Tag Archives: #selfgamification

At Least Four

My four gamebooks
Reading time: 7.5 minutes

As we’ve seen in “Every Game is a Project; Every Project is a Game,” all the reports we have to prepare are feedback systems* in our project games.

In traditional games, there might be one feedback system, especially in board-games. In real-life projects, there are usually many.

I found there are at least four main types for each of us and in relation to each project we want or have to address.

I started calling each of them a “gamebook.” Calling them that way helped to change my attitude toward them. I began to enjoy maintaining them, which wasn’t the case before that.

Let’s take a look at these four types of gamebooks.

First of all, there is an “Appointments Gamebook.” That is usually a calendar, on paper, or digital, where we record our appointments with other people. How can you consider this type of recording being a gamebook? In other words, what’s the goal of this “Appointments Game”? The goal is to manage all or as many recorded appointments as possible. When you consider it that way, some of the appointments you might resent could become less daunting and appear like steps or levels in your “Keeping the Appointments Game,” and you might even observe yourself wishing to take part in those events.

The second feedback system is the “To-Do List Gamebook” or simply “To-Do Gamebook.” I also call it sometimes “Appointments with Myself Book.” You could name the game having such a feedback system, a “Strike-Through Game.” The goal in it is to strike-through or cross out all of the items on the list until the end of the game round. This game round could be a day, a week, a month, a year, or another entity, like a project or a work package. Other versions of such feedback systems are checklists, bucket lists, and similar.

As for the calendar with your appointments, you might have difficulties to see your to-do lists as a game token at first. But if you think of some of the board or card games, where each move consists of many steps, you might recognize that the sequences of these steps are like entries on a to-do list. That means that you can — if you set your mind to it — see your to-do lists as game-plans too. And bring fun into them. You just need to figure out how. It is always worth approaching it in a non-judgmental, one-little-step-at-a-time, and gameful way.

I recently realized that you could compare a to-do list at the beginning of a day as a hand of cards you’ve been dealt at the beginning of a card game where you need to get rid of all the cards in order to win. Whereas for the next type of the feedback system, you win if you collect as many (or a limited number) points as you can.

I use a daily calendar for my “To-Do List Gamebook” to share my to-do tasks among various days of the week and even different months. Inspired by an agile project management approach SCRUM, I move the tasks from one day to another if I see that it is not doable on any particular day.

In the course of designing my to-do lists, I tried many approaches: writing on scraps of paper, sticky notes, or in a notebook; several online and standalone tools; and even an electronic pocket organizer. I discovered that each time I found a method, and it seemed to work, I hoped that it would work forever. I became aware that I was putting too much pressure on sticking with the same method forever. But this is like trying to play just one game over and over and nothing else.

In Self-Gamification Happiness Formula, I call the third type of feedback system in a project game a “game-only” feedback system. I referred to it that way because I record points, badges, and stars there as I make progress in what I set out to do during the day. I call a weekly calendar I use for it my “Points Gamebook” (other versions of that title are: “Points and Stars Gamebook” or “Points, Stars, and Badges Gamebook”).

From the first sight, you might think that it is something unnecessary, added “only” inspired by games. And the points, badges, or stars would take too much time to record. But that is not the case.

First of all, you might be using such Point Gamebooks already and playing, thus a collector’s game. You either need to collect the maximum number of points set or more than your competitors, or not to step over the set limit or the time set. Habit trackers, which can be found now in many commercial diaries, are nothing else but a commercial counterpart of my “Points Gamebook.” Or the steps on your step counter, giving you a point for each step. Or calories you count; they are points too. Another example of this type is a gratitude journal, where you list all things you are grateful for that day.

And here are more examples. If you chose a writing project, then you will have word counts as your feedback system, if your activity is to learn to play a musical instrument, it would be the number of songs or pieces of music you have come to perform. And so on.

And another great feature of recording points for each done task, especially the small ones, or ticking off each day you exercise or maintain another healthy habit is that with each point and checkmark, you take a little moment to appreciate your effort. We often rely on the appreciation from the others, but we won’t be genuinely able to accept the praise if we don’t appreciate what we do ourselves.

The fourth gamebook is the “Project Gamebook.” That is just a notebook where I record all my thoughts for that project or write excerpts for my new books. Later I put those handwritten notes into digital format, which in itself could also be considered as a digital “Project Gamebook.”

