The Dangers of Games in the Workplace

In the wake of Jane McGonigal’s Reality is Broken, I participated this week in a round table at Zócalo Public Square on the subject of “How Will Video Games Change the Way We Work?” The other participants were Mark Deuze, Paul Dourish, Nick Yee, and David Rejeski.

Here is my contribution.

Games can be a huge help—but have huge limitations

Reality is Broken makes a strong case for applying the lessons of video games to work, and to the rest of the world. While I am very sympathetic to this idea, I would like to add a caveat: Games work well in part because they provide clear goals and feedback, but the application of clear goals and feedback to work environments has in many cases proved disastrous. The employees of (for example) Washington Mutual have explained how they were being measured exclusively on the number of loans they were approving (clear goals), and how they were threatened with sanctions if they asked too many questions about a customer’s ability to pay (feedback). In fact, much of the financial crisis was due to the application of game-like design principles to work, where employees were forced to work toward short-term goals that were detrimental to the health of their company and the economy at large. In the Eastern Bloc, Polish furniture factories used to be rewarded on the basis of the weight of their total output, and consequently made the heaviest furniture in the world.

The key is to recognize that it is fine to set up goals and feedback in work environments only as long as everybody – from CEO to temp employee – understands that performance measures only give a partial image of reality. Clear goals and feedback are only inspiring in work situations when we have the discretion to decide how seriously we want to take them, and as long as there is no higher-level manager that takes the performance measure literally anyway. Games are also enjoyable because they give us wiggle room. If we are to use game design principles outside games, we need to make sure that the wiggle room is still there; we need to make sure that we are still allowed to use our sound judgment when faced with a performance goal.

I am probably coming out as a skeptic of gamification here, but the point really is that game conventions should not be blindly applied everywhere.

My argument is more fully developed in the book on Failure that I am currently working on.

Depth in one Minute: A Conversation about Bejeweled Blitz

I have posted an essay called Depth in one Minute: A Conversation about Bejeweled Blitz, which I co-wrote with Rasmus Keldorff for the new Well Played 2.0 anthology.

This is a conversation about the design and merits of the Blitz format, about how we develop strategies, about chance, about the danger of burning out on a specific game, and about the difference between younger and older players.

Incidentally, this is the fourth time I have written about Bejeweled (first time about matching tile games, second time about casual games, third time as game of the decade). It’s a bit like writing about haiku or minimalism – because there is so little to see, there is so much to say.

Read the paper here: http://www.jesperjuul.net/text/depthinoneminute/

Bejeweled: Game of the Decade

Over at Htlit.com, I have a short text arguing that Bejeweled is the most important game of the 2000’s (the decade, that is). (Waiting for the protests from a crowd of angry gamers.)

Viewed strictly as a game design, this probably isn’t the most enjoyable game of the decade. Neither is it the most innovative, being rather an incremental development based of a number of existing designs.What makes Bejeweled the game of the decade is its central role in the casual revolution: This game was instrumental in creating the first video game distribution channel aimed at an older and predominantly female audience (downloadable casual games), hence redefining our ideas of what a video game could be and who could play video games. Furthermore, its basic gameplay of swapping tiles to make colored matches has taken on a life of its own, now playable on cell phones and aeroplanes; as relaxed game sessions without any time pressure; packaged as a role-playing game set in a fantasy world (Puzzle Quest); as a one-minute intensive game for competing against friends (Bejeweled Blitz). That is the importance of Bejeweled: showing us how many different things video games can be, showing us that there are many ways to play, use, and enjoy video games.

Variation over Time – The Transformation of Space in Single-Screen Action Games

Here is a paper I wrote a few years ago but never posted: Variation over Time – The Transformation of Space in Single-Screen Action Games was published in the Space Time Play anthology in 2007.

At that time, I was becoming interested in doing detailed analyses of specific video game designs. (Also evident in my Swap Adjacent paper.) I think it is important to paint the big picture, but I find it interesting to supplement this with more specific examinations of very focused topics. The big and the small pictures are then meant to supplement each other.

Variation over Time concerns the kind of early video game design where variation was provided by opening the playing field during the course of a level. Examples include Space Invaders, (Ms.) Pac-Man, Pengo, and Super Bomberman. From the paper:

My interest here is in a specific way of providing variation, the qualitative change of difficulty that is created by opening the playing field during a game level. This is a type of design where obstacles are gradually removed and the playing field becomes more open as a result. We can see this design in a number of board games (e.g. backgammon, chess, checkers), and it was a popular design in the non-scrolling action video game, most prominently in the 1980s. But for reasons I will discuss later, this design has become unusual in contemporary video games. Consider the early video game Space Invaders (Taito 1977) as a first example. (Figure 1.)


