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GAMEFUL CHALLENGE #6: Strangers No More

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What we don’t know scares us — and causes us to stereotype it. Communities full of strangers are less safe and democratic than those where everyone knows each other (See [...]

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What we don’t know scares us — and causes us to stereotype it.

Communities full of strangers are less safe and democratic than those where everyone knows each other (See Bowling Alone for more details: http://bowlingalone.com/).

Your gameful challenge: Design a game to take place in a common space (like a coffee shop, park or other public place where people hang out) and turn it into a space where strangers interact with each other.

The goal of the game should be two-fold:
• Make the gameplay intriguing so that people can see the game and join it
• Create enough trust between strangers that they’d coordinate to grab coffee or do something together again

Bonus points if:
• The game can be started by 1 person
• The game is simple enough that it can remain visible or discoverable in the common space without a game master present, and requires no moderator to get the game going

Rules:
• ALL genres are eligible. High tech, low tech, and no tech games are welcome.
• Original games only, please. (Please don’t submit a game you made last year. Make a new one!)
• You must prototype and play your game in your chosen shared space at least once. Please provide a playtesting report (photos and videos for bonus points!) describing what worked well, what didn’t, and any ideas you have for future versions of your game.
• All games MUST be playable by others. Give us a way to learn the complete rules, or to download it or play it online.
* All team members must be Gameful members!

Rewards:
• $1000 prize for the favorite game chosen by this challenge’s Gameful Fairy, Nathan Maton
• Membership to the Awesome Board for up to 3 runners-up
• Up to 10 top entries will be tweeted by all four Gameful founders (reaching more than 25,000 people) to help your game go viral!

To Play:
1. Join the STRANGERS NO MORE Group.
2. Discuss what you’re up to.
3. When you’re ready, but BEFORE September 23, 2011, start a new forum topic for YOUR entry. (The forum topic is the easiest way for judges and contestants to see all entries in one place.) Describe what you’ve created. Include a link to your game, or a way to download it, so we can play it.
4. When you’re ready to officially submit your game, fill out this form.
5. Await game-tastic feedback from your fellow Gameful monsters.
6. Winners will be announced by October 23, 2011.

Tags: challenge
excerpt
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  • Avatar Image Simon Fox, a level 3 monster with 8 posts — 8 months ago:

    The Keep Me Company Company is a radical non profit adventure in giving more value to doing positive things.

    Keep Me Company Company was conceived as an engine for visualising, raising and sustaining an area’s Jen ratio, a measure of the social well being of an environment designed by positive psychologist Dacher Keltner.

    KMCC casts players as executives in a company which profits from the social feats performed by it’s employees. Those playing collect points (‘bucks’) which accumulate in a central pool to bolster the companies share in a fictional market, against our competitor UnSociable inc. The game beings with UnSociable Inc having a 100% market share – and the aim of the game is to perform enough tasks to gain 100% market dominance. This amount of points needed to win varies with the amount of players, the location we play in, or depending on how long we want the game to last.

    KMCC uses sms messages to keep the player informed of what is happening in the game, and users will need to register their number and send texts in order to play. Once the user has begun playing they get sent a “job” – a simple task designed to try and foster a meaningful interaction with people they might not have met. The tasks are randomly generated – “harder” tasks – requiring more complex social interactions – are sent out less often, but have a stronger chance of fostering deeper social links. They are also designed to be fun!

    Examples of these tasks include:

    Smile at another person
    Teach a person something
    Start a club with someone
    Tell someone a secret
    Have a staring competition

    Playtesting

    We spent August skipping between UK music festivals and running KMCC for audiences there.
    Executives have two types of task, they can either complete a social job, delivered to their phone by text message, and receive 10 bucks, or stay near the ‘board room’ to respond to external requests as they come in: non-players texting the company number with a location and wanting to meet someone new.

    KMCC was designed with a specific type of social space in mind. In order for the design to function there must be a contained social environment within which a loose sense of group already exists. We chose music festivals for our first playtests, but a University Campus, school, Workplace, Conference or single neighbourhood would be equally suitable environments.

    We handed out business cards in the hours preceding the game to raise awareness of both the asynchronous roles of executive and customer. The game ran for two hours on the first full day of each festival we visited. We had thousands of points earned and hundreds of social interactions performed in game within these tests, and we learned a great deal about the reality of encouraging this sort of radical social openness and peoples responses to it.

