Ask HN - Review My Idea: Make Work More Like Games
thezukunft.com
thezukunft.com
I know you can game any system for rewards -- it has been a near obsession of mine since a kid, when I found that 89.5% is still an A- and that meant I could still miss 3 homework assignments and not suffer any consequences as long as I did really well on the tests. Like was mentioned in the video posted yesterday, everyone knows that grades are a game... its just an unsophisticated game that sucks, but nonetheless seems to converge on education for many people. Grades as a game have always been Pong in a world where Pacman exists... now they're Pong in a world where WoW exists. (Or even where Farmville exists.) Holy cow, we can abuse that better. ("Little Timmy learned 7 * 8 = 56. Ding, Mathematician Level 14! Gratz Timmy!")
This is mostly a function of a particular method of token allocation, rather than a property of the tokens. There are entire lines of work where the allocation is quite elastic - people who work on commission, people who make a significant part of their income based on performance bonuses, etc. Even at start-ups, in my experience, bonuses for important milestones are not all that uncommon, even if they often are, well, token.
"A raise is only a raise for three months, then it's just your salary."
The argument here is that there are many, many other game mechanics besides simply giving out "tokens" that have been demonstrated to be compelling motivators.
Providing higher rewards decreases performance.
Besides, the point isn't about increasing performance in situations where people are highly engaged regardless, it's about increasing engagement where motivation can wane, especially in more menial type of tasks/jobs.
For an intro into the subject, check out "Punished By Rewards" by Alfie Kohn.
I suspect one of the appeals of doing repetitive, mindless things like fishing or grinding in games is because... they're repetitive and mindless. There are real-life equivalents: clicking around on Hacker News, slumping on a couch for hours watching television, etc. These activities are much less mentally exhausting, much less stressful than doing actual work.
Anyway, I think your idea is a great one, but there are some hurdles. If you reward people for menial activities, then they'll waste tons of time on it because it's mindless and easy. Chances are this type of work is not what any company would want its employees doing. If you only reward people for actual demanding work, then chances are you won't really be adding anything.
"Ding! 10,000 lines of code reached!" -- A recipe for a very bloated product
Software organizations tend to reward programmers who (a) write lots of code and (b) fix lots of bugs. The best way to get ahead in an organization like this is to check in lots of buggy code and fix it all, rather than taking the extra time to get it right in the first place. When you try to fix this problem by penalizing programmers for creating bugs, you create a perverse incentive for them to hide their bugs or not tell the testers about new code they wrote in hopes that fewer bugs will be found. You can't win.
Anyway, that's still not impossible to solve. After the design phase, reward for every module shipped, then deduct points for every bug reported by users. If the programmer is able to hide bugs such that they never manifest in production, I say all power to him.
[Edit]
Oh ok, I think I see what you mean. Well, firstly, if a subsystem weren't integral to the app, why develop it in the first place? Secondly, you could always track the usage of the subsystem and provide additional incentives for its success. Lastly, who says subsystems have to be directly accessible to the user? If tasked to write a module that runs in the background, one can hardly make it deliberately obtuse.
so target's "reward" mechanism is partially built into their POS machines, while the other part is driven by their management. if you sell more than 3 target cards in a day, you can pick out anything in the store <$20 for free. that could be built, but it'd have to be tied into target's hardware to work. and how are you going to give those badges away in that case?
i guess i'm not sold on the idea because i don't see any specific examples of where it would be compelling. maybe web-based companies, at that point your main goals are things like code written or commits. so you could monitor all employee's github accounts (as an example) and send out a company e-mail with badges based on that. just an example.
The process of managing a customer request in an insurance company goes like this: file the request, create a template mail, press "send", have it printed. Why not stir that up a little?
I think (and hope) the achievement/badge trend will continue to grow and show up in all sorts of new places. The biggest hurdle we are facing is finding ways to 'hook' into the events which get tracked and converted into badges. Its pretty simple for websites, but for a company to setup or modify existing systems to automatically ping events is no small undertaking for that company. Maybe there's an opportunity for consulting here too?
Then there's trying to decide what things are valuable for company X to track and award badges for. All this takes time and money. With a little backing info from research studies I could see companies giving this a shot. There are existing services which allow employees to give 'kudos' points to each other for things they do. This would be taking that to the next level and fully automating it.
I don't think the problem lies in tracking the metrics. It lies in managing and organizing the "game".
1. Hard to define measurable goals: How many points for a bug fix. What if a bug fix requires 5 mins other requires 4hrs. Its hard to assign points to each individual work item and track 'em.
2. How to set good milestones.
3. Avoiding Karma whoring: How to stop from racking companionship points by having extended lunches
In a company scenario it would be hard to sell this idea to all employees and might deter some prospective employee to join as it might set the corporation's image as childish in the outside world.
A better approach: http://www.paulgraham.com/hiring.html
Her idea is not so much applying game dynamics to real life, but changing existing games slightly so that people solve more important problems (think ending world hunger by leveling up).
You can find several games she created on http://www.avantgame.com/
The talk is not yet online, but I"ll post it on HN when it comes out.
Also there are already reward systems which are real. I like to be proud of what I do. I like to be rewarded with fair payment. I think stuff like that works better for me than an artificially added point-system.
We're working with several companies to implement game mechanics for both training and job performance: http://www.bunchball.com
Joel already discussed this kind of renumeration, he gave an example of bugs. If you pay your developers more money if they produce bug-free code, they won't report bugs and it'll result in a worse result.
http://experimentgarden.blogspot.com/2009/11/fun-theory-how-...
I would imagine that working at a start-up or at Google or at some other fast-paced innovative company would negate the need such a system and would possibly devalue (within the employee's mind) the importance of their work.
Edit: Yep, found the article I was thinking of: http://steve-yegge.blogspot.com/2006/09/good-agile-bad-agile...
Search for the word "incentives".