User:Issa Rice/Gamification table: Difference between revisions

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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").
 
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! Property/attribute !! MMBN !! Math/AI safety !! Vimscript/vimrc
! Property/attribute !! [[wikipedia:Mega Man Battle Network|MMBN]] !! Math/AI safety !! Vimscript/vimrc
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| 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
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| repetitive || yes || no || no
| varied repetitiveness (i.e. not [[wikipedia:Grinding (video gaming)|grinding]]) || yes || no || no
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| 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
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| randomness/surprise || yes || no || no
| randomness/surprise || yes || no || no
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| 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
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| tacit linearity || yes || no?<ref group=notes>not for mathematics as a whole, but a single textbook does have linear structure</ref> || no
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| large class from which to pull strategies || no || yes || yes?
| large class from which to pull strategies || no || yes || yes?
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| tinkering mechanics || yes || no || yes
| tinkering mechanics || yes || no || yes
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| 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
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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

  1. 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".
  2. 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.
  3. not for mathematics as a whole, but a single textbook does have linear structure
  4. this is more of an AI safety thing, not a math thing