    You can read more about our thoughts playtesting this game at http://www.playlablondon.com/9660978489

  • Avatar Image Drew Crow, a level 7 monster with 46 posts — 7 months, 2 weeks ago:

    Your game sounds really interesting, and it looks like you’ve gone to a lot of effort to playtest it thoroughly. I read your blog post which was really helpful in explaining the rationale behind the game design, but I didn’t get a clear sense of how the playtesting went and whether you plan to make changes to the game as a result. The last sentence of the blog post sounded a little despondent in a way, like the playtesting didn’t go as well as hoped – if that’s the case, don’t dispair! :) I think festivals are a really promising location for playing games of this sort, so I’m really interested in anyone who is trying to run games at festivals and what works and what doesn’t. Also, I’m dabbling in the use of SMS messages as a delivery mechanism for game content so that aspect of your game interests me also. So if you have any more feedback about the success or otherwise of your playtesting, I’d love to hear it!

  • Avatar Image Simon Fox, a level 3 monster with 8 posts — 7 months, 2 weeks ago:

    Hey Drew!

    The play-testing went very well in total, the blog post linked is our attempt to understand in a formal way where we went wrong – and you always will go wrong somewhere! We’re trying hard to learn the lessons available here.

    I think that a festival is a good location for playing games – though intoxicated players are always harder to inform of your rules! When you are running a game at a festival you are in a highly competitive attention economy and it’s worth bearing that in mind.

    We found that with repeated playtesting we were able to engineer our game into something with a solid structure and shape, and smooth the players journey through the tasks and their interaction with the system to the point where it worked without a hitch. We also learned a lot about tempering our language in order to convey the games content and tone quickly and effectively, and about how to best appeal to the audience in these spaces.

    I think the most powerful lesson (and the subject of the blog post) was about the psychology of the player. Sometimes when your intentions are very positive, and even when your experience is totally free, (as a community we made no money here – all funded out of pocket!) people may respond in unexpected ways when you ask them to breach social norms in order to play a game. Ultimately we found that the best way to have people behave in extraordinary ways is to provide them with a more extra-ordinary justification.

    Let me know if you want any more information, I’m always delighted to talk with people about design :)

  • Avatar Image Drew Crow, a level 7 monster with 46 posts — 7 months, 1 week ago:

    Oh that’s awesome! :) It did cross my mind that dealing with intoxication might pose an interesting challenge (and then it crossed my mind that it might be interesting to design a game specifically for intoxicated people….now there’s a challenge!). I hadn’t even considered how competitive an attention economy it is – that’s really useful and pertinent. I’ve had a brush or two with needlessly hostile reactions to the breaching of social norms through the process of playtesting games, so I know where you’re coming from. Could you expand on ‘more extraordinary justification’? What did you use to achieve that in the case of your game? This is good meaty stuff! Awesome!! :D

  • Avatar Image Simon Fox, a level 3 monster with 8 posts — 7 months, 1 week ago:

    There are two ways to come at this.
    First – test and iterate! Especially in games with social play. A lot of things which seem sensible in conversation will be difficult to pull off in reality, and nothing will tell you more quickly whether you are asking for the right sort of action from your players than trying it out yourself in a public space.

    Second – bake better bravery into your design.
    There are a number of ways to make doing difficult things easier. Offering costumes (especially masks) and archetypical characters will go a long way to ameliorating your players potential discomfort. It is easier for ‘A Robot’ to do something silly than it is for Bob Smith.
    Make sure you get your fiction down – people are more apt to run around if a monster is chasing them than if you just ask them to have a run. Your narrative justifications for ludic devices are important and a little bit of theatre wont hurt either.

    Breaking the breaching wall isn’t easy, and these are very general pieces of advice – when you start trying to apply solid social theory to your games everything gets more complex, and it’s a lot to balance in one design. What have you come across that has helped Drew?

