Can You Be Mistaken About Your Own Happiness?

Recently I’ve been thinking about games – not RPGs for once, but games where you get points for (doing stuff), where doing stuff can be killing enemies, making a big farm, saving Princess Zelda, and so on.

Arcade games, which gave birth to many of the other genres of video game, were originally designed to convince people to put quarters in slots.  They accomplished this by being devilishly difficult, yet having a compelling short-term reward cycle.  Think about Galaga: each alien spaceship you blow up gives you a tiny, lovely feeling of accomplishment when it bursts.

(Years ago I read, in one afternoon, a Terry Pratchett book called Only You Can Save Mankind: teenage Johnny is playing a game that’s a cross between Galaga and Wing Commander, when the alien spaceships… surrender.  What would you do if you discovered that the aliens you slaughtered without mercy during your leisure time were fully sentient characters who viewed you as an immortal, genocidal maniac?)

Anyway, the reward cycle drives you to play the game more: you want not only to blow up more spaceships, but to clear more waves, maybe even beat the big boss.  Every once in a while you get a new gun – a new reward! – or see a different type of enemy – a new challenge!

There’s this move to “gamify” the workplace – to use the insight game designers have accumulated over the last fifty years about structuring user experience to make people love their jobs the way a World of Warcraft player loves WoW.  On the one hand, who doesn’t want their job to feel more awesome, and rewarding?

On the other hand… do we really want to model companies after an industry that’s designed, on a basic level, to move money from the consumer (the worker in this case) to the experience designer (the company)?  If companies are using the same reward cycle mechanics as WoW to convince workers to do more work for the same pay, aren’t workers losing out in the long run?

If people are happier at work because of some experience-jiggering that doesn’t cost the company much money, isn’t their happiness real?  Isn’t that, then, a good thing?  But, is the type of happiness generated by that visceral, limbic reward cycle equivalent to the happiness that comes when we’re rewarded for doing a good job with money or with more authority?  What about the happiness that comes from having a balanced cycle of work and life that permits you to spend time with your loved ones, your kids, and the sunset?  I really don’t know.  I suspect that these happinesses are not qualitatively equal, but can we quantify this inequality?

I may well be committing some kind of logical fallacy in the argument above – if so, point it out to me, please.  But the question remains: can we be wrong when we say (and believe) that we are happy?

Geez, time to break out the Plato again.

(It’d also be interesting to think of what kinds of experiment could capture any of the differences above… I’m no social psychologist, though.)

10 Responses to “Can You Be Mistaken About Your Own Happiness?”

  1. Vladimir Barash

    Good thoughts, Max! And very timely. I hear the phrase “let’s gamify X” sometimes even from my own mouth, far too much for my liking.

    Having played my share of MMOs, I completely agree with your analysis. Sure, I can provide only anecdotal evidence (myself being no social psychologist), but all that I know about, e.g. WoW and research into WoW suggests that there is a big difference between “instant gratification” happiness as derived from completing a quest and “long-term” happiness as derived from making friends or immersing yourself in a rich world with a story. Indeed, the success of WoW, I would argue, comes from the intersection of the two. You spent most of your time killing boars, but every once in a while you find out that the old god Yogg-Saron is poisoning the World Tree and that’s making the boars evil. Similarly, while you’re killing boars, you may come across other folk killing boars, and start talking to them. The longer-term satisfaction one derives from the latter two mechanisms, I would argue, makes players reflect and engage with the game in a long-term, creative way, with results like “You Awaken in Razor Hill” (I’ll let the curious google it). Reflection and long-term engagement, in turn, leads to lasting relationships and longer-term happiness. But, again, this is anecdotal and further work is called for 🙂

    Back to gamifying work, I really like your point having a balanced cycle of work and life. Gamifying can help make the dull more engaging, true; but it will never replace encouraging balance between personal life and professional life, making sure your employees are healthy, connected, and relaxed given the constraints of a competitive business lifestyle. This is my view as a social scientist: a quick fix, a game, is only going to go so far, and needs to be implemented in context of the very real challenges and opportunities and relationships we are engaged in as a society.

