goal.action.feedback

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Goal. Action. Feedback. The Perversity of Play

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Mikkel Lodahl's presentation from CounterPlay '14.

TRANSCRIPT

Page 1: Goal.Action.Feedback

Goal. Action. Feedback. The Perversity of Play

Page 2: Goal.Action.Feedback

I am

• Mikkel Lodahl

• Assistant professor teaching game design and marketing

• Twitter: @thelodahl

• Mail: [email protected]

• Someone who used to dress up as Darkwing Duck and go on patrol on his bike...when he was twelve...

Page 3: Goal.Action.Feedback

My employer is

• Dania Games in Grenaa, the Danish Video Game Capital

• An applied science education in programming and design

• Heavy focus on game development and entrepreneurship

Page 4: Goal.Action.Feedback

My argument is

• There is a general definition of play that works on a structural level

• This structure can be used to organise work

• The Unboss Movement in management theory uses a play-like structure

• This is - probably - a very bad thing

Page 5: Goal.Action.Feedback

Nota bene!Most definitions of play think of it as an activity for children!

Page 6: Goal.Action.Feedback

A useful definition must

• Be applicable to most of what we instinctively recognise as the defined phenomenon

• Be specific enough to delineate discussion from things we do not believe to be the defined phenomenon, but that only remind us of them

• Be able to help us to say something meaningful and productive about instances of the defined phenomenon

Page 7: Goal.Action.Feedback

So we need the concept of play to be

• Able to talk about skipping ropes and building corporations in Eve Online

• Able to avoid talking about all human or human-computer interaction

• Able to deliver value to discussions about everything from hide and seek to Europa Universalis

Page 8: Goal.Action.Feedback

Play is

• Accepting a system that

• Limits your possible goals

• Limits the actions you can undertake to reach your goals

• Dictates what feedback you receive for your actions

• Setting goals, performing actions and accepting and reacting to feedback within this system

Page 9: Goal.Action.Feedback

How to play at work

• Instead of designing work instructions, you should design frameworks of instruction

• You should make spaces that encourage a productive process, not spaces that need a specific approach to even work

• Work is a loggia, not a hallway

• But the placement of the statues is what encourages creativity

Page 10: Goal.Action.Feedback

Management or game design?• In management, you give instructions for

doing the work and you check up to see that employees follow the right procedures to maximise efficiency

• In game design, you provide instructions for the purpose of the game and a framework that ensures the player does not stray too far from the goal

• It is a question of the range and specificness of the limits rather than their existence

• In management you want to limit possibilities to one - the best one

• In game design you want to let the players invent the best way - so you define as wide a framework as possible

Page 11: Goal.Action.Feedback

No tutorials• Never tell your employees what to

do

• Do not even tell them what they can do

• Show them what they can't do

• You cannot be a babysitter in Grand Theft Auto - this is shown in both rules and story

• You cannot be a claims adjuster at an architecture firm - this is shown in your work instruction, but should be shown by your actions as a manager, which should reflect the process of your employees' work

Page 12: Goal.Action.Feedback

Example The beginning of Super Mario Bros 3

Page 13: Goal.Action.Feedback

Good work process design rules of thumb

• Indicate paths of least resistance to goals

• Introduce tools through practical but not difficult tasks

• Have basic input be simple and advanced input be a discovery

• Lead the play by example - and be prepared to be beaten by your employees; just like game designers have their game beaten by their players

Page 14: Goal.Action.Feedback

The Unboss Movement• A loosely organised movement in

management theory initiated by Lars Kolind and Jacob Bøtter in 2012

• Based around the idea of doing away with the traditional boss as a manager - that is a person who closely dictates work practices and observes that they live up to very detailed quality assurance plan

• "More teammate than conductor"

• Unbossing means doing away with detailed hierarchies and instead focusing on frames and infrastructure for interaction

Page 15: Goal.Action.Feedback

Unbossing a union - from Unboss (Kolind, Bøtter, 2012)

• "If you were to found an unbossed union today, your first port of call would be to set up a social network. [...] make members responsible for their own profiles, and create a system capable of connecting members with each other and forging new value-creating relationships."

