- Gebundene Ausgabe: 224 Seiten
- Verlag: Free Press (8. März 2011)
- Sprache: Englisch
- ISBN-10: 1451611056
- ISBN-13: 978-1451611052
- Größe und/oder Gewicht: 14 x 2,3 x 21,4 cm
- Durchschnittliche Kundenbewertung: 1 Kundenrezension
- Amazon Bestseller-Rang: Nr. 53.965 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
Game Frame: Using Games as a Strategy for Success (Englisch) Gebundene Ausgabe – 8. März 2011
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“Thoughtful insight for individual gamers and their managers.” —Booklist
“Essential reading for anybody tasked with reaching or inspiring today's 'continuous partial attention' generation."
—Ricky Van Veen, co-founder, CollegeHumor
“Leave it to Aaron Dignan to make the unique and compelling case for how digital gaming strategies can be applied to corporate performance. Aaron is at his best when he simplifies complexity and makes it actionable, which is what he’s done in Game Frame, making the strategies of gaming immensely approachable—if not mandatory—to growing a business. Game Frame is a must-read for marketers and enthusiasts of behavioral science.”
—Beth Comstock, CMO, GE
"Aaron is always insightful, challenging and fun. This book distills all these qualities perfectly. It's Aaron in a bottle. I loved it."
—MT Carney, President of Marketing, Walt Disney Studios
"It seems like everybody's talking about applying game mechanics to the real world. But most of those applications are trivial, doing justice to neither game nor world. In Game Frame, Aaron Dignan goes beyond pointsification, offering a new design theory for using games in places you'd least expect."
—Ian Bogost, Ph.D., author of Persuasive Games and co-author of Newsgames
“Up Up, Down Down, Left, Right, Left, Right, B, A, Read, Win.”
—Josh Spear, publisher, JoshSpear.com
“As videogames expand beyond the bedrooms of 14 year old boys to become a legitimized form of mass-market entertainment, this book brilliantly explores what to expect, and why this is a good thing, for everybody. A great insight into the future of engagement.”
—Brad Jakeman, EVP/CMO, Activision Publishing
“Aaron has done a great job of showing how game mechanics can help us win in other areas, especially negotiation and deal making.”
—Rob Segal, CEO, Virgin Gaming
"Game Frame is an excellent crash course on how to add game mechanics to improve nearly any experience."
—Jesse Schell, author of The Art of Game Design
Leseprobe. Abdruck erfolgt mit freundlicher Genehmigung der Rechteinhaber. Alle Rechte vorbehalten.
We’re bored. Not all of us, and certainly not all the time, but it does happen a lot. Look into the eyes of the person behind the checkout counter the next time you buy something. Note the expression on the face of an employee in accounts payable who has held that same job for ten years. Observe a classroom of students during a middle school world studies class. Boredom is everywhere, and it’s a by-product of poorly structured systems.
In so many communities and organizations, the lack of interesting and challenging opportunities is apparent. Teenagers with excess free time and hungry minds are forced to choose from a scant menu of options, often resorting to mindless forms of entertainment to pass the time. Adults in the workplace aren’t much better off, but the demands of work and family life keep us busy enough to be complacent with the status quo.
Whether the fault lies with the systems that surround us or the way we’re approaching them, boredom isn’t the only thing holding us back. It’s part of a larger trend of issues preventing us from realizing our potential. Some of us suffer from a lack of motivation. Others have problems with follow-through—eagerly starting new projects with verve only to lose steam over time. Still others feel helpless even to try, discouraged by the apparent difficulty of what lies ahead.
These feelings are all common among people who have become disenchanted with “the system,” whether that system is their company, their school, or even their personal life. Examining these issues and how they relate to each other, I’ve grouped them into two distinct symptoms: lack of volition and lack of faculty. By understanding how they inhibit us, we can attack them head on. Let’s take a closer look.
Lack of Volition. Volition is the will to do something; the motivation and internal drive to see it through. Any kind of proactive or ambitious behavior is evidence of strong volition. People who lack volition feel lost, bored, or disconnected from the task at hand. They can’t see why an activity or behavior is worthwhile. A lack of volition is defined by disinterest, low involvement, and arrested development. An individual lacking volition says, “I’m not going to do that. Why would I? What’s in it for me?”
Lack of Faculty. Faculty is the belief that we have the skills and tools to handle the challenges we’re facing; that we know how to begin and have the confidence to pursue our goals. People who lack faculty in a particular situation may feel that it’s too hard, or that it’s unclear what they need to do to succeed. A lack of faculty is defined by anxiety, submission, and ultimately, despair. An individual lacking faculty says, “I can’t do this. I’m not prepared. I don’t know how.”