  • Avatar Image Drew Crow, a level 7 monster with 46 posts — 7 months, 1 week ago:

    To be honest, I’m a real newbie at this whole designing games for social change malarky, so I’m still building up my repertoire of effective techniques (which is why I’m so interested in yours – I am a voracious consumer of others’ wisdom ;) ) but in the game I designed for this challenge, I attempted to use incentivisation as a motivator for the breaching of social norms. I know that there are those who argue that incentivisation can actually achieve the opposite (at least where financial incentivisation is concerned), but it seemed to work moderately well in the case of my game. I think this aspect of the game would need emphasising for it to become a real motivator, but once people were made explicitly aware of it, it seemed to work quite well. Of course all this is based purely on a few small playtests in a single location, so nothing solid.
    BTW, just found you on Twitter and saw your tweet abotu wanting to talk to teachers or those connected to teaching. I have numerous contacts in teaching having just recently left the employ of a Local Authority and am an ex-teacher myself if you want me to hook you up with some contacts? PM me if so :)

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      Drew Crow · 7 months, 1 week ago

      Have retweeted it – should reach a fair few educators that way ;)

  • Avatar Image Simon Fox, a level 3 monster with 8 posts — 7 months, 1 week ago:

    Yes on the teachers contacts!

    The one thing I didn’t really broach in my last reply, because it’s far too big a topic really and justifiably books have been written on it – is your game design! The narrative, costuming, characterisation and theatre are all dressing if your core mechanic doesn’t function well enough.

    Real incentives are very powerful, but they can lead to an ugly dynamic. I’ve been involved in games where ipads and other big prizes are on offer and there was a real element of desperation to the play. Ideally the reward for play will be intrinsic – baked into the fun of the game.

  • Avatar Image Drew Crow, a level 7 monster with 46 posts — 7 months, 1 week ago:

    Yes, I can see how it might get ugly if iPads are at stake! Fortunately I was only giving away coffee shop loyalty card stamps, so it all stayed nice and amicable :) I get what you’re saying about trying to build reward into the game, and I do strive to do this with any game that I design – I guess that intrinsic reward really should underpin any great game, that’s why we play them, right? I think in the case of the game for this challenge, I decided that it needed a little extra turbo boost of motivation for people to play, which is where the incentive came in. That probably had as much to do with a reluctant belief in my ability to design a game that was so intrisically motivational that it convinced people to talk to strangers as it did the actual parameters of the challenge itself.

  • Avatar Image Lorraine Hopping, a level 7 monster with 184 posts — 7 months, 1 week ago:

    What a great discussion—learning a lot from both of you. I participated in a conference game at which iPads were the prize (along with free entry to the next year’s event—worth hundreds of $$) and it did, indeed, become a pretty intensive effort on the part of a couple of players. They won handily by devoting the conference to playing the game. I think I won, though, by attending the conference and skipping the game (esp when it became apparent what it would take to beat those guys). I spent that time actually networking and talking to people, rather than “networking” to “win points.”

    Baking in the rewards intrinsically: would love to hear of examples in social games.

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      Drew Crow · 7 months, 1 week ago

      Lorraine, was the game you encountered designed to engage people with the content of the conference, or was it more of a competition type affair where delegates had to produce something? The reason I ask is because I think games have real potential to engage delegates with the content of conferences and encourage them to internalise what is being presented. It’s so easy, though to get it wrong and divert people away from the messages of the conference by hijacking their attention to play the game (which it sounds like happened in the case of the conference you attended). I wonder in this case whether the prize was the secondary villain and the real culprit was a misdirected game design? Imagine if they had dedicated that much effort to engaging with the conference’s content and discussing the message of the speakers!

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        Lorraine Hopping · 7 months, 1 week ago

        It was designed to encourage people to network—to find people with a matching set of cards, gather for a photo, and then get new cards and assemble another group. Rinse and repeat. The fundamental game design was pretty solid in terms of ”rummy,” but IMHO (and I hate to criticize bec it was a very hard thing to accomplish), the overarching goal of networking momentarily detracted from the panels and workshops being presented. In fact, when the game was announced, the Tweet stream was all about who had what cards, while panel members were speaking. I ended up putting away my card and focusing on one-on-one connections with people I had flagged on the attendee list. I also made some great random connections (as always happens at a conference) in the rest room, coffee line, lobby, lunch truck. etc.

        I haven’t played a conference metagame that was tied to the content. Have you?

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          Drew Crow · 7 months ago

          No, I haven’t. I did come across one which used the speakers as characters in an ARG type game, however which was an interesting concept. Can’t for the life of me find it again now, though!

