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Schell games are games of resultant moral luck. When one responds to game-based incentives like points and rewards, good things might happen: better hygiene, or a cleaner environment, or a greater connection to one's family. But these results cannot be judged to have the same moral responsibility as choices made given factors under greater player control.
Consider a Facebook game like Farmville by Zynga. In the game, players can recruit friends to found neighboring farms. Indeed, playing well almost requires it. Visiting and helping on these farms yields money and experience points, but with enough neighbors, players earn the ability to expand their own farms.
You can run the moral luck test above on Farmville, replacing drivers with players, and vehicular manslaughter with friendship. Is a player of Farmville developing and invigorating friendships through play, or is the player exploiting those friendships for positive gain?
There's no simple answer, of course, but moral luck makes it difficult to judge this so-called social play with a moral compass, as an expression of the virtue of fidelity or affection when that affection may or may not have arisen from play. What is internal to the game and what is external? The answer is murky.
Process at Risk
There's one final problem with schell games, and that's this: games are not primarily comprised of incentives and rewards in the first place, not even the more unusual ones Schell presents in his talk. The heart of games is not points, but process. Games have the capacity to persuade us because they can depict perspectives on how things work, and they can give us insights into the complex and often ambiguous connections between them.
At their purest, schell games want to strip process from games, putting simplistic incentives its place.
In this respect, the most ironic example Schell presented in his talk at DICE is that of the Ford Fusion dashboard. The growing plant in the dash holds promise not because it offers an incentive to drive in a fuel-efficient manner, but because it reveals the combinations of mechanical, electrical, and combustive processes that lead to fuel-efficient driving.

The Fusion driver does not jump with Pavlovian delight upon seeing a lively fern, but noodles with intrigue over the combinations of traffic patterns, driving, techniques, topology that lead to different results. She might ask questions like "Why does driving a certain way have an impact on fuel consumption," and "How are neighborhoods and cities designed to encourage and discourage such driving?"
She might wonder how the automobile and urban planning codeveloped over time, and as a less fuel-efficient vehicle honks angrily from behind, she might consider the legislative, social, and cultural processes would need to change in order to bring about a different cultural attitude toward fuel consumption.
Instead of revealing the processes that define values, schell games tend to hide them away, compacted into the ideologies of corporations and governments. In that regard, if Jesse Schell is right and such games are on the horizon, we ought to bear in mind a warning. When we ask the question what is worth doing through games, we'd better hope the operator is not a shill.
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If the simple novelty of some of the games proposed in Schell's talk wears off, and we begin to look for 'the next thing', as we often do as a culture; the original point being debated would become moot. I was certainly imagining the backlash from cool teenagers while I listened to the talk. ("My parents are slaves to the game. I'm going to ditch my rewards account.") For me, the only reasonably reliable prediction we can make about cultural behavior is this: if we like it at the time, we'll keep it and if we don't we won't.
I have enjoyed following this high-minded discussion about the power and future of games, I just wish it was more grounded, even if that means it becomes less provocative.
For a fairly definitive counterposition on rewards enhancing behavior, take a look at the 1973 experiment Jesper Juul recently discussed (http://www.jesperjuul.net/ludologist/?p=925), which shows that external rewards can be demotivating.
I agree this is mushy stuff.
While I have not read the text of the study Juul discusses, I have a feeling the experiment may actually prove the diminishing returns of static (or consistent) rewarding behavior; something I hint at in my previous comment. I am not a psychologist, but I am a parent. If my daughter receives the same reward, praise or attention in the same way, it almost immediately begins to have a different effect. One thing I do know about psychology: it is not math; it is not absolute.
In the games industry, the new flavor of the month enjoys a novelty boost, in sales and in general interest. It's pretty easy for us to see how games can have this reward influence Schell suggests, but I think this is primarily due to the current climate of turnover of the latest hot game. When we talk about a longer-term, pervasive, comprehensive and consistent social rewards game, I can't help but wonder the cultural lifespan of such a mechanism.
At any rate, just ignore me if the subject is sparking discussion. I will listen regardless, who am I kidding?
As for the new flavor of the month, you're right that there's always some new trend. But perhaps the one point I really agree with in Schell's talk is that so-called social games took people by surprise. I think that's generally true, so it would do us well to think and look further out than the next quarter.
@Carlo, Even something like that has its flaws because kids are good at finding the exceptions and loopholes in systems -- maybe better than adults in some ways.
