Gamification: Press Button, Receive Bacon?

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All this talk of bacon reminds me of Star Conflict comms.
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Interesting read. And ofc there is potential in games to talk about psychology and behaviour. But Behaviorism is a dead theory. And we all should be thankful it is dead.
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What about Freud's Psychoanalysis? Maybe your playing Eve coz you were molestated as a child and just want a distraction from that thought.
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Nice article. You might consider contacting the author (Alan Cheville) of this article. http://gamesandimpact.org/wp-c... He was am NSF officer for several years and now teaches at Bucknell. He also has several you Tube vids wandering around on the subject. He is very approachable.
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Variable ratio for EVE mining: x in n asteroids are randomized to be 5x their normal size. XD(Well, say 3x in hisec, 4x in lowsec, and 5x in nullsec...)
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An excellent satire of the concept: http://en.wikipedia.org/wiki/C...
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As someone who actually studied psychology, I'm tempted to wonder why yet again the marketers decided to resuscitate behavioralism, instead of Astrology , Phrenology or one of the more glamorous pseudo-sciences. Behavioralism is bunkum, is filled with untestable claims, theories that run completely at odds with our knowledge of neurology, and describes human behavior very poorly. Best left on the 1950s vine where it died. Heck, for quack psychology, NLP and Evo-psych are at least entertaining enough, depite sharing behavioralisms attribute of being not-actually-science.
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Good Article!
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The reason is that it anecdotally makes sense, even if it's been discredited. So marketers (and sales people) naturally gravitate to it. But a lot of game designs still rely on this approach, as do a lot of current-day apps (e.g. Foursquare, a classic Fixed Ratio design if I've ever seen one). But as you suggest, those eventually must adapt to a more nuanced reality or fail.
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Or in your case you play Eve because of your Electra complex
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This is why Bally's recruits out of Digipen!
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www.baconorbeercan.com PRESS BUTTON RECEIVE BEERCAN
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I have a confession to make - I played that "game" a lot. Not because it was an awesome game, but because of the depth that the parody went.
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You are flying an Avatar because?
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If you're interested in this sort of thng there's a good cracked article that touched on some of the points: http://www.cracked.com/article...
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This seemed interesting, however I refuse to click the butan to continue. This article was unnecessarily paginated and is secretly trying to condition us to like pagination.I, for one, will resist TMC's diabolical plans.
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knowledge is france

Disclaimer: The author is not a professional psychiatrist, psychologist, or even a degree-holder in psychology. If you think you might be a button-pressing rodent, seek professional help.

Part of my role at my real-life job is to suggest how various tools of the game industry might be leveraged for uses outside the game industry. One of those tools is "Gamification". This term is actually pretty loaded, and - especially among game designers - can carry a negative connotation.

Game designers often pride themselves on telling a story through narrative and immersion. However, in the mid-2000s, a school of "behaviorist" game designers - largely from marketing and advertising backgrounds - began large-scale adaptation of of gaming's mechanics to make things that they were working on more interesting, more engaging, and more immersive. Game designers, on one hand, saw this as a shallow, hollow version of what they did, and resented that it soon started generating interest from corporations eager to make their products more effective.

Gamification experts, on the other hand, saw this as a critical tool to reach customers and help them through things that might otherwise be dull, difficult, or unmotivating. Gamification also had the advantage from a business perspective of being relatively repeatable and reusable. And besides, implementation after implementation of mechanisms like scoring, leaderboards, achievements, and the like showed provable improvements in concrete measurements, from completion of tasks to website traffic to enrollment in services.

So what does this have to do with EVE Online? Quite a bit actually. The term "Gamification" has evolved quite a bit since those early days to mean anything game-related, from game usage for ends other than entertainment, to social interactions, to forum recognition seeking. But for the purposes of this discussion, we'll stick to the original emergent definition of the term, circa 2006. In short, it heavily leveraged what psychologists call operant conditioning - a term coined by psychologist BF Skinner in 1937. EVE - and many MMOs - leverage operant conditioning mechanics to keep you coming back.

[name_1]
Rhavas is the author of the Interstellar Privateer blog. He is a wormhole pilot with Sleeper Social Club, an EVE Online lore geek and a former Lowsec pirate.