From Motivate. Play.
Pop quiz: For each of the following descriptions, can you name a person (fictional or real, living or dead) who meets the criteria? You have 30 seconds: go!
Regardless of your performance (some possible answers are here), new research suggests that thinking about stereotypical and nonstereotypical trait pairings increases social identity complexity, a psychological construct linked to â€śtolerance of outgroup members.â€ť In other words, the more often we are reminded that not all computer scientists are male, that an insurance underwriter can also be a legendary game designer, and that artists can also be tennis players, the more we internalize the degree to which people belong to multiple, nonconvergent social groups, and the closer we feel to those who are members of social groups that differ from our own.
The people who participated in this research study werenâ€™t bombarded with long lists of word pairs appearing on a computer screen, the preferred method for many studies of implicit bias. They played a game. Specifically, they played buffalo, a party game developed by Mary Flanaganâ€™s Tiltfactor Laboratory. Flanagan is knee-deep in studies investigating the ways in which games can influence stereotypes and biases, and her data-rich GLS keynote highlighted several surprising findings:
The big takeaway here for game designers is that everything from your mechanics, to your visual cues, to the ways you introduce our games can affect your players in subtle and not-so-subtle ways. They even have the potential to affect the way your players see the world.
To quote Jesse Schell, â€śHow games change us is not a trivial question, for the answer to it is transforming society as we speak â€” either for the better, or for the worseâ€¦ To live up to your obligations as a game designer, ask yourself this question: Does my game help people? How?â€ť While there is a temptation to view games as a neutral artifacts, any designer whose games influence the way people think and behave out-of-game has a responsibility to think long and hard about this question. Perhaps the biggest lesson that psychology has for game designers is that we are all in the behavior-change business, whether we like it or not.