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* [https://www.techsoupcanada.ca/en/directory/vocabulary/13 TechSoup Canada Catalogue] | * [https://www.techsoupcanada.ca/en/directory/vocabulary/13 TechSoup Canada Catalogue] | ||
− | + | ||
==== Meeting Notes ==== | ==== Meeting Notes ==== | ||
− | ===== | + | ===== Encouraging Gaming ===== |
− | * | + | |
− | * | + | * Gamification of Disaster Recovery |
− | ** | + | ** Playing a role playing game |
+ | ** Roll the dice "Your mail server has failed" | ||
+ | ** Good for scenarios | ||
+ | ** Needs a Dungeon Master who understands security | ||
+ | |||
+ | |||
+ | * Gamification of server uptime | ||
+ | ** One SysAdmin has a server with 1000 days uptime | ||
+ | ** Challenge other SysAdmins to do it too | ||
+ | ** Ensures SysAdmins will coddle the server to ensure uptime | ||
+ | |||
+ | |||
+ | * Movie effects for computer screens | ||
+ | ** Don't look like reality, more like computer games | ||
+ | ** But tools are trying to look like games | ||
+ | ** Want more customers to use their products | ||
+ | *** Security products (eg) are hard to use | ||
+ | *** Making the UI easier, more exciting to use | ||
+ | *** Trying to keep the user on the device as much as possible | ||
+ | *** Targetting today's users who are gamers | ||
+ | *** Try to concentrate attention on the things that need attention | ||
+ | |||
+ | |||
+ | * 12 hour operator shifts | ||
+ | ** Very tiring, trying to spot "hacker" anomalies in gigabytes of data | ||
+ | ** The job doesn't get done, staff doesn't care after a few days | ||
+ | ** If the system had been gamified it might have made the job better | ||
+ | *** But mostly it seems a management problem for having 12 hour shifts | ||
+ | ** But gamers are in front of monitors that long, don't have the apathy problem | ||
+ | |||
+ | |||
+ | * Can World Of Warcraft design be used to analyze logs? | ||
+ | ** Players are unknowingly doing the work while playing the game | ||
+ | ** But what gets attention is based on what the player finds fun | ||
+ | * May be similar to using spare CPU cycles to do bitcoin | ||
+ | |||
+ | |||
+ | |||
+ | * Have a reward attached to success | ||
+ | ** But in some cases there's no control, so success is not based on work but luck and gamification won't work | ||
+ | |||
+ | |||
+ | * Games are visually appealing and attractive | ||
+ | * Competition is appealing | ||
+ | |||
+ | |||
+ | * Re-Captcha has gamified proofreading | ||
+ | ** Spread out the work to millions, make it fun | ||
+ | ** Purpose for captcha owner may not be access control, but OCR improvement, traffic AI optimization | ||
+ | |||
+ | |||
+ | * "Sex and violence moves the world forward" | ||
+ | ** Porn has driven technology: Hi-res, accurate skin tones; VHS technology; video streaming | ||
+ | ** And the military has pushed technology too | ||
+ | |||
+ | |||
+ | * Sometimes gamification gets in the way | ||
+ | ** "You have won this case number 54321!" is just annoying | ||
+ | ** Trying to fool employees backfires, recognized by employees | ||
+ | * But maybe if the gamification could be switched off | ||
+ | |||
+ | |||
+ | * An experienced worker can do more without gamification | ||
+ | ** But his attitude was that life is one big game | ||
+ | |||
+ | |||
+ | * Young people develop new skills that older people don't have | ||
+ | ** This affects how they approach gamification | ||
+ | |||
+ | |||
+ | * "War Games" | ||
+ | ** Using games to make serious tasks go better | ||
+ | ** Also, how much control do you turn over to the computer? | ||
+ | * Has become reality - military drone operators | ||
+ | |||
+ | |||
+ | * US Military had an RPG for recruiting | ||
+ | ** Very realistic, eg. speed for loading a rifle | ||
+ | ** Intent to get people familiar with army life before recruiting them | ||
+ | ** | ||
+ | |||
+ | |||
+ | * DARPA Challenge | ||
+ | ** Started as a monetary reward for specific goals | ||
+ | *** 100 metre autonomous vehicles in 2004 | ||
+ | *** 100 km autonomous vehicles in 2005 (xxxxxx check dates! | ||
+ | |||
+ | |||
+ | * People in finance and politics use gamification | ||
+ | ** eg. "First Past The Post" is a horse racing analogy | ||
+ | |||
+ | |||
+ | * Different rewards are effective for different groups | ||
+ | ** eg. Grade 3 kids may be influenced by a reward of bubblegum, but not Grade 8 kids | ||
+ | |||
+ | |||
+ | * Bread and Circuses | ||
+ | ** Roman Warriors went from lean survivalists to entertainment | ||
+ | ** Games became a distraction, so young people no longer wanted to be warriors | ||