Why do I bring up such a detailed, and maybe a little strange classification of various ways we record what and when we want or have to do? I do that to draw your attention to how multi-faceted these project games are. Seeing your to-do lists, reports, Microsoft Excel sheets, road maps, your notes for the project, and the additional feedback system you might develop for yourself and your team members, like a multi-dimensional game (or even several games played at once), is a great key. This multi-dimensionality can add to the fun factor of each of your project games.

My recommendation is that you test various approaches and observe what is right for you at any given time in your life. And continue practicing to see your projects like games, and yourself as their designer and player.

You can add game elements, like color codes, stars, and so on, to various types of entries in your Microsoft Excel sheets, or even sound effects to your PowerPoint presentation that contains the road map. You can even lay a flow chart in a project out like a board game and make progress visible through moving figurines along the board.

Of course, you would also need to record progress in another type of feedback system (one you have agreed with your customer or boss), but if these additional playful feedback plans will benefit you, your colleagues, and the project, then, by all means, create them and use them for your project games.

An important note: Don’t worry too much about recording your points precisely. Remember that although points, badges, and leaderboards provide a fun and effective reporting system, their primary role is to increase the fun you experience (such as, for example, the warm fuzziness you feel), not to keep an exact account. Keeping a precise account and fretting about the score will tear you out of the game and the fun experience.

References and Glossary:

* “The feedback system tells players how close they are to achieving the goal. It can take the forms of points, levels, a score, or a progress bar.” — Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.

Gameful Project Management: Embracing the Rules

Reading time: 3.5 minutes

Is there a project in your life, either work or personal, that sets ridiculous, in your opinion, requirements, or, in other words, rules*?

Most of us have (or used to have) at least one such project.

Let’s look at something else from a similar standpoint.

Isn’t a rule to hit a small ball with a club over a long distance to fall hopefully after not too many hits into a small hole, utterly ridiculous too? Wouldn’t it be more straightforward to take a ball into your hand, march straight to the hole and drop it in there?

Yes, it would!

And still, if you are a golfer, you would never choose the straightforward solution and instead will take your club faithfully and play by those, possibly strange to others, rules.

What is the difference between the rules in golf or any other game, in its classical meaning, and the rules in real-life projects? And are there more than one?

Yes. There are several. Here is what I discovered, looking at the games and projects anthropologically, in other words, non-judgmentally.
First of all, the rules in projects, have specific goals in mind that are different from just having fun (see the previous chapter on goals, “Approaching the Goals Anthropologically”). They serve a specific purpose since they are not always designed for entertainment (although they might, at least indirectly, be meant that way, as it is the case in the entertainment industry).

But the most significant difference is not in the goals, which is another game component altogether. It is in our resistance to embrace and follow the rules as if we have designed them (even if may have come up with the project and the rules ourselves), and they were our idea all along. In contrast to that, in games, we readily do so, which is often visible because we take on that game’s identity. For example, we become passionate golfers.

So, even if we sign the contracts and by that claim our will to engage in the project or job, we still resist the project’s or job’s rules inside us, judging them as bad, ridiculous, or impossible to function.

If a golfer on a course would put his or her arms crossed in front of them and start judging the inventors of the clubs and balls, he or she would completely stop playing the game and stop having fun.

What choices such a player has then?

These choices are at least of the following three types:

  • To continue complaining from their standpoint, which most probably will lead them to be left behind by their co-players.
  • Make a note (either mentally, on a piece of paper, or in an email to themselves) to check out which other models of balls and clubs are there on the market and order one or more for testing. Or check out another game altogether.
  • Make a note to create a new model of a club, a ball, or a new gold-inspired game after the match has ended, and then either send the suggestion to one of the golf-equipping/game designing companies or “play” with the materials to create these themselves.

We have the same types of choices with our real-life projects.

We can either continue suffering from the limits set by the project’s rules, or put our curious, studying, and designing hats on.

We could get more information on what else is possible for our project game.

And we could adjust the rules (and possibly also goals and feedback system) of the project in such a way that it becomes engaging, fun, and thus, provides the best possible outcome.

References and Glossary:

* “The rules place limitations on how players can achieve the goal. By removing or limiting the obvious ways of getting to the goal, the rules push players to explore previous uncharted possibility spaces. They unleash creativity and foster strategic thinking.” — Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.