We can’t bribe our way out of these issues. But that’s exactly what we try to do. Faced with an unmotivated employee or student, our first instinct is to dangle a carrot (an incentive). If that doesn’t work, we threaten him. In either case, we’re missing the point. Tackling a lack of volition or faculty with blunt instruments like rewards and punishments simply ignores the fact that the activities and experiences causing these symptoms aren’t any fun.
The Proof Is in the Pudding
Fortunately for us, one medium is designed to address these issues systemically: games. They do this through a structured and challenging system that makes the process of learning rewarding, enables deep engagement, provides a sense of autonomy, and asks us to be heroes in our own stories.
Games, in contrast to shallow rewards systems, are made up of activities that we genuinely like. They manage to pull us in and hold our attention almost effortlessly. This is no accident. Games are created with our enjoyment in mind. Josh Knowles, a software developer and designer, drives this point home on his website: “Games are engagement engines. To design a game is to take some thing—some basic enjoyable and/or satisfying interaction—and carefully apply rules to help players maximize the enjoyment and/or satisfaction they have with that interaction.”
The point is that playing games is satisfying in and of itself. If we aim to overcome the lack of volition and faculty that we’re facing, it follows that our experiences—be they at work, school, or at home—need to be enjoyable and satisfying in their own right. Layering a rewards system over an existing experience doesn’t make us like it any better, it just encourages us to tolerate it.
And yet, game-like rewards systems have become quite popular. From loyalty cards to points systems to badges for achievement, organizations are beginning to see the value of game mechanics applied to everything from software to staff meetings. But while simply pasting game mechanics—the ingredients that make games work—onto an existing system is great for short-term engagement, it will almost certainly lead to diminishing returns down the road. The core experience of an activity matters, and a veneer of gameplay isn’t going to change that.
If deeper engagement and performance are what we seek, we need to change our systems from the inside out. And in places where we can’t, we must pay close attention to the way we apply a game layer to our lives. Because using play to influence behavior is more complicated than we think.
Human beings are learning machines. Our brains are always hunting for patterns—exploring and experimenting—in order to increase our chance of survival. We learn in order to thrive, and it’s our main method of interaction with the world around us. So it’s not surprising that learning is often accompanied by enjoyment.
A game, at its core, is a kind of structured learning environment. In games, we learn two important things: new skills and new information. Game designers spend a lot of time thinking about skills in particular, because they are the basic framework of interaction with the game system itself. In the classic Nintendo game Super Mario Bros., learning how to run and jump are skills that are fundamental to completing the game. Much of our engagement comes from the trial and error learning process of running and jumping with abandon, slowly turning clumsiness into precision. Once you’ve acquired those skills, you’re able to move through subsequent levels far more freely. And of course, knowledge of each level—the location of every enemy and reward that lies in wait for you—is the other half of mastering the game.
That Learning Feeling
It’s hard to tell exactly when we’re learning. We have a sense that it’s happening, but it’s not a conscious process. We encounter something new, turn it over and over in our minds (or hands), and somehow, in the handling, it becomes our own. Mental connections are made, and we now possess something we didn’t before. Along the way, while we’re not aware of these connections being formed, we are aware of how we feel during this process. We feel riveted. We feel as if we’re “getting it.” We feel a sense of deep satisfaction.
To describe this process, game designer Raph Koster borrowed a wonderful term from the world of science fiction: grok. To grok something means to understand it so thoroughly that it becomes a part of you. Our brains love grokking new information, so we feel good when it happens. In fact, neuroscientists have shown that when we figure something out, our brains release a flood of chemicals known as opioids (nature’s “pleasure...
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With that said, I LOVE this book. It teaches how I can develop behavioral games that can affect my career, my life and my community.
I love how the chapters are called Levels which made me feel like I had to "work up" through the book.
The first seven levels (chapters) are well researched, giving the historical and cultural relevance of games and the importance of play in everyday life.
At first I was annoyed by some of the examples the author provided because they were apps, organizations or websites I am already aware of, if not fully engaged with. But then I realized that is the point. Game mechanics are becoming more and more intertwined in our lives.
Even this review has elements of gaming.
- I write it.
- You read it.
- You decide if it is helpful by clicking the YES or NO button below it.
- Enough people do that and I have a chance as showing up as a "most helpful review" for this book.