  • Avatar Image Simon Fox, a level 3 monster with 8 posts — 7 months, 1 week ago:

    Lorraine – were you at G4C in New York?

    RE: baking intrinsic rewards into social games..
    There is this quirk of nomenclature when we talk about social games.

    A social game is something which happens on facebook or similar, and might involve having to recruit players from amongst your friends (or being strongly encouraged to). It might also feature a lot of cooldown time on actions, and some sort of freemium economy where you can buy progress. Often you will be ‘tending’ your social ranking in these games, preening at a display of your accomplishments.

    A social game is *also* something which happens in a genuine social space and involves human beings talking with each other. In this instance (and it’s this one which excites me) the game play needn’t explicitly involve socialising, as socialising will often be required in order to fulfil other play objectives. Sometimes the best way to encourage social action in these games is to actively hamper it! In a game we designed called Darwins Monster most players couldn’t speak – but they had to co-operate despite this – and a huge amount of these people ended up having a chat afterwards!

    In games such as this, the reward is the act of play. If it’s fun, then that’s rewarding! If there is a sufficiently satisfying system to learn, then that’s fun!

    Drew: great point about misdirected design. What would be an example of a correctly aligned conference game?

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      Drew Crow · 7 months, 1 week ago

      Yeah – I’m constantly falling over the two conflicting interpretations of ”social games”. We should call one of them something else, like socio-locative games for ones which are played in a physical space – bit of a mouthful though!
      I think that a correctly aligned conference game would look really different depending on the nature of the conference. I read an interesting article written by a psychologist, Shaaron Ainsworth at Nottingham Uni about ’intrinsic integration’ – when educational objectives are directly tied to game mechanics in educational games and why this is a good thing. I think if you could decide what you wanted delegates to take away from a conference internally or the messages you wished to embed, you’d have a decent staritng point from which to intrinsically integrate these objectives or messages into the conference game.

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      Lorraine Hopping · 7 months, 1 week ago

      ”In a game we designed called Darwins Monster most players couldn’t speak – but they had to co-operate despite this – and a huge amount of these people ended up having a chat afterwards!” Is there a case study or write-up of this game?

      I’m interested because I think networking/social games can work, and should work, to break the ice at events. And certainly, there’ s a century or so of party games (baby showers, wedding showers come to mind) and first-day-of-class games toward that purpose of breaking the ice.

      re:”decide what you wanted delegates to take away from a conference internally or the messages you wished to embed, you’d have a decent staritng point from which to intrinsically integrate these objectives or messages into the conference game.” Yes. Also, in a business setting, one issue to take into consideration is that of *individual* agendas—what people are trying to achieve at the conference, in addition to what the conference offers people.

      I attend (on my own dime—I’m a freelancer) with very specific goals (finding people/projects that need my skills) and would welcome the opportunity to express those goals at large, via a game or system that encourages communication.

      I think the upcoming DIY Days in LA (Oct 28) has a great approach—a detailed questionnaire when you sign up that includes ”asks” or wants/needs for a project + an on-site sign-up to pitch for 5 minutes, first come, first serve.

      Designing a metagame around meaningful match-ups (rather than random or arbitrary ”sets” such as colors and symbols) would be an interesting challenge.

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        Drew Crow · 7 months ago

        Have you come across Shhmooze? It’s a networking app for iOS and Android which is designed specifically to connect people at conferences – like a conference-goer’s FourSquare I guess. It isn’t ’gamified’ as such, but it attempts to do some of the things you describe. Could be used as the engine for such a game, perhaps?

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          Lorraine Hopping · 7 months ago

          Schmooze–will check it out, Thanks. Tried Beluga, GroupMe, 4Sq, Gowalla, and a couple others while at SXSW, but the problem was not enough contacts using them or accessing frequently. Resorted to Twitter hashtag for most connections. Works well but can be annoying to followers not attending conf.

          A conference-specific app game linked to Twitter or FB sounds intriguing. I can picture this working at SCSWi, no problem, where everyone is on at least a couple of devices.

  • Avatar Image Simon Fox, a level 3 monster with 8 posts — 7 months ago:

    RE: Darwins monster – not yet! I’ll give you a nudge when we get one up.

    While we didn’t measure pro-social outcomes in Darwin’s monster it was anecdotally evident that there was still a strong positive social outcome in something which was not designed to have one.