Approaching the Project Goals Anthropologically

Reading time: 6.5 minutes

Goals* in games often pose a fun challenge. For example, save the princess, who is kept captive and guarded by hideous underworld dragons.

We rarely consider challenges in real-life projects as fun, especially in one that’s stalling or which doesn’t run as expected or preferred.

Apart from that, the goal is always clear and visible in a game. In a real-life project, we often get lost in complaints and forget why we started doing something in the first place.

There is another curious difference between how we consider — and treat — goals in games and projects.

In multi-player (and other) games, all players voluntarily agree to embrace the goals and the rules and have their score recorded in a feedback system given by the game provider. (We will consider rules, feedback systems, and voluntary participation in the following three posts.)

In contrast to that, in real-life projects, we tend to be quite resistant toward goals, rules, and often also reports we need to prepare (which are nothing else than the various types of feedback systems in your project). Even if we sometimes might enjoy filling in and formatting the report, we will complain at least out of tradition about having to do so, and we will feel compelled to feel along with that tradition.

Is it wrong that we don’t resist games as much as we resist projects and that we are more willing to be excellent and engaged in games than in real-life projects? No, it’s not. I’m not trying to blame us humans for taking lives seriously. We absorbed this attitude in the cultures we grew up in, from the generation coming before us and who historically had much challenging lives with significantly less opportunity and awareness than we do today. We absorbed these attitudes toward various areas of our lives as much as we absorbed and learned the language and the traditions of the cultures we grew up with.

So why is then all that comparison above? What I did above was an attempt to apply “cultural relativism, an approach that rejects making moral judgments about different kinds of humanity and simply examines each relative to its own unique origins and history.” — Cameron M. Smith, Anthropology For Dummies

In this blog post, the two cultures I consider non-judgmentally are “us in games,” and “us in real-life projects,” before we started turning our projects and project management into games.

As you see above, depending on the circumstances we are in (”games” versus “real-life projects”), we can become a different culture.

In fact, understanding that each of us is a culture of our own can help us perceive why each of us sees the goals, which are supposedly clearly defined in a contract with your customer or employee/employer, through very differently colored and patterned lenses. (Read also “GPM and the Synergy of Three”)

Where do all these different colors come from?

They might come from the secondary goals behind the real-life projects.

The primary goals both in games and projects are defined when you answer the question, “What do we what or need to achieve to win this game or to bring this project to a successful (= preferred) closure?”

The answers are often very clear: save the princess, design, and fabricate this product until the specific date and with particular quality criteria and satisfying or even overcoming customer expectations.

The secondary goal is defined by the question, “Why do we want to do that?”

[A side-note: The word “secondary” doesn’t mean here that the goal defined by it is less important than the primary goal. It is just not as immediately visible as the latter.]

The secondary goal in games, especially in those we play to make us happy, is to have fun and experience happiness while playing. We often greet games, and specifically new games, with a smile and curiosity and a question, “I wonder what playing it would be like.”

That is entirely different from how we greet the real-life projects. There we often expect “only” work. And the word “work” frequently has a bad taste.

Thus the secondary goals in a real-life project are rarely to have fun. It is often to increase productivity, be better than competitors, improve this or that. Here we come again to the pressure and the will to manipulate our current status into something different. (See also “Achieving Improvement Without Forcing It”)

So what is again the difference between goals in games and real-life projects?

The goals in fun games pose an exciting challenge, and they are both kind and honest. Here’s how. If you go on the quest of that princess and throw yourself into the adventure to fight or escape those dragons, you will be excited, maybe even laughing happily along the way, having success experience with each dragon you avoid or defeat. You feel elated each step of the way.

In real-life projects, there is often just one success. It is expected at the end of the project, if it is done on time, and in conformance with previously set criteria. The achievements in-between or with less than expected results are rarely celebrated.

So, how can we make the goals of your project games truly gameful in terms of self-gamification?

We need to approach them both honestly and kindly.

I don’t mean here to try to find out whether your goals are realistic. You can reach some unimaginable and unplanned goals starting at quite strange places, like the story I quoted about Richard Feynman in the References and Notes of the post “Fun is Not a Bonus; It’s a Must for Success.”

