Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Page 4
If the goal is truly compelling, and if the feedback is motivating enough, we will keep wrestling with the game’s limitations—creatively, sincerely, and enthusiastically—for a very long time. We will play until we utterly exhaust our own abilities, or until we exhaust the challenge. And we will take the game seriously because there is nothing trivial about playing a good game. The game matters.
This is what it means to act like a gamer, or to be a truly gameful person. This is who we become when we play a good game.
But this definition leads us to a perplexing question. Why on earth are so many people volunteering to tackle such completely unnecessary obstacles? Why are we collectively spending 3 billion hours a week working at the very limits of our ability, for no obvious external reward? In other words: Why do unnecessary obstacles make us happy?
When it comes understanding how games really work, the answer to this question is as crucial as the four defining traits.
How Games Provoke Positive Emotion
Games make us happy because they are hard work that we choose for ourselves, and it turns out that almost nothing makes us happier than good, hard work.
We don’t normally think of games as hard work. After all, we play games, and we’ve been taught to think of play as the very opposite of work. But nothing could be further from the truth. In fact, as Brian Sutton-Smith, a leading psychologist of play, once said, “The opposite of play isn’t work. It’s depression.”6
When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s a perfect description of the emotional state of gameplay. A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.
When we’re playing a good game—when we’re tackling unnecessary obstacles—we are actively moving ourselves toward the positive end of the emotional spectrum. We are intensely engaged, and this puts us in precisely the right frame of mind and physical condition to generate all kinds of positive emotions and experiences. All of the neurological and physiological systems that underlie happiness—our attention systems, our reward center, our motivation systems, our emotion and memory centers—are fully activated by gameplay.
This extreme emotional activation is the primary reason why today’s most successful computer and video games are so addictive and mood-boosting. When we’re in a concentrated state of optimistic engagement, it suddenly becomes biologically more possible for us to think positive thoughts, to make social connections, and to build personal strengths. We are actively conditioning our minds and bodies to be happier.
If only hard work in the real world had the same effect. In our real lives, hard work is too often something we do because we have to do it—to make a living, to get ahead, to meet someone else’s expectations, or simply because someone else gave us a job to do. We resent that kind of work. It stresses us out. It takes time away from our friends and family. It comes with too much criticism. We’re afraid of failing. We often don’t get to see the direct impact of our efforts, so we rarely feel satisfied.
Or, worse, our real-world work isn’t hard enough. We’re bored out of our minds. We feel completely underutilized. We feel unappreciated. We are wasting our lives.
When we don’t choose hard work for ourselves, it’s usually not the right work, at the right time, for the right person. It’s not perfectly customized for our strengths, we’re not in control of the work flow, we don’t have a clear picture of what we’re contributing to, and we never see how it all pays off in the end. Hard work that someone else requires us to do just doesn’t activate our happiness systems in the same way. It all too often doesn’t absorb us, doesn’t make us optimistic, and doesn’t invigorate us.
What a boost to global net happiness it would be if we could positively activate the minds and bodies of hundreds of millions of people by offering them better hard work. We could offer them challenging, customizable missions and tasks, to do alone or with friends and family, whenever and wherever. We could provide them with vivid, real-time reports of the progress they’re making and a clear view of the impact they’re having on the world around them.
That’s exactly what the game industry is doing today. It’s fulfilling our need for better hard work—and helping us choose for ourselves the right work at the right time. So you can forget the old aphorism “All work and no play makes Jack a dull boy.” All good gameplay is hard work. It’s hard work that we enjoy and choose for ourselves. And when we do hard work that we care about, we are priming our minds for happiness.
The right hard work takes different forms at different times for different people. To meet these individual needs, games have been offering us increasingly diverse kinds of work for decades now.
There’s high-stakes work, which is what many people think of first when it comes to video games. It’s fast and action oriented, and it thrills us with the possibility not only of success but also of spectacular failure. Whether we’re driving hairpin turns at top speeds in a racing video game like the Gran Turismo series or battling zombies in a first-person shooter game like Left 4 Dead, it’s the risk of crashing, burning, or having our brains sucked out that makes us feel more alive.
But there’s also busywork, which is completely predictable and monotonous. Busywork generally gets a bad rap in our real lives, but when we choose it for ourselves, it actually helps us feel quite contented and productive. When we’re swapping multicolored jewels in a casual game like Bejeweled or harvesting virtual crops in a social game like FarmVille, we’re happy just to keep our hands and mind occupied with focused activity that produces a clear result.
There’s mental work, which revs up our cognitive faculties. It can be rapid-fire and condensed, like the thirty-second math problems in Nintendo’s Brain Age games. Or it can be drawn-out and complex, like the simulated ten-thousand-year conquest campaigns in the real-time strategy game Age of Empires. Either way, we feel a rush of accomplishment when we put our brains to good use.
