a term is correctly used for something 1880 01:21:21,540 --> 01:21:22,392 or not? 1881 01:21:22,392 --> 01:21:24,668 What determines whether a word is currently 1882 01:21:24,668 --> 01:21:27,810 used within the device [INAUDIBLE] or not? 1883 01:21:27,810 --> 01:21:32,794 When is something correctly called oxygen? 1884 01:21:36,080 --> 01:21:40,235 When is correctly or incorrectly identified as oxygen? 1885 01:21:40,235 --> 01:21:43,400 AUDIENCE: Shouldn't all these depend on the context? 1886 01:21:43,400 --> 01:21:45,400 SEBASTIAN DETERDING: How so? 1887 01:21:45,400 --> 01:21:49,820 AUDIENCE: Because if you just give it time by itself, 1888 01:21:49,820 --> 01:21:52,625 without much context, you can actually figure out 1889 01:21:52,625 --> 01:21:55,050 if it is correctly used or not. 1890 01:21:55,050 --> 01:21:58,884 So for example, oxygen, just given the word like that, 1891 01:21:58,884 --> 01:22:04,281 I can say something like we all need oxygen to break. 1892 01:22:04,281 --> 01:22:05,772 SEBASTIAN DETERDING: Yeah. 1893 01:22:05,772 --> 01:22:07,760 AUDIENCE: But then you can also say 1894 01:22:07,760 --> 01:22:14,802 something else like too much oxygen can asphyxiate us. 1895 01:22:14,802 --> 01:22:16,750 SEBASTIAN DETERDING: Mhm. 1896 01:22:16,750 --> 01:22:18,211 AUDIENCE: Actually, is that true? 1897 01:22:18,211 --> 01:22:19,862 [LAUGHTER] 1898 01:22:19,862 --> 01:22:21,570 SEBASTIAN DETERDING: I see what you mean. 1899 01:22:21,570 --> 01:22:24,885 So definitely, whether a statement using the word 1900 01:22:24,885 --> 01:22:27,600 is correct or not depends on the total statement. 1901 01:22:27,600 --> 01:22:28,710 Totally. 1902 01:22:28,710 --> 01:22:32,096 Second point is so when is the term correctly used 1903 01:22:32,096 --> 01:22:32,984 or incorrectly used? 1904 01:22:32,984 --> 01:22:35,400 How do we determine if the term's correctly or incorrectly 1905 01:22:35,400 --> 01:22:39,230 used to identifying something-- a phenomenon, an object 1906 01:22:39,230 --> 01:22:41,038 in the world, [INAUDIBLE]. 1907 01:22:41,038 --> 01:22:45,420 AUDIENCE: I would say it's really hard to do that. 1908 01:22:45,420 --> 01:22:46,444 And there's a reason. 1909 01:22:46,444 --> 01:22:48,235 It's like oxygen, everyone's thinking here. 1910 01:22:48,235 --> 01:22:49,747 It's also the name of a TV channel. 1911 01:22:49,747 --> 01:22:50,830 SEBASTIAN DETERDING: Yeah. 1912 01:22:50,830 --> 01:22:51,790 AUDIENCE: And that's fully correct. 1913 01:22:51,790 --> 01:22:53,020 It just felt like that. 1914 01:22:53,020 --> 01:22:55,730 So I think the context of what you were saying is important. 1915 01:22:55,730 --> 01:22:58,734 So when you wrote that word down and asked that question, 1916 01:22:58,734 --> 01:23:00,442 the answer was what you were thinking of, 1917 01:23:00,442 --> 01:23:02,888 because it was in the context that you have. 1918 01:23:02,888 --> 01:23:04,846 So we would have to figure out what context you 1919 01:23:04,846 --> 01:23:06,595 were talking about and then answer that question correctly. 1920 01:23:06,595 --> 01:23:08,612 But someone else could come up and ask the same question 1921 01:23:08,612 --> 01:23:10,880 with a different context, and the answer would change. 1922 01:23:10,880 --> 01:23:13,194 And you could make this argument for almost every word. 1923 01:23:13,194 --> 01:23:14,689 That's part of the reason why it's 1924 01:23:14,689 --> 01:23:17,105 really hard to get computers to understand what humans are 1925 01:23:17,105 --> 01:23:18,938 talking about, because you have to give them 1926 01:23:18,938 --> 01:23:21,080 this conflict and the context. 1927 01:23:21,080 --> 01:23:23,381 So I don't know if you can for sure define something 1928 01:23:23,381 --> 01:23:24,144 like that. 1929 01:23:24,144 --> 01:23:26,060 I may run around with a different [INAUDIBLE]. 1930 01:23:26,060 --> 01:23:27,060 SEBASTIAN DETERDING: OK. 1931 01:23:27,060 --> 01:23:28,905 If you ask a scientist, a chemist, 1932 01:23:28,905 --> 01:23:30,956 how do I identify whether something's correctly 1933 01:23:30,956 --> 01:23:32,871 or incorrectly called oxygen? 1934 01:23:32,871 --> 01:23:34,164 How do you go about that? 1935 01:23:34,164 --> 01:23:35,773 AUDIENCE: And at that point, you claim 1936 01:23:35,773 --> 01:23:38,700 that there's some fundamental principle of the object as such 1937 01:23:38,700 --> 01:23:42,550 that you can identify about it that identifies it as oxygen. 1938 01:23:42,550 --> 01:23:45,860 And so you can concoct some series of tests that allow you 1939 01:23:45,860 --> 01:23:47,882 to verify the things that make it as such, 1940 01:23:47,882 --> 01:23:49,340 because you have some set of rules. 1941 01:23:49,340 --> 01:23:50,798 You verified against all the rules, 1942 01:23:50,798 --> 01:23:53,600 and you claim that therefore, this thing's oxygen. 1943 01:23:53,600 --> 01:23:54,170 SEBASTIAN DETERDING: Scientists that 1944 01:23:54,170 --> 01:23:55,711 basically were chemists in that case, 1945 01:23:55,711 --> 01:23:57,160 have operationalized that concept. 1946 01:23:57,160 --> 01:23:58,880 Or the other way around the concept 1947 01:23:58,880 --> 01:24:01,920 is defined by the very set of operationalization. 1948 01:24:01,920 --> 01:24:05,494 So if it passes these tests, it counts as oxygen. 1949 01:24:05,494 --> 01:24:07,669 That's how we define that term. 1950 01:24:07,669 --> 01:24:09,210 So that's the definition [INAUDIBLE], 1951 01:24:09,210 --> 01:24:11,605 which works great for scientific constructs, 1952 01:24:11,605 --> 01:24:14,890 if that's how scientific concepts work basically. 