Posts tagged with community - Gameful

Discussions and Forum Structure

Jun 1, 2011 at 4:51 am in post by Steven Egan

I’ve been thinking about the concept of effective communication and forum structure for several years, as I created and maintained the Effective Communication resource for Acclaim Game’s Project Top Secret. For those who don’t know, it was a volunteer driven project where anybody could join the design team. During the time of the project over 60,000 people participated in some way, but in the end the community faded and the project was canceled. I’m one of the last active people from that project, and have noted several interesting patterns from that forum, and several others that I’d like to share. So, let’s go.

First thing to think about is that forums are groups of sub-forums, which are groups of sub-forums and/or threads. Threads are finally individual discussions/conversations on a particular topic. This structure is wonderful at breaking down large, complicated topics into smaller, manageable topics. This is both it’s strength and it’s weakness. It’s wonderful at focusing solely on one small topic, but that also means that the topics are separated from each other to be discussed without relation to other topics, unless we intervene.

Second thing to think about is that the display of a forum can be compared to real terrain in a geographic and topological way. This means that topics that may be close in content can be vary far apart in their locations in the forum structure. While it is great to organize the threads by reverse chronological order to know where activity is in real time, it also means that relevant content in another thread may be hard to find.

Those two points both organize the threads in a way to show the most recently active discussions on manageablely sized topics, and hinder cross/inter-thread discussion. In many ways the smaller topics help us focus our efforts and the recent activity help us find topics that we can discuss with other interested parties. Unfortunately this mimics specialization, that while it gives us a deeper level of understanding of the topic also limits itself to that topic. Interdisciplinary discussion are only allowed to discuss the original topic, not to facilitate the exploration of a topic, by the strictest application of the forum design. To explore to far afield would be considered off-topic, and thus not allowed.

That overly zealous focus on a particular topic is the weakness of the forum design, enforced by our unconscious reading of the intentions of the design. Because of this we say that something “off-topic” should be made into it’s own thread, to be discussed on its’ own and to allow the topic to continue as originally intended. This fractures more exploratory discussions and distributes the parts across the expanse of the forum.

If we consider the essential role of interdisciplinary, and exploratory, discussions to innovative and adaptive problem solving, it becomes obvious that the structure of a forum is not naturally conducive to innovation. It segregates the topics into their “disciplines” like professors into subject departments. However, that doesn’t mean we can’t adapt it a little and make it more conducive to innovative thinking and thinkers. The first step is to be willing to adapt our plans, because that allows us to change what we are discussing and how we are discussing them. We need to apply some wiki thinking to our forum.

Forums are very linear in nature, but the content within the forum (like links) can make it very non-linear, like a wiki. Where a forum fractures and disperses, a wiki collects and organizes. Sub-forums are an application of wiki thinking to forums, even though sub-forums existed before wikis. Yet, sub-forums are exclusive, meaning that a thread can only be in a single sub-forum, rather than part of several. If we have several broad topic sub-forums, it makes sense that some discussions could fit into more than one. More specific sub-forums usually have more restrictions to what kinds of threads fit within them. They are like wiki categories. The other common way to connect wiki pages is to include links to relevant pages, and that is also fairly standard in forums, though it can be a bit more cumbersome and troublesome to do.

Unfortunately the old adage, “out of sight, out of mind” applies to forums, and compounds the problem of a forum’s weakness. If it’s not brought up in a thread, it’s not likely to be considered. If the reference is just a link to another part of the forum, it’s likely to be skipped. If it’s posted in a long post, it may be skipped along with much of the post. If it’s posted in the thread, it could be deemed “off-topic”. This is where we have to consider community culture to find solutions.

Community culture is a strange mixture of design impressions, perceived leader views, views reflected by common behavior and perceived competence of those in charge. If the more exploratory posts are allowed by the culture, then there is a good chance for the innovative approaches to be voiced with decent reception. If changing the plans is allowed by the culture, then the innovation may be given room to flourish. However, the key points I’ve seen are in the actions and participation of the leaders.

Community founders, moderators and staff all come across as leaders and are held in a sort of celebrity position when it comes to their points of view, as a combination of role and power. If they come across as competent, it’s natural to follow what they say, sometimes too much to the letter. If they come across as incompetent, it’s natural to blow them off, sometimes completely. The designs implemented by the leaders influence the perceived level of competence. What the community deems as competent varies from individual to individual and community to community.

A special note should be made about enforcing the rules, which is the role of the moderators. The designs of the moderators are rulings, not features like with founders, admins and developers. Their actions also have a subtler, but just as important role in the culture of the community. Rules that are badly enforced, in any way, makes the leaders seem incompetent if allowed to persist, OR are construed to reflect the views of the leaders on how important the rules are. For this reason, the moderation of a forum is probably more critical to success than features, because the moderators are an extension of the founders and admins. They are a reflection of the views of the highest of the leaders, and the competence of those same leaders.

