There’s a certain logic to this, or maybe it’s just a reminder, one of those “everything I needed to know I learned in Kindergarten” kind of things: games are fun, life is boring, if only life was more like a game.
And there’s a logic to it. And it’s what Edward Castranova pointed out, first in his groundbreaking work Synthetic Worlds, and then in his extended job application “Exodus to the Virtual World”. In the first book, he argued that games are fun in a way that has VALUE, showing us that the economic activity in virtual worlds proved that they weren’t just time killers and diversions, but places where you could ascribe dollar figures.
In his second book, Castranova took the next step, saying that the number of people spending time in virtual worlds was increasing, it was doing so because the real world is so dull and meaningless and then argued that either we let the exodus happen or we try to make real life more, well, virtual. At one point, he even proposed that having your driver’s license renewed should be like a quest in Warcraft or something - not like it isn’t already, in fact it’s the ultimate Boss I figure and there’s no magic sword that can slay that beast.
See, the idea is good. Why CAN’T life be more fun, have more game elements? The Institute of the Future thinks so, and are starting up a massive multiplayer game to project the future. (I guess that’s what they do after all). And partly as set-up to Superstruct, Jane McGonigal gives us this presentation:
So, here’s the thing: I like games. Not like - love games. I made games as a kid - complicated things with lots of cards and byzantine rules. And sure, I played Solitaire at work even once or twice and sat in on some brainstorming games at corporate retreats or whatever.
So I love games, and I think they’re far more effective in training and education than many other modalities of learning. But Castranova and others take it a step further, using game mechanics as the underpinning for future models of POLICY, and there’s something I find vaguely threatening about that. Castranova uses the idea of leveling, for example, and quests, as a proposed mechanic for how governments and companies are run (set up, of course, with the wise assistance of professors of this sort of thing).
Now - I don’t have some sort of idea that the way companies are generally set up NOW is all that effective - we’re in a transformative time, and I think that the nature of work and the corporation and perhaps governments are changing. But what I’ve learned in virtual worlds isn’t just that they’re fun, as McGonigal points out - but also that they’re emotional. It’s a simplified metaphor, but I see in virtual worlds the potential rise of the feminine corporation, not because the mechanics of playing games facilitates a sort of programmed path with rewards and obstacles and guilds or whatever, but because in the complex interplay of imaginative space and our personal explorations of identity, there’s a feeling, a magic, and a sense of collaborative serendipity that arises.
I’m all for games. But I’m cautious about the manipulation of game mechanics in order to DRIVE emotion (outside of game SPACE, I mean in work space), or on the idea that we can code productivity. Either we’ll become pavlovian, or games will stop being fun.
Great post, seems like we will be seeing more and more of these ARG type of activities/experiences as the technological advancement will catch up all over the world.
Interesting to see what projects are there that successfully create such an experience and tie it maybe to their working habits …
Dusan, I can’t believe you are recycling this over-used PPT of Jane’s — it’s ghastly. As if there aren’t horrible wars in Sudan, Iraq, Afghanistan — oh, and lots of nasty things in reality, as if it’s all about California Happiness.
This was all debated awhile ago, here:
http://www.raphkoster.com/tag/jane-mcgonigal/
Meanwhile your friend Jane was busy cooperating with the government of China to make an ARG around the Olympics. Sigh.
It’s crude and disgusting and atavistic, this idea that you can “make reality like a game”. Only goofy self-indulged people in a terribly affluent setting like Silicon Valley could come up with this stuff.
Uh, did Ted’s big exodus take place yet? And have you REALLY read his second book? The parts where he tells you that what happiness engineers need to do is to tape deep into the instinctual nervous system of the human being deliberately, and manipulate it? The way thrilling war games manipulate it? Ugh.
I suppose I didn’t sound sufficiently snarky so was unclear about my opinion. In any case, yes, I did read Castranova’s book and blogged about it at length:
http://dusanwriter.com/?p=229