Realistic doesn’t mean that you are kind and honest. By trying to be realistic, you might try to suppress your heart’s desires both for yourself and your peers in the project. That is neither kind nor honest.
The advice to keep the goals concrete is measurable is helpful, especially because it urges not to jump ahead of us. But we still might resent those concrete and measurable goals and think that we don’t want to achieve them, that we only have to.

So what to do?

The following: Go to that triplet mentioned in the post “Fun is Not a Bonus; It’s a Must for Success”: the curiosity-fun-passion triplet.

Ask yourself:

  • Are you curious about this project? No? What could make you curious (in case you need to address it because you committed to doing so)?
  • What could be fun for you in the challenge that the project already poses? What other fun features, challenges could you add to make it hard to leave?
  • What are you passionate about? Is there any connection between that and your project? Volunteer to do those parts of the projects that connect your passion to the project. So if you love using Microsoft Excel, volunteer to maintain project spreadsheets or something similar. That will increase your experience of fun.

You probably can see how you can develop this further. Yes, fun is your compass, and at the same time, measuring tool of your success.

What I often recommend is to always have your fun-detecting antenna on. Then you will be on the right track toward your true goals, those you want to achieve with all your heart, especially the true secondary ones, the ones that determine why you are working on that project.

References and Glossary:

* “The goal is the specific outcome that players will work to achieve. … The goal provides players with a sense of purpose.” — Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.

Fun is Not a Bonus; It’s a Must for Success

Reading time: 5 minutes

We all grew up in cultures that taught us to be serious about life and what we wanted to achieve in it. Otherwise, we wouldn’t survive either literally or figuratively, or both.

If we wanted to achieve anything in life, we had to work hard. And to underline this seriousness and determination, we learned to complain and surround whatever we wanted or had to do with drama.

Somehow, the opinion of having fun being in the way of achieving anything in life seemed to have established as being true in many human minds.

But interestingly enough, the opposite is the fact. And thanks to globalization and due to the internet growing connectedness on our planet, we have become more and more aware of the fact that having fun is not impeding success, but instead leading to it.

That is easier to see in the entertainment industry. When talking about fun, I love quoting Heidi Klum, a German-American supermodel and television personality, and one of the four judges on America’s Got Talent (AGT) between 2013 and early 2019.

After the results show of the AGT 2017 finals, a reporter asked Heidi what advice she would give to the winner, Darcy Lynn, a twelve-year-old ventriloquist. Without hesitating, Heidi answered, “Always to have fun. If you don’t have fun, it shows in your performance. That is always the key number one.”

But also in other areas, including the most technical and business ones, the experience of fun sets you on the path toward success.

“Fun is an extraordinarily valuable tool to address serious business pursuits like marketing, productivity enhancement, innovation, customer engagement, human resources, and sustainability.” — Kevin Werbach, For the Win: How Game Thinking Can Revolutionize Your Business

Here is another quote about fun, which is one of my favorite quotes by my favorite authors on living in the moment, Ariel and Shya Kane: “We have come to realize if we are not having fun, we are moving in the wrong direction.”*

But how to find this “correct” direction. What is fun anyway?

Fun is a complex term made up of just three letters.

What is fun for us might not be fun for someone else. What we find fun is not only subjective to various persons but even to the same person in different circumstances. We might enjoy playing a game one day and not so much on another.

But there is a great thing about fun. However difficult it is to define it with words (I counted, for example, more than ten various definitions of fun in just a few chapters of the acclaimed book Theory of Fun for Game Design by Raph Koster**), we all know what it feels like for us.

Fun can show in different ways. One time while we have fun and enjoy something we laugh, and other times fully engulfed into a video game we play or fantasy novel we read, we frown and appear quite tensed from the outside. But we will still have fun!

There is another excellent feature of fun. You can discover it anywhere and in anything. Even in those activities, you claim as not being fun initially.

We can either discover fun when we give that project or activity a chance and approach it with curiosity and without prejudice (open to recognizing the fun factors in there), or we can bring fun elements into this project deliberately. Or better both.

How can we do this?