And then there’s physical work, which makes our hearts beat faster, our lungs pump harder, our glands sweat like crazy. If the work is hard enough, we’ll flood our brains with endorphins, the feel-good chemical. But more importantly, whether we’re throwing punches in Wii Boxing or jumping around to Dance Dance Revolution, we just enjoy the process of getting ourselves completely worn out.
There’s discovery work, which is all about the pleasure of actively investigating unfamiliar objects and spaces. Discovery work helps us feel confident, powerful, and motivated. When we’re exploring mysterious 3D environments, like a vast city hidden in the sea in the role-playing shooter game BioShock, or when we’re interacting with strange characters, like the fashionable undead teenagers who populate Tokyo in the handheld battle game The World Ends with You, we relish the chance to be curious about anything and everything.
Increasingly in computer and video games today there’s teamwork, which emphasizes collaboration, cooperation, and contributions to a larger group. When we carve out special duties for ourselves in a complex mission like the twenty-five-player team raids in World of Warcraft, or when we’re defending our friends’ lives in a four-player cooperative game of the comic adventure Castle Crashers, we take great satisfaction in knowing we have a unique and important role to play in a much bigger effort.
Finally, there’s creative work. When we do creative work, we get to make meaningful decisions and feel proud of something we’ve made. Creative work can take the form of designing our homes and families in the Sims games, or uploading video karaoke performances of ourselves to the SingStar network, or building and managing an o
nline franchise in the Madden NFL games. For every creative effort we make, we feel more capable than when we started.
HIGH-STAKES WORK, busywork, mental work, physical work, discovery work, teamwork, and creative work—with all this hard work going on in our favorite games, I’m reminded of something the playwright Noël Coward once said: “Work is more fun than fun.”
Sure, this sounds mildly absurd. Work more fun than fun? But when it comes to games, this is measurably and demonstrably true, thanks to a psychology research method known as “experience sampling.”
Psychologists use the experience sampling method, or ESM, to find out how we really feel during different parts of our day. Subjects are interrupted at random intervals with a pager or by text message and asked to report two pieces of information: what they’re doing and how they feel.7 One of the most common findings of ESM research is that what we think is “fun” is actually mildly depressing.
Virtually every activity that we would describe as a “relaxing” kind of fun—watching television, eating chocolate, window-shopping, or just chilling out—doesn’t make us feel better. In fact, we consistently report feeling worse afterward than when we started “having fun”: less motivated, less confident, and less engaged overall.8 But how can so many of us be so wrong about what’s fun? Shouldn’t we have a better intuitive sense of what actually makes us feel better?
We certainly have a strong intuitive sense of what makes us feel bad, and negative stress and anxiety are usually at the top of the list. ESM researchers believe that when we consciously seek out relaxing fun, we’re usually trying to reverse these negative feelings. When we seek out passive entertainment and low-engagement activities, we’re using them as a counterbalance to how stimulated and overwhelmed we feel.
But by trying to have easy fun, we actually often wind up moving ourselves too far in the opposite direction. We go from stress and anxiety straight to boredom and depression. We’d be much better off avoiding easy fun and seeking out hard fun, or hard work that we enjoy, instead.
Hard fun is what happens when we experience positive stress, or eustress (a combination of the Greek eu, for “well-being,” and stress). From a physiological and a neurological standpoint, eustress is virtually identical to negative stress: we produce adrenaline, our reward circuitry is activated, and blood flow increases to the attention control centers of the brain. What’s fundamentally different is our frame of mind.
When we’re afraid of failure or danger, or when the pressure is coming from an external source, extreme neurochemical activation doesn’t make us happy. It makes us angry and combative, or it makes us want to escape and shut down emotionally. It can also trigger avoidance behaviors, like eating, smoking, or taking drugs.9
But during eustress, we aren’t experiencing fear or pessimism. We’ve generated the stressful situation on purpose, so we’re confident and optimistic. When we choose our hard work, we enjoy the stimulation and activation. It makes us want to dive in, join together, and get things done. And this optimistic invigoration is way more mood-boosting than relaxing. As long as we feel capable of meeting the challenge, we report being highly motivated, extremely interested, and positively engaged by stressful situations. And these are the key emotional states that correspond with overall well-being and life satisfaction.
Hard fun leaves us feeling measurably better than when we started. So it’s no surprise, then, that one of the activities for which ESM subjects report the highest levels of interest and positive moods both during and afterward is when they’re playing games—including sports, card games, board games, and computer and video games.10 The research proves what gamers already know: within the limits of our own endurance, we would rather work hard than be entertained. Perhaps that’s why gamers spend less time watching television than anyone else on the planet.11
As Harvard professor and happiness expert Tal Ben-Shahar puts it, “We’re much happier enlivening time rather than killing time.”12
THERE’S ONE MORE important emotional benefit to hard fun: it’s called “fiero,” and it’s possibly the most primal emotional rush we can experience.