It's this quote: "When people act because incentives compel them toward particular choices, they cannot be said to be making choices at all." Perhaps I misunderstand, but what of choosing between competing incentives? What if you have 2 minutes, and you only move fast enough to Brush or Floss? Do you measure the rewards? Do you analyze the health benefits? Do you find a way to make more time in your morning?
This is not at all an empty, barren realm Mr. Schell is describing. Rather, it could be a way to help visualize, prioritize, and track progress on things humans simply don't manage well: long term stuff like health, finances, habits, etc.
I don't know why anything would change when you start calling them achievements and points. I'll remind everyone that most hardcore gamers don't FINISH all of the games they start, let alone come anywhere near getting all of the achievements.
What I think would happen in Schell's future is that people would be become so accustomed to getting points that they would devalue them, except for the small subset of points that actually matter to them. Identity would be in part defined by which points systems you choose to pursue. And I will put money down that the tooth brushing progress meter will not be high on the value chain of most 8-year-olds.
Bogost and commentors have basically suggested two questions: 1) Is simply showing stats morally superior to stats + good/bad judgment? 2) and which version is more effective at changing behavior? To this, I would suggest that the government has no problem saying to hell with "morality." It provides tax breaks and incentives for companies to act "morally" to reduce green house gases. It imprisons and punishes those who transgress. Morality is good, but incentives work better.
I would suggest some other ideas: What if these raw statistics were simply made public, without any external judge? Would people say, "Yikes! I'm using twice as much energy as my neighbor! Maybe I should change my behavior so I don't look bad." Is that morality or external judgment and can the two really be separated? (Or imagine a forced gamertag, visible to all which says, "Little Sister Killer." Would that change people's gaming behavior?)
Finally, Schell fails to acknowledge a simple psychological truth: Providing too abundant a reward schedule leads to fast extinction of desired behavior. To be realistic, Schell's proposal needs a more variable reinforcement schedule. You can't get points every time your brush your teeth -- you can only get them some of the time.
I can totally see I-Robot style situations where a person who has become accustomed to earning points, for example, abuses the system because they just want the points. At what point does a parent tie down their children and brush their teeth for them to earn some more points and is this parental abuse?
No one said that education is easy. As a parent, and this same argument applies more generally, you have to concede that the best you can do is educate and encourage and if the child (or member of society per se) does not want to do the behaviour you wish, then you have to let it be (or alternatively give the punishment if applicable/let the consequences occur (eg your child is the stinky child)). To do otherwise is removing the humanity from that person.
You can probably tell I'm more on the radical end of the political spectrum then most but these are just my 2 cents on the topic.
That's a good one, isn't it? :) I'm making a distinction between the outcome and the choice.
@Nick
Yeah, that's part of the argument in the research Jesper posted (linked above). But it's a different argument than the one I'm making here, which is not about efficacy.
About statistics: making data visible doesn't necessarily imply any sort of incentive structure whatsoever. Information can provide evidence that motivates decision. But philosophically, we must still distinguish between a society that behaves a particular way because it believes such behavior to be virtuous, and one that calls itself virtuous because it appears to behave in a particular way.
Imagine that it's election season. The DNC and the GOP are both incentivizing volunteer work (working at call centers, door to door canvassing, etc. Let's ignore that this is probably against a rule I'm unfamiliar with and if it hangs you up that much, tell me and I'll try to come up with an alternative example, but I think that this is the most persuasive.) It strikes me that what you're saying is that people will volunteer for whichever pays more points. They won't be volunteering due to their political beliefs, but because they want a higher score.
I can't speak for everyone, but the promise of a bigger payout wouldn't make me volunteer for the other side. In a world where everything is scored, I suspect personal preference will still come into play. In fact, that a person has chosen to gain points by volunteering - instead of watching tv, going to the gym, or playing flash games - already says something about their proclivities.
Ian, I understand your trepidation here, and I do think that Juul's argument is compelling. But I'm curious if it holds up inside of a system change. I've always played video games, and I don't /think/ that I play them worse now that I'm awarded trophies or achievement points. But maybe that's because I'm not a child. And even as a child, I think that I responded very well to some incentive programs (the Book It! reading program specifically sticks out in my mind.)
I think that's my driving force here - why are we saying that the future will be just incentivized activity or must be the opposite of that. The factors at play already suggest that we'll see some of real life "Lockerz"ized. Perhaps the lesson here isn't that we have to throw away the schell game all together, only do our best to limit its pervasiveness.
(I also have some bizarre determinist notions that make me think that even without explicit point schemes, every action we do is incentivized by innumerable factors, and that's why we do them. But that's neither here nor there.)