1953 01:24:14,890 --> 01:24:17,970 Now, what about something like delicious? 1954 01:24:20,782 --> 01:24:22,490 When do I know whether the word delicious 1955 01:24:22,490 --> 01:24:27,425 is correctly or incorrectly used to apply it to a given object? 1956 01:24:27,425 --> 01:24:31,892 AUDIENCE: Isn't that extremely subjective? 1957 01:24:31,892 --> 01:24:33,475 AUDIENCE: That's correct, and identify 1958 01:24:33,475 --> 01:24:35,433 against everybody in the room and prove to them 1959 01:24:35,433 --> 01:24:36,960 that that's delicious. 1960 01:24:36,960 --> 01:24:38,918 SEBASTIAN DETERDING: [JOKINGLY] It is delicious 1961 01:24:38,918 --> 01:24:40,770 when I tell you. 1962 01:24:40,770 --> 01:24:41,292 Right. 1963 01:24:41,292 --> 01:24:42,250 It's a subjective term. 1964 01:24:42,250 --> 01:24:44,134 Delicious isn't true or untrue based on 1965 01:24:44,134 --> 01:24:45,634 whether it passes a number of tests. 1966 01:24:45,634 --> 01:24:49,948 Delicious is an expression of a subjective value experience. 1967 01:24:49,948 --> 01:24:52,484 If I find it delicious, I can use the term delicious. 1968 01:24:52,484 --> 01:24:54,900 It would be incorrectly used if I used the word delicious, 1969 01:24:54,900 --> 01:24:57,200 although I think this is their choice [INAUDIBLE], 1970 01:24:57,200 --> 01:24:59,270 but it's delicious for me or not. 1971 01:24:59,270 --> 01:25:05,730 What about as a kind of middle term? 1972 01:25:05,730 --> 01:25:06,900 It's not a middle term. 1973 01:25:06,900 --> 01:25:09,300 This mixes all kinds of things. 1974 01:25:09,300 --> 01:25:19,776 What about something like faux pas? 1975 01:25:23,238 --> 01:25:27,044 A social faux pas or inappropriateness-- something 1976 01:25:27,044 --> 01:25:28,000 like that. 1977 01:25:28,000 --> 01:25:31,474 When is the words inappropriate and so faux pas 1978 01:25:31,474 --> 01:25:32,468 appropriately used? 1979 01:25:39,923 --> 01:25:43,415 AUDIENCE: It both depends on the context and if it's subjective. 1980 01:25:43,415 --> 01:25:46,740 SEBASTIAN DETERDING: How is it subjective? 1981 01:25:46,740 --> 01:25:51,520 AUDIENCE: In France, something might be illegal, or in the US, 1982 01:25:51,520 --> 01:25:52,307 it is not. 1983 01:25:52,307 --> 01:25:53,390 SEBASTIAN DETERDING: Yeah. 1984 01:25:53,390 --> 01:25:57,160 AUDIENCE: And depending on the context of the thing, 1985 01:25:57,160 --> 01:26:01,672 of what happened, then even in the same country 1986 01:26:01,672 --> 01:26:04,590 or same location with the same set of rules, 1987 01:26:04,590 --> 01:26:07,394 it might be good or bad, depending 1988 01:26:07,394 --> 01:26:10,319 on who is the person actually looking at it. 1989 01:26:10,319 --> 01:26:11,360 SEBASTIAN DETERDING: Mhm. 1990 01:26:16,105 --> 01:26:17,472 So I flush that out. 1991 01:26:17,472 --> 01:26:20,790 It's something that we have, like a formal definition 1992 01:26:20,790 --> 01:26:22,273 to the way that it works. 1993 01:26:22,273 --> 01:26:25,560 There's a set of [INAUDIBLE] rules you're 1994 01:26:25,560 --> 01:26:28,518 supposed to adhere to, a way that the context has 1995 01:26:28,518 --> 01:26:30,629 been misinterpreted, or something of that nature. 1996 01:26:30,629 --> 01:26:32,920 It's like using the word irony, or something like that. 1997 01:26:32,920 --> 01:26:34,882 There's a specific formula for how you 1998 01:26:34,882 --> 01:26:36,250 know something is [INAUDIBLE]. 1999 01:26:36,250 --> 01:26:38,640 But past that, there's also still the fact 2000 01:26:38,640 --> 01:26:41,500 that you have identify it as such, 2001 01:26:41,500 --> 01:26:44,240 and that's dependent on the context or the situation 2002 01:26:44,240 --> 01:26:48,160 you read that inside of, because what it is in one situation may 2003 01:26:48,160 --> 01:26:49,851 not be in another. 2004 01:26:49,851 --> 01:26:51,550 And it's definitely my situation. 2005 01:26:51,550 --> 01:26:55,660 It's highly situation dependent on [INAUDIBLE] culturally. 2006 01:26:55,660 --> 01:26:58,262 How to properly or improperly [INAUDIBLE] 2007 01:26:58,262 --> 01:27:00,524 taken that into the business partisan [INAUDIBLE] 2008 01:27:00,524 --> 01:27:04,140 different depending on the different cultures. 2009 01:27:04,140 --> 01:27:06,942 I do this usually to how people think about-- 2010 01:27:06,942 --> 01:27:08,400 if you'd look at a certain concept, 2011 01:27:08,400 --> 01:27:11,340 is this more like a scientific construct? 2012 01:27:11,340 --> 01:27:13,412 Is this more like a subjective value statement, 2013 01:27:13,412 --> 01:27:17,405 or is this more a social convention? 2014 01:27:17,405 --> 01:27:21,370 And I would say games and gamification, 2015 01:27:21,370 --> 01:27:25,620 because they weren't around before people were around. 2016 01:27:25,620 --> 01:27:30,120 But it's still something that we use as a sure term to 2017 01:27:30,120 --> 01:27:31,065 [INAUDIBLE]. 2018 01:27:31,065 --> 01:27:33,627 And don't think that somebody can say for me, this is a game. 2019 01:27:33,627 --> 01:27:34,712 For me, this is not a game. 2020 01:27:34,712 --> 01:27:35,990 Like you would say for me, this is delicious. 2021 01:27:35,990 --> 01:27:38,175 For me, this is not delicious, that it's basically 2022 01:27:38,175 --> 01:27:39,938 the social convention [INAUDIBLE]. 