Household Gaming Pt2: Mouth Health
Tuesday, April 19, 2011 at 11:15PM I know in modern life games have a reputation when it comes to kids. They are entertainment and distraction. They’re good at it because they are often well designed to offer two very important things. The first is gratification. The second is presentation. You grab a kid with presentation. You hook him with gratification. It’s easy to do, because kids will eat up whatever input you put in front of them. They are hungry for stimulation, and it’s a shame that we only let our corporate overlords profit from that. The scope of the games is limited only to the participant’s willingness to operate within the bounds of the rules they determine. Let’s be specific though.
Every game needs an ultimate goal. Usually it is simply the continued entertainment of the participants, but in our case the goal can be more poignant to the health of the household and the participants. For our example, let’s create a game that speaks specifically to health. This is the trickiest of parts, because it’s easy to get myopic when it comes to setting our overall objective. I think most of us would think that setting a very general objective would be a mistake, but to me the best games are the ones where you don’t necessarily know everything going in. Discovering the rules and boundaries of the game are sometimes the most exciting and memorable. For our game we will set the overall objective as being simply: Maintaining a healthy household.
I can hear you saying that this goal is too big, too ambiguous, and too undefined. How can you hold a child, or an adult for that matter, responsible for their own health? Disease and defect are often things that happen with no forewarning or prescience. I really can’t think of any bigger nightmare in a parent’s life then telling your child they have cancer, except maybe telling them that and that they lost the health game. If you are asking yourselves these questions then pat yourself on the back, because these are just the kind of things we need to define in order to lay down the guidelines of our game.
I say guidelines, because we really don’t want to set concrete rules. The best part of our extremely vague objective is that it allows us a lot of leeway in defining how we complete our vague objective. Our initial level of guidelines should loosely define the nature of our objective. How do we define health in our household? I’m sure that immediately some of you jump right to numbers to define health. It’s how our society tends to define it. Cholesterol, weight, blood pressure, blood sugar, and even neural activity are thrown at us in these big diagnostic descriptions, but these are things that peripheral to our objective. We don’t want to use these very firm realities to define our game objectives, but instead focus on more household activities that will lead to the completion of our objective. We specifically want to look for things that are already happening in our house that meet our objective. An easy one is brushing teeth. Even that’s probably to specific, cause we’ve immediately left out flossing and other kinds of dental care I’m omitting because I’m bad at dental care. So let’s just call it mouth health.
I’m sure some of you have immediately started sketching out poster board and sparkles to make charts and I’m sure for some, these kinds of displays will be crucial to making the whole thing come together. It’s not required to make it work though. If you feel like you can keep the objectives and the goals ambiguous enough you can also keep the progress along the goal to completion as ambiguous. For the most part I’m assuming that this approach is something that parents can use with their children. The participants don’t necessarily need the direct feedback or firm information on their progress. I think probably as the age of the participant increases the more information they are going to be interested in. A game like this can exist as a simple agreement between the participants with one or more of the participants being the score keeper for the game. Someone does need to be able to tell everyone how they are doing as they progress through the game. That person can also be a participant. It’s probably important that if you are a parent trying to engage your family with games that you also participate in the game. Remember the rules don’t need to be limited to your children and don’t need to be constrained by predetermine ideas. You can constantly innovate and expand the concept of the game.
The thing to remember is that your goal is so ambiguous that you never can really declare victory. Gamers will tell you that the best games are the ones that never end. World of Warcraft is a great example. The game is constantly evolving so that the same actions are always resulting in new objectives and rewards. In our example we’ve determined that one of our objectives will be mouth health. We can track this simply by taking the time to speak to the participants and offer them some kind of indication of how they are doing toward completing their current objective. The overall objective is the health of their mouths, but that’s obviously more the goal of the moderator of the game, and not something that’s really going to motivate the players. To get them involved we want to be both engaged by the completion of the goal and the reward for that completion.
The reward for any given objective needs to be equivalent to the engagement of the player necessary for them to complete the tasks of the objective. If your players don’t like brushing their teeth, then you’re going to need a pretty big carrot to motivate them to do it. Of course like most of the things in this method those rewards don’t necessarily need to be real. There is a lot of success with offering rewards that are just evidence of achievement. Creating a blog for your players and posting their completed activities toward a specific goal, which is reinforced with positive response from other participants in the game are sometimes enough to keep player interested. For example if you player brushes their teeth every day that week then they can earn an “achievement” that can be posted onto the family Facebook page or blog that allows them to track their accomplishments and show them to other participants and gauge their progression against those same participants. Of course we don’t really want these to be about competition, but when dealing with siblings and family-members things will tend to evolve in that direction any way. Eventually though these more insubstantial rewards will only get you so far. Some kind of physical reward is probably necessary, but the level of the objectives that you enter that final reward into is up to you. If you take a look at the video at the bottom of the post you can see that creating short term goals in the face of immediate reward is counterproductive. You can set it at a level where the completion of multiple objectives is the only physical reward so that at the end of the game, there is a prize to be gained. In our example though the overall health of the family is objective for the participants as a group, but there should still be some individual rewards for the participants. These rewards can take many forms but should maintain the point of the game in them. Don’t have a game about health with a reward that takes everyone out for greasy pizza at the end. For example the video below also demonstrates the problems of the immediate want versus the long term need. It’s incredibly difficult for our minds to put focus on the long term in the face of the short term gratification. Do your best to not use the ultimate goal as a deterrent against immediate gratification. The short term rewards need to be used to counteract the immediate gratification of going against the rules. Don’t use a family vacation to prevent your kids from eating to much candy. You need to offer them something immediate and equivalent within the confines of the game to match the gratification offered by the consumption of sweets.
The last idea we want to talk about is failure. What do you do when things start to go sideways? The key to our game is that we don’t actually want anyone to fail. We may delay the receipt of a reward, but if our participants fail we need to take a long look at our game and remove the opportunities within it for our players to fail. If we do reach a fail state, a quick reevaluation and changing of objectives might be necessary but should be done transparent to the player. Negative reinforcement just doesn’t work. Failing at something is no real way to learn good habits. Better to work through the failures and reach the end of the game. If your children can’t seem to maintain brushing their teeth, it’s not necessarily a character fault of your child. You just need to find the right conditions to motivate them to complete the task.
That’s the real point of all of this. You can’t expect a person to do something that’s good for them just because it’s good for them. Human beings just don’t work that way. We need systems in our lives that reinforce the positive activities of our lives and make the bad ones less advantageous and immediately gratifying. I’ve put a lot of ideas and thoughts into this one, but our example is still pretty weak. Next post I’ll work on specifically creating a game that fits “mouth health”.
Less thought and more pictures.
Remember, I’m not trying to convince you. Just get you thinking.
Deferred gratification: http://en.wikipedia.org/wiki/Stanford_marshmallow_experiment