Brian, 

I don't know of any research or literature that would support
universal applicability of a goal-reward incentive model. It'll work
for some people: people motivated by the successful pursuit of goals.
If you choose to follow research around narrowly-defined and
quantitative goals, with rewards delivered for leveling, collecting,
within pre-defined time periods and so on, you'll engage people who
find that kind of interaction compelling. Nothing more nor less. 

I think of incentive models as self-selecting. Yes, some or many of
us "respond" to goal and reward structures. But why? For some of us
it may be the challenge, for others, the game flow, for some of us, a
compulsion, and for yet others, competitiveness (against the game,
our best scores, others). But aside from these vastly over-simplified
examples, there are other motivations: personal, social, rivalrous,
competitive, collaborative, authoritarian, subversive, curious... 

Name a social interaction and you'll find a social motive. Whether
it can be structured into game flow or interaction models is another
matter, and needs to account for the ways in which the medium
transforms the interaction: by discontinuous play, by linear or
non-linear sequencing, by coupled or dependent events and actions, by
what is shown/hidden, and so on. 

I noticed with Spymaster that while some folks played the game,
others played each other. Some players were seemingly addicted to
leveling -- and the things that go with that style of "beat the
game" play: accumulating and owning, always in increasing
quantities. One might ask: which is more motivating: the increase in
quantity or the absolute quantity? Relative quantity -- eg against
oneself or the game or other players? There's no telling, for some
players probably find the idea of a quantity (score) compelling while
others simply like to score. Motivations by idea or conceptual
abstraction vs doing the activity itself would be thus different.

There were Spymaster players who used twitter DMs to gather a group
assassination (my friends and I used skype). There were some who used
twitter search results to see who was leveling (leveling can be set to
send notifications) and then hit them based on what they probably
would have purchased on a new level. That's smart game play that
combines game knowledge with social skill: second guessing the other
player's likely moves and then using search to take advantage of
unintended consequences of having notification set to blast friends w
your every move. (At another level this style of game play also
provides the advanced game player the distinct pleasure of
blind-siding a newbie -- especially one who's dumb enough to
advertise his or her successes and scores  ;-) ). 

There were some players who set up spy rings and used the game's
social stratification (social games create social strata) to recruit,
execute basic command and control, order assassinations, share funds,
and engage in espionage. In fact one of the more interesting side
effects of Spymaster's integration with twitter was the commonplace
of "whose freaking side are you on anyway, bastid!" tweets. A
declaration of loyalty to a spyring was no guarantee that the player
would cease and desist assassination attempts. So the game took on
attributes of real espionage, played out in public as well as in
backchannel talk. I in fact received an offer of cooperation from my
spyring's main opposition -- we agreed to fight publicly but had the
backchannel there if needed. 

I've only scratched the surface of how social gaming might utilize
interaction models, if codifiable in ways that can be structured in
resource, position, power, authority, routine, or temporal forms
(durations, episodes, turns, sequences, etc). It's all in how you
couple the action with the psychology of social interactions and
communication. Since all online activity fundamentally decouples
actions from the proximity and immediacy of their consequences, you
can work with that. I could imagine a successful game that used no
clear goal setting, had an inverted reward structure, and an instable
and ever-changing set of rules. If there were one, we'd all be here
talking about how rule violation, disequilibrium, and chaos theory
can be used for successful game design. 

Design and build social with consistency, so that users get what's
going on -- but allow yourself to depart from conventional game
features if you're doing social. Social rules don't need to have
content. They structure social relations -- that's what many people
respond to and find the most interesting. The transformative,
subversive, preventive, ambiguous, open, closed (etc) effect that
rules have on relations is what creates the social fiction (and
reality) that makes a social game compelling. I get a beer mug on
Facebook from a girl -- why? who else got one? do i have to pass it
along? or choose a flowerpot for my friend? do i make it public? put
it on their wall? add a note? who will see that? will people think
we're flirting? 

When it comes to social we bring a limitless understanding and
seemingly insatiable curiosity to experiences that shift or change
our normal, everyday, and ordinary social realities. I'd recommend
working with that -- goals and rewards, not so much . 

;-)

adrian chan





. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Posted from the new ixda.org
http://www.ixda.org/discuss?post=44855


________________________________________________________________
Welcome to the Interaction Design Association (IxDA)!
To post to this list ....... [email protected]
Unsubscribe ................ http://www.ixda.org/unsubscribe
List Guidelines ............ http://www.ixda.org/guidelines
List Help .................. http://www.ixda.org/help

Reply via email to