User:Issa Rice/Gamification table: Difference between revisions
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{| class="wikitable" | I made this table while/after replaying [[wikipedia:Mega Man Battle Network|MMBN]] in 2019. As I played the games, I introspected on the ways in which the game felt addicting/interesting/purposeful, and compared it to how I felt while doing math, AI safety, and text editor configuration (one of my "guilty pleasures"). | ||
{| class="sortable wikitable" | |||
|- | |- | ||
! Property/attribute !! MMBN !! Math/AI safety !! Vimscript | ! Property/attribute !! [[wikipedia:Mega Man Battle Network|MMBN]] !! Math/AI safety !! Vimscript/vimrc | ||
|- | |- | ||
| addicting/feeling of being engrossed || yes || no || yes | | addicting/feeling of being engrossed || yes || no || yes | ||
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| early on, you are told the point of the thing you're doing || yes || no || yes | | early on, you are told the point of the thing you're doing || yes || no || yes | ||
|- | |- | ||
| | | varied repetitiveness (i.e. not [[wikipedia:Grinding (video gaming)|grinding]]) || yes || no || no | ||
|- | |- | ||
| dominance reasoning/upgrades || yes || no || yes | | dominance reasoning/upgrades || yes<ref group=notes>There's a bunch of "deterministic decisions" like "this new chip is a strictly better version of this other chip I've been using, so I should replace it".</ref> || no || yes | ||
|- | |- | ||
| randomness/surprise || yes || no || no | | randomness/surprise || yes || no || no | ||
|- | |- | ||
| pre-made dependency tree || yes || no || no | | pre-made dependency tree || yes<ref group=notes>See "Games help players make and adapt plans" [https://notes.andymatuschak.org/z4qFtxPZi21DKoLruHcmsocee1YnZy9JMArb6?stackedNotes=z7mU6RxxzJ9FZBCcgbYQsv9nExuK3xVm635Ks&stackedNotes=Most_explanatory_media_make_participants_run_their_own_feedback_loops] for kind of thing I mean here. In a game like MMBN the next thing to do is basically obvious.</ref> || no || no | ||
|- | |||
| tacit linearity || yes || no?<ref group=notes>not for mathematics as a whole, but a single textbook does have linear structure</ref> || no | |||
|- | |- | ||
| large class from which to pull strategies || no || yes || yes? | | large class from which to pull strategies || no || yes || yes? | ||
|- | |- | ||
| tinkering mechanics || yes || no || yes | | tinkering mechanics || yes || no || yes | ||
|- | |||
| pressure to keep doing better/find flaws in what I am doing || no || yes<ref group=notes>this is more of an AI safety thing, not a math thing</ref> || no | |||
|} | |} | ||
see also https://youtu.be/SqFu5O-oPmU?t=783 | |||
==Notes== | |||
<references group=notes/> |
Latest revision as of 15:34, 4 January 2022
I made this table while/after replaying MMBN in 2019. As I played the games, I introspected on the ways in which the game felt addicting/interesting/purposeful, and compared it to how I felt while doing math, AI safety, and text editor configuration (one of my "guilty pleasures").
Property/attribute | MMBN | Math/AI safety | Vimscript/vimrc |
---|---|---|---|
addicting/feeling of being engrossed | yes | no | yes |
important | no | yes | no |
instant feedback | yes | no | yes |
collecting things | yes | ? | ? |
mentally easy | yes | no | most of the time |
livelihood could depend on it | no | yes | no |
multiple threads that can be pursued | yes | yes | yes |
social competition | no | yes | no |
early on, you are told the point of the thing you're doing | yes | no | yes |
varied repetitiveness (i.e. not grinding) | yes | no | no |
dominance reasoning/upgrades | yes[notes 1] | no | yes |
randomness/surprise | yes | no | no |
pre-made dependency tree | yes[notes 2] | no | no |
tacit linearity | yes | no?[notes 3] | no |
large class from which to pull strategies | no | yes | yes? |
tinkering mechanics | yes | no | yes |
pressure to keep doing better/find flaws in what I am doing | no | yes[notes 4] | no |
see also https://youtu.be/SqFu5O-oPmU?t=783
Notes
- ↑ There's a bunch of "deterministic decisions" like "this new chip is a strictly better version of this other chip I've been using, so I should replace it".
- ↑ See "Games help players make and adapt plans" [1] for kind of thing I mean here. In a game like MMBN the next thing to do is basically obvious.
- ↑ not for mathematics as a whole, but a single textbook does have linear structure
- ↑ this is more of an AI safety thing, not a math thing