2023 01:27:39,938 --> 01:27:43,850 This is this sure cultural sense of this 2024 01:27:43,850 --> 01:27:46,470 is what a game is or shouldn't be. 2025 01:27:46,470 --> 01:27:49,433 So to an extent, teasing out when is the game, or when 2026 01:27:49,433 --> 01:27:50,042 is not a game. 2027 01:27:50,042 --> 01:27:51,500 What you're doing here is basically 2028 01:27:51,500 --> 01:27:53,565 you're doing social linguistics. 2029 01:27:53,565 --> 01:27:56,070 You're teasing out what are the conventions of a shared 2030 01:27:56,070 --> 01:27:58,120 community of people what they consider 2031 01:27:58,120 --> 01:27:59,872 to be a proper game or not? 2032 01:27:59,872 --> 01:28:01,580 And then you run into all the [INAUDIBLE] 2033 01:28:01,580 --> 01:28:03,805 cases where the language community in front of you. 2034 01:28:03,805 --> 01:28:06,592 And you hear people say, is that a game I don't know? 2035 01:28:06,592 --> 01:28:07,230 That's weird. 2036 01:28:07,230 --> 01:28:08,250 That's odd. 2037 01:28:08,250 --> 01:28:11,882 It doesn't fit my prototype case of how games should be. 2038 01:28:11,882 --> 01:28:14,560 And gamification presents us with all 2039 01:28:14,560 --> 01:28:17,950 of these cases for real money trading 2040 01:28:17,950 --> 01:28:20,160 and stuff like that that, [INAUDIBLE] all these cases 2041 01:28:20,160 --> 01:28:22,454 that don't fit our existing social conventions 2042 01:28:22,454 --> 01:28:24,840 of the category of gamers. 2043 01:28:24,840 --> 01:28:27,551 And so therefore, we have all [INAUDIBLE], 2044 01:28:27,551 --> 01:28:29,000 because their challenge-- they're 2045 01:28:29,000 --> 01:28:30,650 an empirically new phenomenon that 2046 01:28:30,650 --> 01:28:32,963 don't fit our existing conceptual categories. 2047 01:28:32,963 --> 01:28:36,020 I was [INAUDIBLE] existing categories. 2048 01:28:36,020 --> 01:28:37,690 So to a certain extent when is it games, 2049 01:28:37,690 --> 01:28:39,840 or when is it gamification? 2050 01:28:39,840 --> 01:28:45,107 Let's see how society solidifies opinion around these terms. 2051 01:28:45,107 --> 01:28:50,060 Right now, it's up in the air, to a certain extent. 2052 01:28:50,060 --> 01:28:53,900 Or that's what I suggest, so that's what I sometimes do. 2053 01:28:53,900 --> 01:28:56,210 If I introduce an article I say, I'm not 2054 01:28:56,210 --> 01:28:57,662 doing social [INAUDIBLE] here. 2055 01:28:57,662 --> 01:29:00,640 I'm not trying to tease up what people think collectively, 2056 01:29:00,640 --> 01:29:02,500 the way they police language together, 2057 01:29:02,500 --> 01:29:04,416 whether this is a game or not, or whether this 2058 01:29:04,416 --> 01:29:06,848 is an unsettled matter [INAUDIBLE]. 2059 01:29:06,848 --> 01:29:08,306 I use it as a scientific construct, 2060 01:29:08,306 --> 01:29:10,040 and here is my operationalization 2061 01:29:10,040 --> 01:29:11,930 of that scientific construct. 2062 01:29:11,930 --> 01:29:13,600 I use the term [INAUDIBLE]. 2063 01:29:13,600 --> 01:29:17,070 It is supposed to mean that it's to pass the following tests. 2064 01:29:17,070 --> 01:29:19,690 And if it fits these tests, it is gamification. 2065 01:29:19,690 --> 01:29:21,826 If it doesn't fit these tests, it's game. 2066 01:29:21,826 --> 01:29:22,950 You can disagree with that. 2067 01:29:22,950 --> 01:29:24,741 You can make up another operationalization. 2068 01:29:24,741 --> 01:29:26,684 But in that sense, the meaning of the word 2069 01:29:26,684 --> 01:29:28,632 is I use it in [INAUDIBLE] of this text. 2070 01:29:32,050 --> 01:29:33,970 Another interesting thing in a second. 2071 01:29:33,970 --> 01:29:36,076 Another interesting thing is that 2072 01:29:36,076 --> 01:29:37,995 is this still a game or not, or is this this 2073 01:29:37,995 --> 01:29:40,704 or that is that you often conflict 2074 01:29:40,704 --> 01:29:46,090 normative and descriptive [INAUDIBLE]. 2075 01:29:46,090 --> 01:29:46,940 This isn't a game. 2076 01:29:46,940 --> 01:29:48,725 If you look at [INAUDIBLE], it very often 2077 01:29:48,725 --> 01:29:50,433 just means this is not a game I'm liking. 2078 01:29:52,717 --> 01:29:55,300 It doesn't mean that it doesn't fit the descriptive categories 2079 01:29:55,300 --> 01:29:57,890 that you can say, according to this game theoretician, 2080 01:29:57,890 --> 01:29:59,820 it's set up list the five defining 2081 01:29:59,820 --> 01:30:01,445 criteria of whether it's a game or not. 2082 01:30:01,445 --> 01:30:04,662 It fits the bill, but it's not a kind of game I'm liking. 2083 01:30:04,662 --> 01:30:07,459 So if we say, is this still a game or gamification 2084 01:30:07,459 --> 01:30:10,620 it often says is this a certain kind of game 2085 01:30:10,620 --> 01:30:14,910 that I like versus the certain kind that I dislike, Dido? 2086 01:30:14,910 --> 01:30:18,360 AUDIENCE: So if we're talking, in regards 2087 01:30:18,360 --> 01:30:21,890 to the more subjective view of this distinction, 2088 01:30:21,890 --> 01:30:26,236 I was wondering if you think whether or not 2089 01:30:26,236 --> 01:30:30,540 a person looking at you for a game or a [INAUDIBLE] context, 2090 01:30:30,540 --> 01:30:32,940 whether or not if they identify as the gamer, 2091 01:30:32,940 --> 01:30:35,210 or if they had prior experience with even 2092 01:30:35,210 --> 01:30:38,840 more traditional games will effect their typecasting of 2093 01:30:38,840 --> 01:30:40,901 whether or not it's a game or a gamification. 2094 01:30:40,901 --> 01:30:42,734 Will people who are more familiar with games 2095 01:30:42,734 --> 01:30:44,358 recognize things that are more subtle 2096 01:30:44,358 --> 01:30:46,195 and say oh, that's gamification faster? 