• "[you only need to] get every tenth member to contribute in a more meaningful way"

• This is to say: you must design a system that has the goal of forging relationships that create value for the union, actions that members can take to forge these relationships, and a feedback system that encourages meaningful contributions.

• You must design play.

• "This would enhance loyalty and understanding of what the organisation stands for - and even reduce the need for paid staff"

• "What applies to the union also applies to any other organisation, except that, instead of members, they have different kinds of stakeholders - for example customers, users, suppliers, government agencies, partners and civil society."

Page 16: Goal.Action.Feedback

So why not call this talk... The Pervasity of Play?

Page 17: Goal.Action.Feedback

So why not call this talk... The Pervasiveness of Play?

Page 18: Goal.Action.Feedback

Unbossing a union - from Unboss (Kolind, Bøtter, 2012)

• "If you were to found an unbossed union today, your first port of call would be to set up a social network. [...] make members responsible for their own profiles, and create a system capable of connecting members with each other and forging new value-creating relationships."

• "[you only need to] get every tenth member to contribute in a more meaningful way"

• This is to say: you must design a system that has the goal of forging relationships that create value for the union, actions that members can take to forge these relationships, and a feedback system that encourages meaningful contributions.

• You must design play.

• "This would enhance loyalty and understanding of what the organisation stands for - and even reduce the need for paid staff"

• "What applies to the union also applies to any other organisation, except that, instead of members, they have different kinds of stakeholders - for example customers, users, suppliers, government agencies, partners and civil society."

Page 19: Goal.Action.Feedback

A couple more quotes in case we were in doubt...

• "The employee [who has not been unbossed] wouldn't dream of working harder than his pay packet justifies."

• "You're not going to work because you have to, but because you feel like it."

• "Would you work for a couple of months for nothing to save it [the company you work for] from bankruptcy if it was in dire straits? [...] If not, you and your colleagues probably need to unboss your organisation."

Page 20: Goal.Action.Feedback

Play focuses on the process

• Be motivated by how fun it is to create value!

• How great it feels to do things that you are passionate about doing!

• How awesome it is to work towards a common goal with inspiring people!

Page 21: Goal.Action.Feedback

...but we need the product

• We do need to eat.

• And have a place to live.

• And if we get fired we need some money for being between jobs.

• And maybe a pension.

• And our children might like clothes.

Page 22: Goal.Action.Feedback

If we like the process enough, we will

accept an inferior product

The value of our input is obfuscated in the feedback-loop of

play

Page 23: Goal.Action.Feedback

Employees will be children... ...and employers will be adults who trick the children to work with play

[here was a copyrighted picture of Mary Poppins which is actually quite good to know]

Page 24: Goal.Action.Feedback

Play is

• Accepting a system that

• Limits your possible goals

• Limits the actions you can undertake to reach your goals

• Dictates what feedback you receive for your actions

• Setting goals, performing actions and accepting and reacting to feedback within this system

Page 25: Goal.Action.Feedback

The Employee As Game Designer• Instead of thinking of the

employee as the player of management's game, he/she should have a hand in designing it

• The employee is dependent on the usefulness of the feedback in the game to live - part of it must be wages

• This means that while management designs the goals of play, the employee must contribute not just with actions, but with feedback design

Page 26: Goal.Action.Feedback

Making perversion pleasurable

• Well...

• ...perversion IS pleasurable!

• But as Aristotle says:

• "All animals are sad after sex."

• What we need is a hangover cure

• A measure of influence on and control over the feedback of play is this hangover cure

Page 27: Goal.Action.Feedback

For play to work in the interest of employees...

...they must influence the system they are accepting

[here was a copyrighted picture of Immanuel Kant which is actually quite good to know]

Page 28: Goal.Action.Feedback

Thanks for indulging me! Twitter: @thelodahlMail: [email protected]

[here was a copyrighted picture of a kitten which is actually quite nice to know]