Fiero is the Italian word for “pride,” and it’s been adopted by game designers to describe an emotional high we don’t have a good word for in English.13 Fiero is what we feel after we triumph over adversity. You know it when you feel it—and when you see it. That’s because we almost all express fiero in exactly the same way: we throw our arms over our head and yell.
The fact that virtually all humans physically express fiero in the same way is a sure sign that it’s related to some of our most primal emotions. Our brains and bodies must have evolved to experience fiero early on the human timeline—and, in fact, neuroscientists consider it part of our “caveman wiring.” Fiero, according to researchers at the Center for Interdisciplinary Brain Sciences Research at Stanford, is the emotion that first created a desire to leave the cave and conquer the world.14 It’s a craving for challenges that we can overcome, battles we can win, and dangers we can vanquish.
Scientists have recently documented that fiero is one of the most powerful neurochemical highs we can experience. It involves three different structures of the reward circuitry of the brain, including the mesocorticolimbic center, which is most typically associated with reward and addiction. Fiero is a rush unlike any other rush, and the more challenging the obstacle we overcome, the more intense the fiero.
A GOOD GAME is a unique way of structuring experience and provoking positive emotion. It is an extremely powerful tool for inspiring participation and motivating hard work. And when this tool is deployed on top of a network, it can inspire and motivate tens, hundreds, thousands, or millions of people at a time.
Anything else you think you know about games, forget it for now. All the good that comes out of games—every single way that games can make us happier in our everyday lives and help us change the world—stems from their ability to organize us around a voluntary obstacle.
Understanding that this is how games really work can help us stop worrying about how people might game our systems, and inspire us to start giving them real, well-designed games to play instead. If we actively surround ourselves with people playing the same game that we are, then we can stop being so wary of “players” playing their own game. When we know what it really means to play a good game, we can stop reminding each other: This isn’t a game. We can start actively encouraging people instead: This could be a game.
CHAPTER TWO
The Rise of the Happiness Engineers
I’m not the first person to notice that reality is broken compared with games, especially when it comes to giving us good, hard work. In fact, the science of happiness was first born thirty-five years ago, when an American psychologist by the name of Mihály Csíkszentmihályi observed the very same thing. In 1975, Csíkszentmihályi published a groundbreaking scientific study called Beyond Boredom and Anxiety. The focus of the study was a specific kind of happiness that Csíkszentmihályi named flow: “the satisfying, exhilarating feeling of creative accomplishment and heightened functioning.”1 He spent seven years researching this kind of intense, joyous engagement: when and where do we experience it most, and how can we create more of it?
Csíkszentmihályi (pronounced cheek-SENT-me-high) found a depressing lack of flow in everyday life, but an overwhelming abundance of it in games and gamelike activities. His favorite examples of flow-inducing activities were chess, basketball, rock climbing, and partner dancing: all challenging endeavors with a clear goal, well-established rules for action, and the potential for increased difficulty and improvement over time. Most importantly, flow activities were done for pure enjoyment rather than for status, money, or obligation.
During this kind of highly structured, self-motivated hard work, Csíkszentmihályi wrote, we regularly achieve the greatest form of happiness available to human beings: intense, optimistic engagement with the world around us. We feel fully alive, full of potential and purpose—in o
ther words, we are completely activated as human beings.
Of course, it’s possible to achieve this kind of extreme activation outside of games. But Csíkszentmihályi’s research showed that flow was most reliably and most efficiently produced by the specific combination of self-chosen goals, personally optimized obstacles, and continuous feedback that make up the essential structure of gameplay. “Games are an obvious source of flow,” he wrote, “and play is the flow experience par excellence.”2
But if games are the most consistent and efficient source of joyous engagement in our lives, he wondered, then why did real life so infrequently resemble a game? Csíkszentmihályi argued that the failure of schools, offices, factories, and other everyday environments to provide flow was a serious moral issue, one of the most urgent problems facing humanity. Why should we needlessly spend the majority of our lives in boredom and anxiety, when games point to a clear and better alternative? “If we continue to ignore what makes us happy,” he wrote, “we shall actively help perpetuate the dehumanizing forces which are gaining momentum day by day.”
The solution seemed obvious to Csíkszentmihályi: create more happiness by structuring real work like game work. Games teach us how to create opportunities for freely chosen, challenging work that keeps us at the limits of our abilities, and those lessons can be transferred to real life. Our most pressing problems—depression, helplessness, social alienation, and the sense that nothing we do truly matters—could be effectively addressed by integrating more gameful work into our everyday lives.3 It wouldn’t be easy, he admitted. But if we failed to at least try to create more flow, we risked losing entire generations to depression and despair.
He ended his groundbreaking study by warning of two populations in greatest need of more gameful work: “Alienated children in the suburbs and bored housewives in the homes need to experience flow. If they cannot get it, they will find substitutes in the form of escape.” This statement was eerily prophetic: today it is precisely these two demographic groups—suburban kids and women who are at home during the day—who spend the most time escaping into computer and video games.4 Clearly, we haven’t done enough to increase everyday flow.