2097 01:30:46,195 --> 01:30:48,330 Or is it they're more accustomed to it? 2098 01:30:48,330 --> 01:30:51,227 They won't see it as much, and just 2099 01:30:51,227 --> 01:30:53,950 wondering the different-- that would be like me or my mother 2100 01:30:53,950 --> 01:30:55,930 basically. 2101 01:30:55,930 --> 01:30:57,650 SEBASTIAN DETERDING: There are lots 2102 01:30:57,650 --> 01:30:59,190 of interesting [INAUDIBLE]. 2103 01:30:59,190 --> 01:31:02,208 A, there is beginning data, especially when people 2104 01:31:02,208 --> 01:31:04,152 do gamification [INAUDIBLE]. 2105 01:31:04,152 --> 01:31:06,510 We find old people play games. 2106 01:31:06,510 --> 01:31:08,054 They just don't play video games. 2107 01:31:08,054 --> 01:31:10,053 They play board games, card games, social games, 2108 01:31:10,053 --> 01:31:11,532 all kinds of games. 2109 01:31:11,532 --> 01:31:14,490 It's not as if they were not introduced to the concept. 2110 01:31:14,490 --> 01:31:19,146 But they don't know the video game lexicon [INAUDIBLE] 2111 01:31:19,146 --> 01:31:19,646 necessarily. 2112 01:31:19,646 --> 01:31:21,366 So they don't know progress bars. 2113 01:31:21,366 --> 01:31:23,370 They don't know achievements. 2114 01:31:23,370 --> 01:31:25,566 And so it's all of that [INAUDIBLE]. 2115 01:31:25,566 --> 01:31:26,462 What's that then? 2116 01:31:26,462 --> 01:31:27,358 What happens now? 2117 01:31:27,358 --> 01:31:28,864 And I remember a former girlfriend 2118 01:31:28,864 --> 01:31:30,448 of mine, the first time she played. 2119 01:31:30,448 --> 01:31:32,407 [INAUDIBLE] obviously, there were achievements. 2120 01:31:32,407 --> 01:31:34,198 She was in the achievements screen and say, 2121 01:31:34,198 --> 01:31:35,280 the game is broken. 2122 01:31:35,280 --> 01:31:37,044 How do I get back? 2123 01:31:37,044 --> 01:31:41,580 She wasn't absolutely not introduced to the concept. 2124 01:31:41,580 --> 01:31:44,210 And as gamification for the elderly 2125 01:31:44,210 --> 01:31:47,700 do is they show data that indicates 2126 01:31:47,700 --> 01:31:50,440 there is another nice little identification in the work 2127 01:31:50,440 --> 01:31:53,310 place by [INAUDIBLE] molecule a bit 2128 01:31:53,310 --> 01:31:59,163 that [INAUDIBLE], that people who are socialized into games 2129 01:31:59,163 --> 01:32:03,102 tend to pick up gamification more easily or usually 2130 01:32:03,102 --> 01:32:08,430 a bit more lenient towards it, whereas people 2131 01:32:08,430 --> 01:32:11,924 who don't have a game of socialization 2132 01:32:11,924 --> 01:32:13,358 are more [INAUDIBLE]. 2133 01:32:19,387 --> 01:32:20,345 The second [INAUDIBLE]. 2134 01:32:23,634 --> 01:32:24,135 Yeah? 2135 01:32:24,135 --> 01:32:26,509 AUDIENCE: This is going to sound really stupid coming out 2136 01:32:26,509 --> 01:32:29,270 of my mouth, but are games these days gamified in the sense 2137 01:32:29,270 --> 01:32:31,650 that so it takes me to the achievement system. 2138 01:32:31,650 --> 01:32:34,689 That wasn't in games that should go back in time? 2139 01:32:34,689 --> 01:32:35,730 SEBASTIAN DETERDING: Yep. 2140 01:32:35,730 --> 01:32:37,354 AUDIENCE: And now you see that it's now 2141 01:32:37,354 --> 01:32:39,982 almost a requisite part of any game that comes out. 2142 01:32:39,982 --> 01:32:42,229 A game doesn't come out without achieving things. 2143 01:32:42,229 --> 01:32:44,520 A shooting game doesn't come without her filling health 2144 01:32:44,520 --> 01:32:47,470 bars, and fields, and things like that. 2145 01:32:47,470 --> 01:32:50,390 These tropes that define the topic itself necessarily 2146 01:32:50,390 --> 01:32:52,370 comes reflexible with [INAUDIBLE] on it, 2147 01:32:52,370 --> 01:32:56,100 and it's pointless to describe things 2148 01:32:56,100 --> 01:32:58,300 as gamified and everything. 2149 01:32:58,300 --> 01:33:00,512 Both games and non-games can have that slim set 2150 01:33:00,512 --> 01:33:01,238 of [INAUDIBLE]. 2151 01:33:06,442 --> 01:33:08,692 SEBASTIAN DETERDING: I said one of the things in terms 2152 01:33:08,692 --> 01:33:10,924 of distinctions, you typically-- and I apologize 2153 01:33:10,924 --> 01:33:12,090 for my terrible handwriting. 2154 01:33:12,090 --> 01:33:14,990 This isn't working [INAUDIBLE] involving AIDS for me. 2155 01:33:14,990 --> 01:33:17,211 It is between descriptive and normative. 2156 01:33:17,211 --> 01:33:18,960 Are you using these terms of indescriptive 2157 01:33:18,960 --> 01:33:19,729 or a normative way? 2158 01:33:19,729 --> 01:33:21,562 I've seen a lot of people using gamification 2159 01:33:21,562 --> 01:33:25,110 in a normative way. [INAUDIBLE] communication, evaluating that. 2160 01:33:25,110 --> 01:33:27,334 Another one is if you do a descriptive way, 2161 01:33:27,334 --> 01:33:30,320 how do you operationalize that definition if you say, 2162 01:33:30,320 --> 01:33:32,620 it is gamification if it has certain features, 2163 01:33:32,620 --> 01:33:34,860 like an achievement system. 2164 01:33:34,860 --> 01:33:38,086 Or is it gamification if it describes the outcome 2165 01:33:38,086 --> 01:33:40,710 of a certain design process? 2166 01:33:40,710 --> 01:33:43,140 Designers about to make something more [INAUDIBLE] 2167 01:33:43,140 --> 01:33:46,310 about thinking about [INAUDIBLE] games to make this more fun. 2168 01:33:46,310 --> 01:33:49,120 Then the out come of that, by definition of unification. 2169 01:33:49,120 --> 01:33:53,125 Or not even by the design process, just by the intention. 