+ | |||
+ | |||
+ | * Games in any environment have limits and rules | ||
+ | ** The objective is to be attained by following those limits and rules | ||
+ | ** The effects games have on social cohesion and morale are defined by those limits and rules | ||
+ | ** Not just rote and repetition, but applying strategy | ||
+ | |||
+ | |||
+ | ===== Preventing Gaming ===== | ||
+ | * User Friendly cartoons about Doom on the LAN | ||
+ | |||
+ | |||
+ | * SysAdmins wanted to prevent smart phones, more work to provide bandwidth | ||
+ | |||
+ | |||
+ | * Security concerns with using personal devices in work | ||
+ | ** Accessing corporate data with personal devices | ||
+ | |||
+ | |||
+ | * But people found these devices made their work more fun | ||
+ | |||
+ | |||
+ | * Is there any way to run a corporation without using some kind of gamification? | ||
+ | ** Boring, routine jobs need it | ||
+ | ** But some people just aren't suited to that kind of work | ||
+ | ** People who can remain focussed on routine work are scarce, but may not benefit from gamification | ||
+ | ** People have to be interested in the objective | ||
+ | |||
+ | |||
+ | * Gold Farmers are playing a capitalist metagame | ||
+ | |||
+ | |||
+ | * It should be possible to roboticize the work to make gamification customized | ||
+ | ** But then it is probably possible to automate the work directly, no longer requiring a worker | ||
+ | |||
+ | |||
+ | * There are programs to monitor online behaviour to identify mental health issues | ||
+ | |||
+ | |||
+ | Categories of motivation | ||
+ | # Mastery of skill | ||
+ | # Exploratoin/ Discovery | ||
+ | # Competition | ||
+ | # Cooperation | ||
+ | |||
+ | |||
+ | * How does cooperation and collaboration help with work? | ||
+ | * Competition: | ||
+ | ** Nobody wants to be the laggard in the group | ||
+ | ** Competition is a loaded word in our society | ||
+ | ** But a notion of competition, argumentation with the aim of improvement, everyone winning | ||
+ | |||
+ | |||
+ | * Gamification needs a goal, objective | ||
+ | ** eg. politics - getting people informed | ||
+ | ** | ||
+ | |||
+ | |||
+ | * Gamification is not Learning | ||
+ | ** Competing against other players | ||
+ | ** Or against your previous score | ||
+ | *** Someone has to know all the answers in order to mark your score | ||
+ | *** How can we solve problems that have not already been solved? | ||
+ | *** That's not gaming, that's learning | ||
+ | ** If you're moving into an unknown area you don't know what rules apply, what the goal is | ||
+ | |||
+ | |||
+ | * Self-directed, independent study courses are a form of gamification? | ||
+ | ** No, that's exploring, learning challenge; vision quest | ||
+ | ** Minecraft: No predefined goal | ||
+ | *** Possible collaboration, also competition | ||
+ | *** Used in education, "kids learn without knowing they're learning" (but not accepted by all educators) | ||
+ | *** Letting kids play games, and maybe learning, is too haphazard, it's not education | ||
+ | |||
+ | * "Everything is a game", "Life is a game" | ||
+ | ** But that makes the idea of a game useless. | ||
+ | |||
+ | |||
+ | * When outside things are gamified, are people just being conditioned? Or are people learning? | ||
+ | ** eg. the Army game | ||
+ | |||
+ | |||
+ | * Making games highly addictive | ||
+ | ** Are people conditioned to play again and again, spend money | ||
+ | ** Are corporations just games? Employees buying into it again and again. | ||
+ | |||
+ | |||
+ | * Being fooled into learning can lead to a real interest in the subject | ||
+ | ** Movies, books can lead to further research. Reality is more interesting than fiction. | ||
+ | |||
+ | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Back to: [[Gaming]] | Back to: [[Gaming]] | ||
[[Category:KWNPSA Meeting Notes]] | [[Category:KWNPSA Meeting Notes]] |
Latest revision as of 21:09, 11 February 2019
Gaming
- Date
- Monday, 11 February 2019 from 7:00pm to 9:00pm iCal
- Meetup Event
- https://www.meetup.com/NetSquared-Kitchener-Waterloo/events/256359263/
- Location
- *** Room 1300 *** -- Conrad Grebel University College, 140 Westmount Rd. N., Waterloo, Ontario Map
- Event Announcement
- Gaming/Announcement 2019-02-11
Are you a gamer? Wouldn't it be great to play games during work? Are you a game designer? What role does gamification have in Non-Profit organizations? Can gamification make a SysAdmin's life easier? What value do games have in the Non-Profit sector?
Join our round-table discussion on Gaming, and share your views.
