Thursday 2 October 2014

Motivation and the risk of the "next badge" syndrome



Take some time and watch the Dan Pink TED Talk; it is an interesting one, if only because it challenges preconceptions. (http://www.ted.com/talks/dan_pink_on_motivation?language=en). 

Assuming you have watched it, I will continue. I have worked in the private sector for about 25 years and the common belief is that this sector is broadly (even primarily) driven by financial reward.I am about to start a sentence with, "In my experience", which normally means, "Without a shred of evidence", but here goes...

In my experience, Pink is fairly accurate. Most of my colleagues and co-workers are university educated and adequately paid. Don't get me wrong, I would love to get a pay rise, but I am not poorly paid. Being able to put food on the table is not a nagging worry ever hour of the day. And that is the key. It comes down to the Douglas Adams questions of existential sophistication..."How can we eat?", "Why do we eat?" and "Where shall we have lunch?"
If you don't have enough money to be able to eat, then eating (or working out how get the food to eat) becomes all consuming (pardon the dodgy pun).

I believe that it is the same with working and earning money. If money is tight, it becomes the overwhelming driver. Linked to that is the fact that low paid work is more often dull and repetitive (needs limited cognitive effort [see Pink again]) and you have an inverted golden spiral, with everything going down the plughole.

OK, it's not just my opinion (I have learned better than to simply pontificate in these blogs). The Institute of Leadership and Management report Beyond the Bonus (2013) demonstrates that while an adequate salary and pension is important to staff there are other facets of working that are more important:
"Employees were asked to select three factors that influence their level of motivation to work as hard as they can. Intrinsic factors dominate four of the top five spots. Enjoying the role, getting on with workmates, how well they are treated by their manager and how much control they have over their work are all placed in the top five motivational factors."

I also found the report in a CIPD blog (Job satisfaction beats bonuses in staff motivation stakes) and one of the most interesting parts of the articles was one of the comments it received:
"I was talking to a group of entrepreneurs at a gathering. They found disbursement of bonuses a much easier task than to play into the emotions and the minds of employees, because it requires persistence and painstaking efforts to build empathy." Dhruva Trivedy

Working out effective, motivational rewards is difficult. It is easier to just open one's wallet and pay a bonus, working on the premise that everyone likes a bit more money. There is a real danger of papering over the cracks with bank notes.

All very interesting, but what does it mean for training designers; and specifically those of us who work with games and gamification?

Handing out badges can be motivating, but does it motivate students to learn, or just to collect badges? In World of Warcraft, for example, a gamer can get new powers, weapons, money etc., etc. But does that start to become the point of the game; I level up, therefore I am?

While WoW, and such like, may engender flow (for more on this, take a look at Mihály Csíkszentmihályi’s Thinking Allowed interview at https://www.youtube.com/watch?v=7dSzKnf5WWg), is it the type of flow that we want. The player may become engrossed in gaining some arbitrary award rather than in the learning. Fine for WoW, but not so good for educational games. Perhaps the focus on badges and other extrinsic motivators makes it all too easy to lose sight of the true goals of an educational game.

Back to Pink.

He holds that Autonomy, Mastery and Purpose are key to effective motivation. Most games designed for entertainment cover the latter two (if levelling up or getting the Sword of Azeroth is purpose enough for you :¬) )


But autonomy? It is a real challenge to put autonomy into a game. OK, you can choose not to play or not to take on a quest, but where does that leave the player? Back on their desktop or wandering around a virtual woodland? Autonomy is all about making decisions that affect our lives (even our virtual lives) not just working out how to get the next badge by slaughtering the next battalion of orcs.

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