2170 01:33:53,125 --> 01:33:56,070 Does the user see this as something 2171 01:33:56,070 --> 01:33:57,420 that is gamified or not? 2172 01:33:57,420 --> 01:34:00,177 Or did the designer, in doing this, think about this as now 2173 01:34:00,177 --> 01:34:02,150 I'm doing gamification or not, which 2174 01:34:02,150 --> 01:34:06,340 answers the question that some people here ask saying well, 2175 01:34:06,340 --> 01:34:09,139 how come this [INAUDIBLE] of ordinance called gamification, 2176 01:34:09,139 --> 01:34:11,015 whereas we have the same kind of incentive 2177 01:34:11,015 --> 01:34:15,930 schemes in the big corporations for decades before that? 2178 01:34:15,930 --> 01:34:18,490 And key performance indicators, this intelligence dashboard. 2179 01:34:18,490 --> 01:34:20,365 Nobody called it gamification, even though it 2180 01:34:20,365 --> 01:34:22,913 was the exact same thing. 2181 01:34:22,913 --> 01:34:26,022 It comes down to how do you operationalize and formalize 2182 01:34:26,022 --> 01:34:27,315 that [INAUDIBLE]? 2183 01:34:27,315 --> 01:34:29,817 If you say it's dependent on tension and you say well, 2184 01:34:29,817 --> 01:34:30,900 that wasn't the attention. 2185 01:34:30,900 --> 01:34:33,920 This wasn't intended to be [INAUDIBLE], no matter what 2186 01:34:33,920 --> 01:34:37,084 it was [INAUDIBLE]. 2187 01:34:37,084 --> 01:34:40,356 If I define gamification by a certain feature list. 2188 01:34:40,356 --> 01:34:42,150 So as long as it fits the feature list. 2189 01:34:42,150 --> 01:34:43,290 Yes? 2190 01:34:43,290 --> 01:34:45,115 So again, how do you define the term? 2191 01:34:45,115 --> 01:34:47,095 And there, it follows the [INAUDIBLE]. 2192 01:34:56,270 --> 01:34:57,770 GABRIELLE TREPANIER-JOBIN: Maybe you 2193 01:34:57,770 --> 01:35:02,330 can talk to kids about the debates around gamification, 2194 01:35:02,330 --> 01:35:05,810 ideologies, governance, surveyance. 2195 01:35:05,810 --> 01:35:09,330 Maybe it's not like you're an expertise, or I don't know. 2196 01:35:11,622 --> 01:35:13,705 SEBASTIAN DETERDING: If I talk about reproduction, 2197 01:35:13,705 --> 01:35:16,375 like gamification of reproduction, that to me 2198 01:35:16,375 --> 01:35:20,778 is an immediate outflow of [INAUDIBLE] gamification 2199 01:35:20,778 --> 01:35:21,977 as government [INAUDIBLE]. 2200 01:35:21,977 --> 01:35:23,268 GABRIELLE TREPANIER-JOBIN: Mhm. 2201 01:35:23,268 --> 01:35:25,260 SEBASTIAN DETERDING: Definitely. 2202 01:35:25,260 --> 01:35:30,752 So I'm happy to talk about governmentality and ideology. 2203 01:35:30,752 --> 01:35:31,710 That's a good question. 2204 01:35:31,710 --> 01:35:33,293 Other questions in the room right now? 2205 01:35:33,293 --> 01:35:37,771 We also have two more questions on the board. 2206 01:35:37,771 --> 01:35:38,270 Sorry. 2207 01:35:38,270 --> 01:35:39,686 AUDIENCE: I was going back to what 2208 01:35:39,686 --> 01:35:43,970 you talked about earlier on the note of autonomy 2209 01:35:43,970 --> 01:35:46,745 being the marker for whether something feels like a game 2210 01:35:46,745 --> 01:35:48,589 or feels like gamification. 2211 01:35:48,589 --> 01:35:52,770 I feel like autonomy is almost a loaded term, in this sense 2212 01:35:52,770 --> 01:35:55,220 and that yes, you could have autonomy, 2213 01:35:55,220 --> 01:35:57,615 and that when someone gives you a test, 2214 01:35:57,615 --> 01:35:59,052 you can decide how to do it. 2215 01:35:59,052 --> 01:36:01,686 And as long as you return the test in a finished state, 2216 01:36:01,686 --> 01:36:03,655 then you're fine or whatever. 2217 01:36:03,655 --> 01:36:05,670 But there's also not the autonomy 2218 01:36:05,670 --> 01:36:08,515 where you can go against the logic of the system, which 2219 01:36:08,515 --> 01:36:10,722 in this case, would be the logic of the business. 2220 01:36:10,722 --> 01:36:14,610 So I feel like in this example, it 2221 01:36:14,610 --> 01:36:16,830 felt more like gamification or a bad attempt 2222 01:36:16,830 --> 01:36:21,930 at gamification to these people, because the logic was 2223 01:36:21,930 --> 01:36:23,030 pretty one directional. 2224 01:36:23,030 --> 01:36:27,040 It was only ever increasing the end product for the business, 2225 01:36:27,040 --> 01:36:28,680 not letting OK. 2226 01:36:28,680 --> 01:36:32,030 If I want to, I can have agency against the business. 2227 01:36:32,030 --> 01:36:35,297 And that might have certain consequences, 2228 01:36:35,297 --> 01:36:36,797 but it would still be like I already 2229 01:36:36,797 --> 01:36:38,958 know the consequences beforehand as part 2230 01:36:38,958 --> 01:36:41,410 of having some sort of agency. 2231 01:36:41,410 --> 01:36:44,796 SEBASTIAN DETERDING: This leads to an age old question 2232 01:36:44,796 --> 01:36:48,334 in humanism. 2233 01:36:48,334 --> 01:36:51,454 It goes back to Kant and the Enlightenment. 2234 01:36:51,454 --> 01:36:54,080 It goes back to Aristotle. 2235 01:36:54,080 --> 01:36:59,660 That is the question, how do you not instrumentalize people? 2236 01:36:59,660 --> 01:37:03,355 If you take the idea that people are self-determined actors, 2237 01:37:03,355 --> 01:37:08,020 or that they can become-- we can help people race 2238 01:37:08,020 --> 01:37:10,790 towards being self-driven actors. 2239 01:37:10,790 --> 01:37:13,829 How can we not make them other determined actors 2240 01:37:13,829 --> 01:37:17,070 in [INAUDIBLE]? 2241 01:37:17,070 --> 01:37:20,430 And that's actually an interesting question for me, 2242 01:37:20,430 --> 01:37:22,530 because I started out working in civic education. 