--Bob Jonkman & Marc Paré
Resources
Meeting Notes
Encouraging Gaming
- Gamification of Disaster Recovery
- Playing a role playing game
- Roll the dice "Your mail server has failed"
- Good for scenarios
- Needs a Dungeon Master who understands security
- Gamification of server uptime
- One SysAdmin has a server with 1000 days uptime
- Challenge other SysAdmins to do it too
- Ensures SysAdmins will coddle the server to ensure uptime
- Movie effects for computer screens
- Don't look like reality, more like computer games
- But tools are trying to look like games
- Want more customers to use their products
- Security products (eg) are hard to use
- Making the UI easier, more exciting to use
- Trying to keep the user on the device as much as possible
- Targetting today's users who are gamers
- Try to concentrate attention on the things that need attention
- 12 hour operator shifts
- Very tiring, trying to spot "hacker" anomalies in gigabytes of data
- The job doesn't get done, staff doesn't care after a few days
- If the system had been gamified it might have made the job better
- But mostly it seems a management problem for having 12 hour shifts
- But gamers are in front of monitors that long, don't have the apathy problem
- Can World Of Warcraft design be used to analyze logs?
- Players are unknowingly doing the work while playing the game
- But what gets attention is based on what the player finds fun
- May be similar to using spare CPU cycles to do bitcoin
- Have a reward attached to success
- But in some cases there's no control, so success is not based on work but luck and gamification won't work
- Games are visually appealing and attractive
- Competition is appealing
- Re-Captcha has gamified proofreading
- Spread out the work to millions, make it fun
- Purpose for captcha owner may not be access control, but OCR improvement, traffic AI optimization
- "Sex and violence moves the world forward"
- Porn has driven technology: Hi-res, accurate skin tones; VHS technology; video streaming
- And the military has pushed technology too
- Sometimes gamification gets in the way
- "You have won this case number 54321!" is just annoying
- Trying to fool employees backfires, recognized by employees
- But maybe if the gamification could be switched off
- An experienced worker can do more without gamification
- But his attitude was that life is one big game
- Young people develop new skills that older people don't have
- This affects how they approach gamification
- "War Games"
- Using games to make serious tasks go better
- Also, how much control do you turn over to the computer?
- Has become reality - military drone operators
- US Military had an RPG for recruiting
- Very realistic, eg. speed for loading a rifle
- Intent to get people familiar with army life before recruiting them
- DARPA Challenge
- Started as a monetary reward for specific goals
- 100 metre autonomous vehicles in 2004
- 100 km autonomous vehicles in 2005 (xxxxxx check dates!
- Started as a monetary reward for specific goals
- People in finance and politics use gamification
- eg. "First Past The Post" is a horse racing analogy
- Different rewards are effective for different groups
- eg. Grade 3 kids may be influenced by a reward of bubblegum, but not Grade 8 kids
- Bread and Circuses
- Roman Warriors went from lean survivalists to entertainment
- Games became a distraction, so young people no longer wanted to be warriors
- Games in any environment have limits and rules
- The objective is to be attained by following those limits and rules
- The effects games have on social cohesion and morale are defined by those limits and rules
- Not just rote and repetition, but applying strategy
Preventing Gaming
- User Friendly cartoons about Doom on the LAN
- SysAdmins wanted to prevent smart phones, more work to provide bandwidth
- Security concerns with using personal devices in work
- Accessing corporate data with personal devices
- But people found these devices made their work more fun
- Is there any way to run a corporation without using some kind of gamification?
- Boring, routine jobs need it
- But some people just aren't suited to that kind of work
- People who can remain focussed on routine work are scarce, but may not benefit from gamification
- People have to be interested in the objective
- Gold Farmers are playing a capitalist metagame
- It should be possible to roboticize the work to make gamification customized
- But then it is probably possible to automate the work directly, no longer requiring a worker
- There are programs to monitor online behaviour to identify mental health issues
Categories of motivation
- Mastery of skill
- Exploratoin/ Discovery
- Competition
- Cooperation
- How does cooperation and collaboration help with work?
- Competition:
- Nobody wants to be the laggard in the group
- Competition is a loaded word in our society
- But a notion of competition, argumentation with the aim of improvement, everyone winning
- Gamification needs a goal, objective
- eg. politics - getting people informed
- Gamification is not Learning
- Competing against other players
- Or against your previous score
- Someone has to know all the answers in order to mark your score
- How can we solve problems that have not already been solved?
- That's not gaming, that's learning
- If you're moving into an unknown area you don't know what rules apply, what the goal is
- Self-directed, independent study courses are a form of gamification?
- No, that's exploring, learning challenge; vision quest
- Minecraft: No predefined goal
- Possible collaboration, also competition
- Used in education, "kids learn without knowing they're learning" (but not accepted by all educators)
- Letting kids play games, and maybe learning, is too haphazard, it's not education
- "Everything is a game", "Life is a game"
- But that makes the idea of a game useless.
- When outside things are gamified, are people just being conditioned? Or are people learning?
- eg. the Army game
- Making games highly addictive
- Are people conditioned to play again and again, spend money
- Are corporations just games? Employees buying into it again and again.
- Being fooled into learning can lead to a real interest in the subject
- Movies, books can lead to further research. Reality is more interesting than fiction.
Back to: Gaming