Filed under: entertainment

Wikipedia in Theory (psychology of fun and games edition)

October 23rd, 2009

In my last Wikipedia in Theory post, in which I looked at game theory and experimental economics, David Gerard commented:

People edit Wikipedia because it’s fun. What is the economic motivation to buy music or play WoW? The theory’s out there.

But what, exactly, is that theory?  What makes Wikipedia fun?  Is that the same thing that makes World of Warcraft fun?  The same thing that makes gambling fun?  The same thing that makes all three addictive, sometimes pathologically so?

As far as I can tell, there isn’t a single well-established theory of fun and games.  There are some interesting ideas floating around, though.

The best known comes from positive psychology: the concept of flow, which is often considered the essence of what makes games and other activities fun.  Flow is that state of sustained concentration (and associated elation) when all of your efforts are directly toward a difficult and significant task that is nevertheless within your capabilities.  Different kinds of Wikipedia work are available that can test the skills of adolescent and professor alike and Wikipedians are free to choose tasks they think are significant, so it’s easy to make sense of why Wikipedia can be fun in terms of flow.

Another widely quoted formulation of fun comes from A Theory of Fun for Game Design, by Raph Koster:

Fun is just another word for learning.

James Paul Gee expands on this concept in his book What Video Games Have to Teach Us About Learning and Literacy.  In a short journal article, he summarizes some of the relevant points:

  • Good games give information “on demand” and “just in time,” not out of the contexts of actual use or apart from people’s purposes and goals…
  • Good games operate at the outer and growing edge of a player’s competence, remaining challenging, but do-able…
  • Games allow players to be producers and not just consumers. Along with the designer, the player’s actions co-create the game world.
  • In computer and video games, players engage in “action at a distance,” much like remotely manipulating a robot, but in a far more fine-grained fashion. Cognitive research suggests that such fine-grained action at a distance actually causes humans to feel as if their bodies and minds have stretched into a new space…a highly motivating state.

All of these aspects of games have parallels in Wikipedia editing.  In the last case, Wikipedia offers not just the illusion of affecting the world at a distance, but a way to actually do so; writing on Wikipedia has the potential to affect readers across the world.

Neuropsychology puts flow and fun and learning (and addiction) into chemical terms: it’s all about the dopamine.  All that talk about flow and motivation and fun gets boiled down to the release of neurotransmitters, especially dopamine, which is associated with pleasure, motivation, concentration, reinforcement, learning, and addiction.  Sustained released of dopamine (or in the case of some addictive chemicals, dopamine re-uptake inhibition) both creates a sense of pleasure and elation and creates an association between the activity at hand and the dopamine jolt, motivating you to do that activity again (and again).

That’s the core of activist game designer Jonathan Blow’s critique of mainstream video game design.  To quote from my post on video game addiction:

the best practices of commercial game design, particularly MMOs, are “predicated on…player exploitation” by “plugging into their pleasure centers and giving them scheduled rewards”. He suggests that the gaming industry may be engaged in “the intellectual and emotional equivalent of [Joe Camel]“.

That same principle is at work on Wikipedia, with people compulsively checking their watchlists to see if their work has been built upon or the comments replied to.  But with careful attention to the principles of video game design, Wikipedia could probably be made much more compelling/fun/educational/addicting to a larger number of people.

Posted in Wikimedia, Wikipedia, Wikipedia in theory, addiction, entertainment, technology and society, video games | 6 Comments »

the ways in which

January 29th, 2008

Have you ever heard the phrase “interested in the ways in which”? If you have, it was probably uttered by a scholar in the humanities or social sciences, describing their research interests. There’s a good chance that the explanation that followed was rich in jargon, heavy on social theory, and an mostly opaque to anyone not in the same field as the speaker. It was probably also an American or a Brit. (If this doesn’t ring any bells for you, take a look at the search results for “interested in the the ways in which“.) As a fellow graduate student pointed out to me, “the ways in which” has a very strong connotation, marking a certain style of thinking and writing about history and society. Most people that come through giving talks to my program, whether for job talks, colloquia, or some other lectures, can pretty easily be divided into “ways in which” types and people who know how to hold an audience’s attention.

Reflecting on the problems of jargon that come with writing history that is only meant for other historians, I’m working on a paper: “The Pedagogical Semiotics of Interlinguistic Anglophone Discourse, 2008-1999″. On a closely related note, the grad students are think of doing either drinking games or jargon bingo to spice up future talks. “Blah blah blah, blah blah actor’s category, blah blah.” “Bingo!”

On another related note, every would-be historian needs to watch the latest The Simpsons, “That 90s Show”, if you haven’t already. See a few clips here. Choice quotes:

  • Suede-elbow-patched associate professor: “Look at that lighthouse! It’s the ultimate expression of phallocentric technocracy violating Mother Sky.” Marge: “I thought they were just tall so boats could see them.” Professor: “No, Marge, everything penis-shaped is bad.”
  • Marge: “Did you know that history is written by the winners?” Homer: “Really? I thought history was written by losers!”

Bonus link: PhD Comics on thesis titles

Posted in academia, entertainment, grad school, things that are awesome | 1 Comment »

Scopes Trial folk song

May 7th, 2007

This link just popped up on H-Net: “Scopes Trial“, as sung by Mr. Vance Randolph in Eureka Springs Arkansas, September 24 1959, from The Max Hunter Folk Song Collection.

Worth a listen.

Posted in entertainment, evolution, history of science | No Comments »

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