2243 01:37:22,530 --> 01:37:27,590 And civic education very much, at least in Germany thanks 2244 01:37:27,590 --> 01:37:30,051 to the Second World War, and then thanks to the Allied 2245 01:37:30,051 --> 01:37:31,550 Forces occupying Germany and saying, 2246 01:37:31,550 --> 01:37:34,540 we should learn a thing or two about democracy. 2247 01:37:34,540 --> 01:37:38,150 So civic education in Germany, which originally 2248 01:37:38,150 --> 01:37:42,070 was a democracy age that happens very interesting [INAUDIBLE]. 2249 01:37:42,070 --> 01:37:46,680 How can we create a democratic state? 2250 01:37:46,680 --> 01:37:49,350 Or can we educate people about democracy 2251 01:37:49,350 --> 01:37:51,370 being a good thing without ourselves 2252 01:37:51,370 --> 01:37:53,090 becoming a totalitarian rule? 2253 01:37:53,090 --> 01:37:57,310 Without this itself becoming again, [INAUDIBLE]? 2254 01:37:57,310 --> 01:37:59,955 And the argument, or the point that civic education 2255 01:37:59,955 --> 01:38:03,250 in Germany camp as the moral stem point which 2256 01:38:03,250 --> 01:38:07,060 reflects the point that Aristotle had for education, 2257 01:38:07,060 --> 01:38:09,826 in general-- how did we get to educate people 2258 01:38:09,826 --> 01:38:12,700 to become really selfish [INAUDIBLE] 2259 01:38:12,700 --> 01:38:19,125 is to say as long as for all intensive purposes, 2260 01:38:19,125 --> 01:38:23,000 according to your own best knowledge and intentions 2261 01:38:23,000 --> 01:38:27,550 you try to set up this system of education such 2262 01:38:27,550 --> 01:38:32,030 that you enable the person going through that education 2263 01:38:32,030 --> 01:38:34,813 at the end of it to make the independent judgment 2264 01:38:34,813 --> 01:38:36,900 whether that education is actually the best 2265 01:38:36,900 --> 01:38:40,090 possible thing happening to me, so retrospectively embracing 2266 01:38:40,090 --> 01:38:44,434 what was done to [INAUDIBLE] saying afterwards, 2267 01:38:44,434 --> 01:38:46,100 without you training me some discipline, 2268 01:38:46,100 --> 01:38:48,580 I would have never developed the faculties 2269 01:38:48,580 --> 01:38:51,110 in order to be able to be an independent flourishing 2270 01:38:51,110 --> 01:38:51,610 [INAUDIBLE]. 2271 01:38:51,610 --> 01:38:52,630 So thanks for that. 2272 01:38:52,630 --> 01:38:54,255 That was actually good afterwards, even 2273 01:38:54,255 --> 01:38:56,600 though during the process, I felt other [INAUDIBLE], 2274 01:38:56,600 --> 01:38:57,600 and I hated it. 2275 01:38:57,600 --> 01:39:02,230 But as long as you're doing it in my best interest, 2276 01:39:02,230 --> 01:39:04,930 to bring me to the situation where you can reflexively 2277 01:39:04,930 --> 01:39:08,560 look at what you did to me and then say, that was wrong. 2278 01:39:08,560 --> 01:39:11,200 Let's change this. 2279 01:39:11,200 --> 01:39:13,260 So as long as everybody going through the system 2280 01:39:13,260 --> 01:39:14,851 is the critical corrector that comes out 2281 01:39:14,851 --> 01:39:16,794 to look afterwards at the system that says this was actually 2282 01:39:16,794 --> 01:39:18,377 good, or this was actually [INAUDIBLE] 2283 01:39:18,377 --> 01:39:19,431 way to change the system. 2284 01:39:19,431 --> 01:39:20,430 Then things [INAUDIBLE]. 2285 01:39:20,430 --> 01:39:21,957 So that's the procedural order. 2286 01:39:21,957 --> 01:39:23,540 The system is built with the intention 2287 01:39:23,540 --> 01:39:28,060 of making people critical-- changes of the system they 2288 01:39:28,060 --> 01:39:30,240 themselves run through, then it's fine. 2289 01:39:30,240 --> 01:39:32,078 Then it supports their independence 2290 01:39:32,078 --> 01:39:33,470 and their autonomy [INAUDIBLE]. 2291 01:39:33,470 --> 01:39:34,400 AUDIENCE: I see. 2292 01:39:34,400 --> 01:39:36,483 SEBASTIAN DETERDING: There are very few businesses 2293 01:39:36,483 --> 01:39:38,252 that do that that I'm aware of. 2294 01:39:38,252 --> 01:39:39,335 That's in civic education. 2295 01:39:39,335 --> 01:39:39,960 Oh there it is. 2296 01:39:39,960 --> 01:39:42,795 That's the answer to it. 2297 01:39:42,795 --> 01:39:45,294 We'll get to govermentality, and we'll get to the two others 2298 01:39:45,294 --> 01:39:45,835 on the board. 2299 01:39:45,835 --> 01:39:50,068 Any other thing that you would like to be addressed? 2300 01:39:50,068 --> 01:39:52,548 [INAUDIBLE] to worry about. 2301 01:39:57,504 --> 01:39:58,004 Sweet. 2302 01:39:58,004 --> 01:40:00,045 Then let's talk about governmentality very quick, 2303 01:40:00,045 --> 01:40:03,058 and then about what is learning from games or gamification? 2304 01:40:03,058 --> 01:40:07,430 So can we do this interestingly or responsibly, 2305 01:40:07,430 --> 01:40:09,600 and can I have some of it? 2306 01:40:09,600 --> 01:40:12,475 So governmentality-- just a show of hands. 2307 01:40:12,475 --> 01:40:16,126 Who knows the term governmentality? 2308 01:40:16,126 --> 01:40:17,620 Yeah. 2309 01:40:17,620 --> 01:40:19,631 It's this ugly [INAUDIBLE] created 2310 01:40:19,631 --> 01:40:21,880 by Michel Foucault, which was the bald, gay Frenchman. 2311 01:40:27,260 --> 01:40:28,319 It was correct, right? 2312 01:40:28,319 --> 01:40:29,360 Anything incorrect here-- 2313 01:40:29,360 --> 01:40:31,026 GABRIELLE TREPANIER-JOBIN: It's correct. 2314 01:40:32,282 --> 01:40:33,990 SEBASTIAN DETERDING: I can only say that, 2315 01:40:33,990 --> 01:40:35,475 because I wrote my master's thesis 2316 01:40:35,475 --> 01:40:37,100 chugging through old books of Foucault, 2317 01:40:37,100 --> 01:40:42,800 so I feel I've earned saying that. 2318 01:40:42,800 --> 01:40:44,725 Governmentality is basically-- there 2319 01:40:44,725 --> 01:40:47,200 are lots of dimensions of how it's basically been played. 