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  2. max

    Hi Vlad- Thanks for pointing out the various ways that WoW can provide a compelling narrative with long-term engagement, in addition to the simple click-kill-grind model. I have a tendency to oversimplify massmogs, partially because I haven’t played a lot of them (and am afraid of getting pulled into one, which might be a huge hindrance to my writing life). In terms of worlds where I do have some experience – EchoBazaar is a great model of a compelling grind game, because it develops a long-term engagement with the world much deeper than the button-pressing interactions on which it’s built.

    I absolutely agree with your point about needing to place games (and similar reward systems) in a proper context. Companies that rely on games, rather than on ensuring their workers care about the company, its direction, and their coworkers, aren’t going to have employees who are particularly awake as they go about their daily tasks…

    This reminds me of one of the three episodes of Sliders I ever saw – the team warped into a dimension where everyone wore these VR glasses which convinced them that whatever they were doing was really awesome. In reality, the dimension was an apocalyptic wasteland, but everyone was really happy as long as the glasses worked… It left a deep impression on me.

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  3. Alana Joli Abbott

    Hmmm… I wonder if it hearkens back to something earlier than video games (something like, dare I say, competitive sports?). In high school, our marching band had a merits/demerits system I’ve now seen hearkens to British boarding schools (thanks to Harry Potter — I’m guessing the House Cup is based on something that actually occurs). The funny thing is that I don’t even remember what merits and demerits did. I don’t think there was a reward at the end of the trimester or anything. But, as a gamer by nature (I wasn’t a roleplayer yet, nor was I much into video games), I wanted to earn as many merits as I could — and, likewise, avoid demerits. I don’t think it was even particularly to compete with other people, it was just for the sake of earning these silly little points that I don’t think amounted to anything.

    Reward systems where you earn points of any kind seem to draw in a particular kind of personality — I’m an example of the target audience. Consumer rewards programs, social networking systems that give you points the more you interact — all of that really draws me in. I obsess for a bit, then usually peter off on my activity when the next new shiny points earning system comes my way.

    Which is all to say, for a certain personality type, the game-like reward system will work to make work life better. But if it’s not backed up by things like company loyalty, bonuses, or other rewards… well, the workers may jump ship when the next shiny new offer comes their way.

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    • max

      Alana: Yeah, I may be over-estimating the strength of point systems vs. old-fashioned monetary rewards & economic self-interest. People will eventually jump ship into something that pays them more. Thing is, if point systems *and* pay are both part of the designed user experience of a given job, then a game designer could construct a system where getting more points actually cost you money – but felt so good, you did it anyway. Sort of like an arcade game, only the $0.50 is coming out of your paycheck rather than your pocket.

      Of course, this might only be the case for relatively privileged dudes like myself — those who make more than we have to spend to survive each month. I didn’t go to arcades (or bars) when I was unemployed & almost broke — self-interest does dominate score-based pleasure at some point.

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  4. Miguel Garcia

    I really liked Only You Can Save Mankind though I focused more on a critique on willful ignorance and inaction vibe than the alien bit. Have you read Johny and the Bomb? It has some fun time travel survival commentary in it. Like how to keep out of an insane asylum and get rich off inventions you may not necessarily be able to “invent” yourself.

    As far as video game existence though, I figure working as a stockbroker is something like grinding for experience, especially if you are day trading, and they aren’t exactly known for being the shining example of low stress family oriented employment.

    Plus, wouldn’t breaking work down into grindable tasks get in the way of getting employees who can problem solve, take initiative, and respond to changes without a middle manager shepherding them the whole time?

    I think your question of true happiness is a good point though. A look at long term contentment versus short term satisfaction.

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    • max

      Migs: I haven’t read any of the Johnny Maxwell books other than Only You… I only learned last year that there *were* other books in that series. I need to track them down, maybe after I finish reading Wise Man’s Fear.

      You raise a very good point about the difficulty of constructing a user experience that encourages creativity & spontaneity. Some of the folks who study social networks point to the learning properties of, say, guilds, but I’m not sure that’s creativity so much as learned behavior (though I’d be happy to be proven wrong). At the same time, I was encouraged to write a ton of creative, weird stuff in high school by the FPL, which is a great game for rewarding a particular type of creativity. Then again, I might have written stuff anyway if I wasn’t writing for the FPL crew. So, I dunno. How’s that for a lousy conclusion? 🙂

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