My view is that discussions and forum structure are closely related. Depending on the culture and structure of a community different kinds of discussion will be encouraged and discouraged. Both the culture and the structure are heavily influenced by the actions and views of those in charge, putting the leaders in a position to guide the kinds of discussions on their forums. However, it takes understanding of communities and digital communication tools to shape a forum into the kind of community you wish it to be.

Community Analysis

Jun 1, 2011 at 2:08 am in post by Reinhart

I did a bit of analysis of the Gameful community.  I was examining Gameful participation metrics for correlation with user affiliation and reported project experience. There does seems to be a negative correlation between project experience and Gameful participation but unfortunately there are still too few members who have completed the “Gameful Game” to consider this a significant inference.

There is however, a strong positive correlation between user participation and self reporting organizational affiliation.

College Cafe Game Design

May 27, 2011 at 3:17 pm in post by Sarah Mayer

Three schools. One cafe. An art school, a pharmacy school, and a technology / engineering school. A new cafe is being built in the residence hall for these schools and I am working with a group of designers trying to implement a game system within the cafe. 
We want to create a system of single player games that can lead to interaction between students, encourage collaboration, and reflect each schools talents in a positive light because right now the students don’t get along. When polled, over half had something negative to say about the other population, though they also remarked that they had little, if any, interaction. 
Game components can be implemented directly onto cups, napkins, or other materials found in the cafe. One idea is to create games that would unlock codes for players to collect and potentially track progress online. Basically a system of puzzles that would add up to unlock the “ultimate” game or prize.
This cafe is a blank slate for ideas, literally, it hasn’t been built yet!!
We are in the beginning stages of brainstorming here so we are throwing out an open call to anyone out there who wants to contribute ideas to this project. 

We have no cohesion.

Apr 7, 2011 at 4:48 am in post by Owen Morris

Right now I’ve discovered a few things about this site that don’t seem to be A-common knowledge or B- readily availible information. I found @Fiero-Monster, who I believe to be the only current place to feed ones treats.  I found out about the 1000 piece puzzle that Jane has been talking about- This has been sent to the game creators…. These creators are supposed to go to the wikipedia and create their own entry on the creators page.  This would make it wonderfully easy to track them down and find out what piece they got in the mail since they are all supposed to have the pieces.  If they are gathering- I can’t find where they are doing so…

Long story short: There isnt much cohesion in the community right now. Our goals are unclear and our process is almost non-existant.  I am starting new wiki pages at _http://gameful.org/wiki/index.php/Fiero_Monster and _http://gameful.org/wiki/index.php/Treats to try and start some community information gathering going on on the wiki page… Alot is known to everyone but not alot is being shared and I think starting to Wiki our findings is key to coming to a solution.

PS- anyone know more ways to get treats?

My Personal Gameful Challenge

Feb 18, 2011 at 5:07 pm in post by Andrew McAdams

Edit: Fixed the weird formatting of the first paragraph.

So, in my grand thoughts of making myself more Gameful, and tuning myself more into the Gameful frame of mind, I had a thought.  Not a particularly profound or original, but I think it’s at least marginally exciting.  To try to increase my abilities as a designer, and learn to step-outside the box I’ve been actively looking for “necessary” obstacles that might be solved by designing a game around them.

Then, in a flash of insight I thought about how can I be more creative in my quest to be more creative and change my outlook on how I frame problems?  For me, as a project manager for a software company, problems to be overcome is a daily facet of my job – every day brings new challenges and new issues to be (re)solved.  So I thought – why not be gameful in my quest to be more … gameful.  So I thought – why not try to identify a problem a day and spend 10-minutes designing a game to go with the problem or obstacle?  And if I did that every day for a month, I would then not only have a battery of potential solutions for obstacles I encounter every day, I’m being more gameful by thinking of fun ways to overcome challenges, and building a nice library of potential design ideas and mechanics that can be applied to a wide variety of (potential) games.

Then, I thought — why not see if anyone else wants to join me?  I think it could be a fun community activity to have a group of people all identifying every day issues to be gameful with, and then posting those for everyone else to read.  Then, I take my 30 games and multiply that by 10 people, and suddenly we have 300 game ideas.  Even with only a few others joining in, I think it’s pretty gameful.  So for this initial post – I’m curious as to whether anyone is interested in joining me in my gameful challenge?  Some initial thoughts on ‘rules’ for the game

  1. The gameful challenge (note: lower case -not ‘the’ challenge) would start March 1 and end March 31
  2. One game idea per day for 30 days (but if you miss a day or two, it’s not the end of the world :-) )
  3. No plagarising (we won’t know – but the idea is to be creative and think outside the box)
  4. No more than 30minutes max of designing per game (taking less time is perfectly ok)
  5. Post your game idea online every day (either on gameful.org or an external blog account)
  6. Respond to 1 other person per day (recommended – not required :-P )
  7. At the end of the month, post a recap as how your experience went and if you got anything out of it.

So how about it, is anyone interested in venturing on this little experiment with me?  Reply with your interest.  Like I said, I plan on doing this regardless, I was just curious if anyone else was interested to.