2320 01:40:47,200 --> 01:40:50,740 But one part of that is to say modern liberal nation 2321 01:40:50,740 --> 01:40:56,390 states, in specific, do not rule by punishment. 2322 01:40:56,390 --> 01:41:00,060 They do not rule by if you do x wrong, I'm going to whack you. 2323 01:41:00,060 --> 01:41:03,660 Or if you do x well, I'm going to give you something. 2324 01:41:03,660 --> 01:41:06,570 They rule by putting people into the mindset 2325 01:41:06,570 --> 01:41:08,649 that they individually regulate themselves 2326 01:41:08,649 --> 01:41:09,565 and that they believe. 2327 01:41:09,565 --> 01:41:11,626 It's in their own best interest to regulate their own behavior 2328 01:41:11,626 --> 01:41:13,075 that they internalize it. 2329 01:41:13,075 --> 01:41:14,699 It's a Freudian argument. 2330 01:41:14,699 --> 01:41:16,490 It's not my parents telling me stuff to do. 2331 01:41:16,490 --> 01:41:20,310 I have my inner parents telling me that I'm horrible. 2332 01:41:20,310 --> 01:41:22,470 So in the same way, the state operates 2333 01:41:22,470 --> 01:41:24,760 by getting you to internalize regulations 2334 01:41:24,760 --> 01:41:28,816 so that the state doesn't have to inefficiently whack you 2335 01:41:28,816 --> 01:41:29,586 the whole time. 2336 01:41:33,290 --> 01:41:35,610 How does governmentality connect to games? 2337 01:41:35,610 --> 01:41:38,150 Well, you can make the argument gamification is specific. 2338 01:41:38,150 --> 01:41:41,500 Well, we can make the argument, or I would make the argument 2339 01:41:41,500 --> 01:41:47,720 that a big part of how current Western nation states manage 2340 01:41:47,720 --> 01:41:50,210 to keep this governmentality is to tell us 2341 01:41:50,210 --> 01:41:51,570 in order to realize ourselves. 2342 01:41:51,570 --> 01:41:54,832 In order to be our best selves, in order to be all we can be, 2343 01:41:54,832 --> 01:41:55,790 we have to self-manage. 2344 01:41:55,790 --> 01:41:57,410 We have to self-optimize. 2345 01:41:57,410 --> 01:41:59,930 We have to be productive, productive productive, 2346 01:41:59,930 --> 01:42:02,157 and manage ourselves, and become ever more productive 2347 01:42:02,157 --> 01:42:03,011 throughout. 2348 01:42:03,011 --> 01:42:05,450 And then gamification will quantify itself. 2349 01:42:05,450 --> 01:42:07,630 All of these are basically tools society then 2350 01:42:07,630 --> 01:42:09,869 gives us or people give us to say, 2351 01:42:09,869 --> 01:42:12,160 these are ways in which you can manage yourself better, 2352 01:42:12,160 --> 01:42:13,618 and these are ways in which you can 2353 01:42:13,618 --> 01:42:16,545 monitor yourself better to make yourself evermore productive. 2354 01:42:16,545 --> 01:42:18,785 And that was supporting and reinforcing 2355 01:42:18,785 --> 01:42:21,120 the very societal system at which we're all 2356 01:42:21,120 --> 01:42:25,350 kept to be as productive as we can be-- that way, actually 2357 01:42:25,350 --> 01:42:28,585 regulating ourselves, instead of having other people have 2358 01:42:28,585 --> 01:42:29,834 to regulate some of that form. 2359 01:42:29,834 --> 01:42:32,032 And then you can ask yourself, is that actually a society 2360 01:42:32,032 --> 01:42:33,334 in which I want to live in? 2361 01:42:33,334 --> 01:42:35,290 Do I subscribe to that? 2362 01:42:35,290 --> 01:42:37,922 So that's my one minute stick on governmentality. 2363 01:42:41,030 --> 01:42:42,660 What is good learning from games, 2364 01:42:42,660 --> 01:42:44,880 or what is good gamification? 2365 01:42:44,880 --> 01:42:47,640 I tried in the Eudaimonic design article 2366 01:42:47,640 --> 01:42:52,300 to tease that outwards, [INAUDIBLE] on how to do this 2367 01:42:52,300 --> 01:42:55,270 well would look like, and there's another article 2368 01:42:55,270 --> 01:42:59,475 out the lens of intrinsic skill [INAUDIBLE] right now on SSRM, 2369 01:42:59,475 --> 01:43:01,270 and the proofs should fly around. 2370 01:43:01,270 --> 01:43:03,270 Somewhere we've reached the [INAUDIBLE] journal. 2371 01:43:03,270 --> 01:43:04,481 But there's another article you could 2372 01:43:04,481 --> 01:43:06,330 find online, the lens of intrinsic skill 2373 01:43:06,330 --> 01:43:10,140 [INAUDIBLE] where I describe an actual design method. 2374 01:43:10,140 --> 01:43:12,760 The basic things, I would say, is do not 2375 01:43:12,760 --> 01:43:14,090 put the cart before the voice. 2376 01:43:14,090 --> 01:43:15,625 That is if you're a good designer 2377 01:43:15,625 --> 01:43:18,070 you do not say, this is a solution space, gamification. 2378 01:43:18,070 --> 01:43:20,777 Now, where can I use it, but work the other way around. 2379 01:43:20,777 --> 01:43:22,485 Look at the problem and say, what problem 2380 01:43:22,485 --> 01:43:25,660 do I try to solve in the context? 2381 01:43:25,660 --> 01:43:28,830 So good, very practical example. 2382 01:43:28,830 --> 01:43:32,540 A friend of mine uses for Fitbit, 2383 01:43:32,540 --> 01:43:36,310 came in Rochester, Upstate New York. 2384 01:43:36,310 --> 01:43:39,160 She walked about 3,000 steps a day. 2385 01:43:39,160 --> 01:43:42,544 She's now on a Fulbright in Croatia in Dubrovnik, 2386 01:43:42,544 --> 01:43:43,210 and [INAUDIBLE]. 2387 01:43:46,765 --> 01:43:49,010 Is that a sudden boost of motivation? 2388 01:43:49,010 --> 01:43:50,820 Is that a sudden boost of willpower? 2389 01:43:50,820 --> 01:43:55,745 Is that because the Fitbit has a new feature or some new 2390 01:43:55,745 --> 01:43:57,830 achievements to unlock? 