Let’s take brushing one’s teeth as an example. Who gets to say that brushing your teeth in the morning is worth 5 points in Game A? Presumably it’s not you, or you could pay yourself anything you wanted. So you must be playing someone else’s game... but whose?
Is it your family’s game? Does Mom get to decide whether to incent toothbrushing? What happens to parents or to people who don’t have an immediate family to whom toothbrushing data can be sent -- are they not permitted to play the game?
Is it business’s game? Should the toothbrush or toothpaste manufacturer get to set the rules of the game? What if different companies create different games -- what’s to stop players (i.e., people who brush their teeth) from shopping around to see whose game gives the most points?
Is it your government’s game? Do you want to pay for the bureaucratic organization that will need to hire civil servants whose only function is to monitor your toothbrushing data, and to establish panels that arbitrarily set how many points you receive for brushing your teeth? When they can collect toothbrushing data, how do you argue against them also collecting other data? Can you choose not to play their game?
In other words -- and as has always been the case -- the real question is what amount of choice we will have when our real life actions are rewarded with XP and achievements.
Will we have a choice in whose games we play?
And will we be able to choose not to play at all?
Beautiful final section. Great article Ian.
- Yes, games are a process. In the case of games involving people, we can create reproducible processes that have experimentally validated outcomes. This is not new. Governments, religions and social organizations have been doing very similar things for many thousands of years.
- Electronic games automate traditionally human processes in ways that are scalable, maintainable and constantly validated. This is new, at least in the degree to which they add efficiency.
- Electronic systems also provide feedback on a much finer granularity than is typically cost effective in other rule-based social systems. This allows games to reach in portions of our life that have not historically seen enforceable governance.
- Philosophical and ethical arguments will at some point need to face the pragmatic reality that these systems do work. A measurable percentage of players will behave as desired by the designers of the systems. This has clear economic value. It has the potential for generating social value as well. And like a shell game, it can be used for ill. Games that reach into our everyday lives are a tool, not something inherently blessed or damned.
As for the article, the following thoughts came to mind:
- For many games, the player never judges if the final outcome is useful. Instead they judge if the immediate next choices are worth spending energy on. Players wear blinders. Only the operator sees system as a whole. In this sense, the operator with their access to the behavioral records of thousands of players, is always behaving in a highly manipulative manner. It is what we do...all good game designers play a rigged shell game with their customers. Otherwise, we cannot effectively train players to slowly gain the skills they need to comply appropriately with our end goals.
- It is a common mistake that points are seen as meaningless baubles that reward players to earn more points. Our players are not that gullible, at least not on a subconscious level. Points, in a well designed game, are merely a currency that players exchange for something that matters, be it status, the love of your mother, etc. To say that game that use points to motivate players in the real world will be shallow is merely claiming they are badly designed games. However, being able to point out one badly designed game does not eliminate the possibility that you can make well designed real-world games that are effective, well balanced and appropriately use both intrinsic and extrinsic motivation.
take care,
Danc.
In the moral luck example I think it is important in whose favor you interprete probability. From the point-of-view of the old woman, was it just bad luck to cross the street at that time and place? Should she not expect that drivers will watch the street rather than searching for the radio button or receiving a phone call? Resultant moral luck sounds a bit like "We can be ignorant of others, and if we are lucky noone dies." In my opinion it looks like it cancels out the notion of responsibility while it attempts to fight a narrow-minded conception of morality.
To continue with the Farmville example: Is it OK when I exploit friendship for positive gain in a game? Well, it looks OK, because if I choose to play a game and if this kind of relationship is part of the game contract, why not? But what when it is the game designer who deliberately uses invitation and cooperation mechanisms to exploit "my" network of friends to broaden "his" customer base and sell us alltogether to marketing and advertising companies? Can or should we draw a distinction between the ethics of the game itself and the ethics of the business model that sets certain design goals?
And what if other game designers think that herein lies an opportunity to make a profit and wonder whether it might be a good idea that we get points for brushing teeth? And for washing our hands? Or getting points deduced if we have sex before marriage? Will it be bad moral luck when a truck full of moral games hits me because its drivers are distracted since they're receiving calls from venture capital providers? ;)
Luck had absolutely nothing to do with either case. Don't think it does and start mucking with radio dials when you should be FOCUSED ON THE ROAD, buddy. Of all laws, coming to a stop at a red light is the easiest to recognize as a good one.
Otherwise, interesting article!