Showing posts with label gamification. Show all posts
Showing posts with label gamification. Show all posts

Sunday, March 27, 2011

SXSW 2011: Gamification: a buzzword streaks across SXSW sky

Gamification was high on the radar at this year's SXSW, judging by how many panels it was mentioned at. To put it simply, gamification means devising a system of points, rewards and incentives to motivate people to do certain things -- in a software application or in real life. It's funny, but 2-3 years before it became big at SXSW, this trend was noted by "old media" newspapers like New York Times. Even I blogged about an application idea that could combine gamification and lifelogging three years ago. This year at SXSW however, it was brought into spotlight by Seth Priebatsch, creator of location-based game SCVNGR, who gave a keynote address about building a game layer on top the world.

Like other keynotes, it was broadcast live in many SXSW venues -- convention center rooms, and probably those in the satellite hotels. I caught the beginning of it in the Samsung Blogger lounge. For the first 10-15 minutes of Priebatsch's speech the room was quiet, but as he continued, most people tuned out and went back to their conversations. So I missed the rest of what was said. A pity, because Seth Priebatsch is a lively and energetic speaker. (That would be an understatement, according to this New York Times article, which uses Priebatsch to illustrate an idea that hypomania may be an essential trait of an entrepreneur.)

Seth Priebatsch gives his keynote address at SXSW 2011 Seth Priebatsch, as seen on a TV in the bloggers' lounge. More pictures from SXSW 2011 are in my photo gallery.

Of course, I could have gone to one of the conference ballrooms that were dedicated entirely to watching the keynote, but I was tired from all the walking I did that day, and loath to leave the power strip I found in Blogger's lounge, which I used to recharge my laptops. The opening part of the speech, that held everyone's attention, was Priebatsch saying that many human behaviors are ripe for gamification. For example, parents give young children stickers and points for brushing teeth. School is another area that could be gamified, but in Priebatsch's opinion, incentives are set up in such a way that you can only fail. I think what he meant was that bad grades are penalized, but high grades do not provide any noticeable rewards. (I don't know if that's universal -- it probably depends on a teacher, and also on a curious phenomenon called regression to the mean, described by Doug Lenat in his speech on artificial intelligence.) In any case, it was around that point that the audience in the Blogger lounge lost interest in Priebatsch keynote, and the failed gamification of schooling was the last observation from this speech that my Twitter friends tweeted.

And so yet another trend streaks like a meteor across the SXSW sky, and retreats to... not obscurity, but a long, pothole-ridden path to maturity.

Saturday, June 14, 2008

A brief fantasy of a web application

that I might like to write as a hobby if my day was three times as long...

If your spouse thinks your child is poorly behaved, while you think your child's behavior is fairly good for her age, how do you decide where the truth lies? Is one of you too lax, or does the other has unrealistic expectations for a 3-year-old? The truth may lie in a large scale study that would let one compare their child's behavior against that of thousands of other children of the same age. Where would one easily come across such data? Why, that's where internet and social networks come into play.

There could be a web-based application that allowed a parent to record a child's daily tantrums, as well as episodes of good behavior. Then it could draw various statistical conclusions from those numbers. At the very least it would let a parent to discover where their child falls on the curve of his or her peers. This would, of course, require many parents' participation. They would need to track every instance of their offspring's good or bad behavior: every tantrum, every "please" and "thank you", and so on.

Mind-numbingly tedious? You bet. But, if the latest explosion of social web applications is any indication, people like to do mind-numbingly tedious things, as long as they get to do them on the internet. :-) Well, a certain category of people do. Witness the popularity of Twitter. If people don't get tired of posting what they ate for lunch, some of the same people might become just as obsessive about posting their child's behavioral microupdates. And of course they don't have to be at a computer for that. A text messaging-enabled cell phone is enough.

The internet indeed has a way of converting tedious chores into games. It's a quality that's already been leveraged by such applications as Chore Wars, where players get points for chores they do. Once you get stoked about beating fellow players, you don't even notice that you've finished cleaning your kitchen! Indeed humans (or a certain category of humans) are all about keeping scores. So an application that exploits this urge has a potential to do well.

And let's not forget that parenting is a competitive sport anyway -- so if anyone is inclined to keep scores, parents would be among those people! :-)