2391 01:43:57,830 --> 01:44:02,335 It's because if you try to get around in Dubrovnik with a car, 2392 01:44:02,335 --> 01:44:05,090 it's the most complicated and inefficient way 2393 01:44:05,090 --> 01:44:06,140 of getting around. 2394 01:44:06,140 --> 01:44:09,830 And the city is basically just one huge flight of stairs. 2395 01:44:09,830 --> 01:44:11,730 So there is no way for you to do anything 2396 01:44:11,730 --> 01:44:15,310 but walk through your whole day. 2397 01:44:15,310 --> 01:44:19,030 So if I look, Step Trackers has this solution 2398 01:44:19,030 --> 01:44:21,140 to people's lacking mobility. 2399 01:44:21,140 --> 01:44:24,305 I say well, it's not as if Americans are slackers 2400 01:44:24,305 --> 01:44:30,260 and Europeans are monsters of willpower. 2401 01:44:30,260 --> 01:44:32,820 It's just when I was back in Hamburg, getting around 2402 01:44:32,820 --> 01:44:36,420 in [INAUDIBLE] was the easiest, cheapest, most efficient 2403 01:44:36,420 --> 01:44:40,807 way to get form A to B, so I was biking all the time. 2404 01:44:40,807 --> 01:44:42,390 And it was completely self-sufficient, 2405 01:44:42,390 --> 01:44:43,900 because whenever I couldn't reach something with a bike, 2406 01:44:43,900 --> 01:44:46,445 I could reach it with a well built out public transportation 2407 01:44:46,445 --> 01:44:47,410 system. 2408 01:44:47,410 --> 01:44:49,910 And drivers, therefore, were expecting that there were bikes 2409 01:44:49,910 --> 01:44:52,750 all the time. 2410 01:44:52,750 --> 01:44:55,670 Here, especially in Rochester, which is a car city-- other way 2411 01:44:55,670 --> 01:44:56,980 around. 2412 01:44:56,980 --> 01:44:59,470 I couldn't bike, even if I wanted to. 2413 01:44:59,470 --> 01:45:01,910 The city architecture works against me. 2414 01:45:01,910 --> 01:45:04,320 Drivers not being used to that works against me. 2415 01:45:04,320 --> 01:45:06,130 Wrong roads works against me. 2416 01:45:06,130 --> 01:45:07,720 So suddenly, I need all willpower 2417 01:45:07,720 --> 01:45:10,980 to put myself against the friction of the environment 2418 01:45:10,980 --> 01:45:13,345 to bike against all odds. 2419 01:45:13,345 --> 01:45:14,970 So don't put the cart before the horse. 2420 01:45:14,970 --> 01:45:16,496 Look at the problem and say oh, we actually 2421 01:45:16,496 --> 01:45:17,579 have to change the zoning. 2422 01:45:17,579 --> 01:45:19,100 If we introduce mixed zoning, people 2423 01:45:19,100 --> 01:45:21,930 will walk, because there's an easier way between supermarket 2424 01:45:21,930 --> 01:45:25,790 and home, and you will just walk the small ways [INAUDIBLE]. 2425 01:45:25,790 --> 01:45:28,487 So that's the first part. 2426 01:45:28,487 --> 01:45:30,570 And then the second part is part of your analysis. 2427 01:45:30,570 --> 01:45:32,446 So say to yourself, is motivation the issue? 2428 01:45:32,446 --> 01:45:35,280 What games do well is indeed, motivate in certain ways. 2429 01:45:35,280 --> 01:45:37,780 That are things that are fun and enjoyable to a lot of kids. 2430 01:45:37,780 --> 01:45:39,905 And look at the issue and say, is motivation really 2431 01:45:39,905 --> 01:45:44,390 what is lacking here, motivation due to a lack of structure, 2432 01:45:44,390 --> 01:45:46,755 due to a lack of frequent feedback, 2433 01:45:46,755 --> 01:45:49,595 due to a lack of clearly explicated goals, 2434 01:45:49,595 --> 01:45:52,280 due to a lack of interestingly varied challenge? 2435 01:45:52,280 --> 01:45:54,090 And again, all of these are the components 2436 01:45:54,090 --> 01:45:56,296 by which games actually create fun, 2437 01:45:56,296 --> 01:45:57,670 engaging experience of competence 2438 01:45:57,670 --> 01:46:00,800 being absorbed in the activity. 2439 01:46:00,800 --> 01:46:03,150 If that's the case, great. 2440 01:46:03,150 --> 01:46:04,580 Take structures from games. 2441 01:46:04,580 --> 01:46:05,700 Take those structures. 2442 01:46:05,700 --> 01:46:07,550 Have better articulated goals. 2443 01:46:07,550 --> 01:46:08,747 Have more frequent feedback. 2444 01:46:08,747 --> 01:46:10,330 Vary the challenge in interesting ways 2445 01:46:10,330 --> 01:46:13,580 so I don't do the same old thing over, and over, and over again. 2446 01:46:13,580 --> 01:46:16,190 If that's not the issue, why should you even try games? 2447 01:46:16,190 --> 01:46:18,540 Again, using the wrong tool. 2448 01:46:18,540 --> 01:46:22,800 Like 80% of problems where I get flown in, 2449 01:46:22,800 --> 01:46:25,485 I look at whatever software thinking they built and say, 2450 01:46:25,485 --> 01:46:26,610 you have a usability issue. 2451 01:46:26,610 --> 01:46:29,230 You don't have an engagement issue. 2452 01:46:29,230 --> 01:46:32,000 First people have to figure out where even to click before you 2453 01:46:32,000 --> 01:46:33,927 have to motivate them to click, and that's 2454 01:46:33,927 --> 01:46:35,260 hard, and [INAUDIBLE] interface. 2455 01:46:35,260 --> 01:46:36,500 Let's fix that first. 2456 01:46:40,870 --> 01:46:43,445 So that's the short answer. 2457 01:46:43,445 --> 01:46:46,254 And the long answer then, look into that article, 2458 01:46:46,254 --> 01:46:50,006 and I go into great lengths to [INAUDIBLE] one, what is it 2459 01:46:50,006 --> 01:46:53,590 we can assure in games? 2460 01:46:53,590 --> 01:46:56,160 Any final questions? 2461 01:47:00,265 --> 01:47:02,140 GABRIELLE TREPANIER-JOBIN: Thank you so much. 2462 01:47:02,140 --> 01:47:03,431 SEBASTIAN DETERDING: Thank you. 2463 01:47:03,431 --> 01:47:04,390 [APPLAUSE]