Amazon, in a mark of genius, has made writing reviews (a crucial part of selling books) fun AND competitive.
All the knowledge gained in levels 1 through 7 are applied in the last three chapters (levels) where you are given the building blocks to create your own games.
The biggest light bulb moment for me was that people don't necessarily play games to win.
Game Frame will not teach how to write the code for the next Call of Duty or Angry Birds but you will fully understand WHY games like those are popular. And how you can take the same dynamics with practice and apply them to your employees, kids, students, yourself or any place where you are trying to effect change.
Since reading this book have I set up parameters with a trainer at my gym and one of her other clients for a competition that regardless of who wins will improve both our workouts.
P.S. Google the author Aaron Dignan with the words 99 percent video. You will find his 30 minute presentation "How to Use Games to Excel at Life and Work". It was this video that me run not walk to buy this book.
2. Player Profile
9. Black Box
He then delves into a variety of specific building blocks, each with recommendations and examples, including:
4. Time Pressure
For less than $10 on Amazon, this book is well worth the price if you'd like to understand games or make any aspect of your life or those of coworkers and friends more interesting. I'm already using several of the principles I've learned and intend to use many more.
Foursquare is an example of a gaming system wrapped around the real world and it leads people to do things they wouldn't normally do. Given the average age of a gamer is now in the early 30's this is a great time in history to use games to make positive changes in the world. Aaron even addresses the issue of the negative effects of a future gaming world, where every company has a rewards system for us to play and how that could negatively affect our behavior.
Either way if you are interested in innovative thought and how gaming can be applied to our everyday lives, then you need to read this book! 5 Stars!
The first book consists of the first six chapters, annoyingly called Levels, and covers all the usual suspects you'd expect in an intro of this sort. We hear from flow and the hero's journey (1), the rise and business of video games (2), the meaning of play and fun (3), the heart of games and twelve good reasons why we love them (4), the future and technology of 'serious games' (5), and dystopian concerns with 'ubiquitous games' (6).
Throughout all this, Digman keeps it crisp and snappy. It's a business book, Jim, not a thesis! I appreciated his references to several relevant psychological effects (Wobegon, Flynn, overjustification) and other relevant studies. In fact, his grasp of psychology is one of Dignan's strengths, with interesting references to neuroplasticity (p. 21), Cognitive Evaluation Theory (p. 65), and the work of Michael Apter (p. 66 - British founder of 'Reversal Theory').
The second book consists of three chapters that contain a disproportionate wallop of Game Frame. In these, Digman provides an introduction of 'behavioural games', his phrase for any "real world activity modified by a system of skills-based play" (p. 81). He then offers his Game Frame Method of game design (8), followed by many examples of these game elements in action (9).
Behavioural games seem to cover a wide range of entities from ARGs to gamification projects. Chapter/Level Eight offers a ten-point framework and process for game design. More experienced minds than mine can judge its merit. As a rank amateur, I liked it, understood it, even 'grokked' it! It looked to me like Digman lifted off the lid on games and showed me their circuitry, parts and fittings included.
Chapter/Level Nine, however, is the strongest and most valuable part of Game Frame. Digman explains the elements of game design by providing a profile of each and alerting us to synonyms. Then, most importantly for me, he offers examples from the real world (major and minor cases), an explanation of why it works, along with a few basic instructions for applying them to or own designs. His cases include examples from serious games, sales techniques, reality shows, sporting event and soap operas. Yes please, Aaron, take me beyond mere video games!!
The final book is his final chapter, Level Ten, which is easily the weakest. Digman goes all preachy and philosophical about the power of games to save the environment. I object in principle to this trend to sneak in seriosity when we just got it kicked out. I wish these game evangelists would grasp the implication of their own method: seriousness (i.e. psychological puritanism) and play rise at inverse proportions.
And a word to the wise, Aaron: it wasn't Yoda who said, "With great power comes great responsibility" (p. 167). It was Peter Parker's uncle Ben. Use your spider-sense, you must.
Digman does interact with several well-known texts throughout his book, which is both a blessing and curse. A blessing because it assures a reader that he knows what he's talking about; a curse, because I wonder how much of it is original to him and how much is derivative. (I suspect what I called his Second Book is the only original part in Game Frame). He quotes from the right authors - Roger Callois, Steven Johnson, Katie Salen and Eric Zimmerman, Edward Castronova, Ian Bogost, etc - in all but one case. Nudge by Richard Thaler and Cass Sunstein is a heinous crime against logic and liberty (pp. 72-3). Please read my review of it to find out why.