Figure 1. Space Invaders (Taito 1977)

More.

游戏、玩家、世界: 对游戏本质的探讨 (The Game, the Player, the World translated to Chinese)

Guan Pingping of Zhejiang University has been so kind as to translate my paper The Game, the Player, the World: Looking for a Heart of Gameness into Chinese.

Get it here: 游戏、玩家、世界: 对游戏本质的探讨.

A Casual Revolution is out!

A Casual Revolution: Reinventing Video Games and Their Players has just been published by MIT Press.

casualrevolution_200A Casual Revolution is my take on what is happening with video games right now:

  • Why is the Nintendo Wii more successful than the Xbox 360 and the PlayStation 3?
  • Why is the audience for video games expanding?
  • Who plays Bejeweled, and why?
  • What is a casual player? What is casual game design?
  • Are casual games a return to the arcade game, or are they something new?
  • How did Solitaire become one of the most popular video games?
  • What is the secret behind the success of Guitar Hero and Rock Band?
  • Why is Parcheesi/Ludo a social game? Why is Animal Crossing?
  • Does the rise of casual games mean the downfall of hardcore games?
  • … and more.

A Casual Revolution is a 256-page book about what is important: The joy of the casual video games that we play during a work break, on phones, with the family, or with friends at a late-night party.

The book includes 100 illustrations as well as interviews with game players and developers.

Get A Casual Revolution from your neighborhood bookstore or from your favorite online retailer.

The book’s companion website is: http://www.jesperjuul.net/casualrevolution/

The official MIT Press page: http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11844

Thanks to everybody who made this book possible!

-Jesper

Introduction to Game Time – the podcast

Ryan Wiancko from IndustryBroadcast has once again been so kind as to provide a podcast for a paper of mine.

This time it’s Introduction to Game Time – An examination of game temporality, which was published in the First Person anthology and subsequently included in Half-Real in revised form. (The paper is also known as “Time to Play”, which I find is the better title.)

Click here for the podcast.

My Upcoming Book: A Casual Revolution

casualrevolution

Update November 2009: A Casual Revolution is now out. Read more on the book’s web page: http://www.jesperjuul.net/casualrevolution/

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Announcing my next book, A Casual Revolution: Reinventing Video Games and Their Players.

Set for release in November 2009, A Casual Revolution is my take on what is happening with video games right now:

  • Why is the Nintendo Wii more successful than the Xbox 360 and the PlayStation 3?
  • Why and how is the market for video games expanding?
  • Who plays Bejeweled, and why?
  • What is a casual player? Do casual players even exist?
  • What is casual game design?
  • Are casual games a throwback to the arcade game, or are they something new?
  • How did Solitaire become one of the most popular video games?
  • What is the secret behind the success of Guitar Hero and Rock Band?
  • Why is Parcheesi a social game? Why is Animal Crossing?
  • Does the rise of casual games mean the downfall of the hardcore game?
  • … and much more.

I will post more information about the book as we near the publication date!

Official description

The enormous popularity of the Nintendo Wii, Guitar Hero, and smaller games like Bejeweled or Zuma has turned the stereotype of the obsessed young male gamer on its head. Players of these casual games are not required to possess an intimate knowledge of video game history or to devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction.

With this reinvention of video games, the game industry reconnects with a general audience. Many of today’s casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time consuming and complex. For a long time, video games asked players to structure their lives to fit the demands of a game; with casual games, it is the game that is designed to fit into the lives of players. These flexible games make it possible for everyone to be a video game player.

Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

Endorsements

  • “An indispensible read for anyone interested or working in the field of video games. Jesper Juul makes sense of the shifting terrain of video game audiences and proves to be one of the finest minds in video games. A ground-breaking book!”
    Sean Baptiste, Manager of Community Development, Harmonix Music Systems
  • A Casual Revolution is a hard look at the unique characteristics of games outside of the hardcore. Juul pushes past the prejudice that casual games are somehow lesser experiences and presents a multifaceted view of ‘casualness,’ casual players and the non-trivial role of these deeply engaging games in our social and cultural lives.”
    Tracy Fullerton, Director, USC Game Innovation Lab, USC School of Cinematic Arts, Interactive Media Division
  • “A thoughtful examination of casual gaming. I wouldn’t be surprised to find this book sitting on the shelves of game developers, marketers, and scholars. Juul has combined player ethnography, developer interviews, and informed analysis to produce an exemplary piece of game research.”
    Chaim Gingold, Designer, Spore Creature Creator


Links

Official MIT press page.

Preorder from Amazon.