Curiosity and passion can help us here. I call them to be the other two siblings of fun in this inspirational triplet, one preceding and another succeeding the birth of fun at each moment. This triplet helped us, humans, to choose and pave earlier unfathomable paths. See References and Notes to read one of my favorite stories on how curiosity leads to passion and fantastic success.***

Fun also lead me to unexpected initially but utterly rewarding places. I wouldn’t have become an author if I hadn’t let myself “taste” the writing out of curiosity and let myself follow what felt healing, rewarding, rejuvenating, but most of all, fun for me. I tried various art forms in my life, including singing, playing guitar, painting, making jewelry, and decorations. But it was writing that turned out to be the best to express myself.

Through all that experience, I discovered that fun equaled wholehearted and rewarding engagement. And that is what defines successful projects and those involved in them. The latter are wholeheartedly engaged and experience this engagement as utterly satisfying.

References and Notes:

* https://www.transformationmadeeasy.com/

** Here are just five of the shortest ones:

  • “Fun is light, energetic, playful and…well…fun.” — Will Wright in the foreword
  • “Fun is all about our brains feeling good — the release of endorphins into our system.”
  • “Fun is the act of mastering a problem mentally.”
  • “Fun is contextual.”
  • “Fun is another word for learning.” — Raph Koster, Theory of Fun for Game Design

*** “I was in the cafeteria and some guy, fooling around, throws a plate in the air. As the plate went up in the air I saw it wobble, and I noticed the red medallion of Cornell on the plate going around. It was pretty obvious to me that the medallion went around faster than the wobbling. I had nothing to do, so I start figuring out the motion of the rotating plate. I discovered that when the angle is very slight, the medallion rotates twice as fast as the wobble rate—two to one. It came out of a complicated equation! I went on to work out equations for wobbles. Then I thought about how the electron orbits start to move in relativity. Then there’s the Dirac equation in electrodynamics. And then quantum electrodynamics. And before I knew it… the whole business that I got the Nobel prize for came from that piddling around with the wobbling plate.” — Richard P. Feynman, Surely You’re Joking, Mr. Feynman! Adventures of a Curious Character

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.

Designers and Players: The Main Feature of the Gameful Project Management

Reading time: 4 minutes

Acronyms: GPM = Gameful Project Management; SMG = Self-Motivational Game.

Of all four main components of games*, Self-Gamification emphasizes voluntary participation, which seems to me to be sometimes forgotten in gamified solutions and when serious games are developed. (We will consider the game components and their counterparts in real-life projects in a later post.)

When I was exploring and formulating the Self-Gamification approach in the book Self-Gamification Happiness Formula: How to Turn Your Life into Fun Games, I discovered that the main feature of turning anything in our lives into fun games is the following:

We are both the designers AND the players of our Self-Motivational Games (SMG).

Before reading this blog series or the book Self-Gamification Happiness Formula, you might have heard this statement as two separate ones:

  • “Be the designer of your life,” and
  • “Here is how you play the game called life.”

But I discovered that you couldn’t separate the two. We are both the designers AND the players of our daily, weekly, monthly, yearly, and so on games, be it at work, at home, or anywhere else.

That is especially true for project management.

Many brilliant resources on project management emphasize that successful project managers start with managing themselves**.
But how can we do it, I mean turn project management into games?
We can, for example, learn from other players and designers of self-motivational project management games.

Many gamers and skill learners nowadays learn from videos on YouTube and other media, watching how their fellow players play the games (or instruments) they love and succeed playing.

But designers learn that way too. They play other people’s games in the genre they are interested in and eagerly study and absorb each detail for inspiration.

Writers do that too. They learn from their peers and idols by reading books in the genres they write.

The project management game designers have even a better situation. They can learn not only from other project managers in their or different niches, but they can also learn from the game and play (toy) designers. They can absorb almost everything around them like a sponge, wringing out what doesn’t apply and keeping the fun for them bits to implement in their projects and work.

Above learning from others, the following question to yourself and your team (since project management includes team management***) can help to jump-start undoing even the tightest knots in your projects:

  • For yourself: “If my project was a game, and I was its designer (which I am!), how would I approach it so that I, as its player, can’t wait to start playing (engaging in it) and enjoy doing so when I do?”
  • For you and your team members: “If our project was a game, and we were its designers (which we are!), how would we approach it, so that we as its players can’t wait to start playing (engaging in it) and enjoy doing so when we do?”

When you ask yourself and your team this question, remember that no idea that appears is wrong. The main criterium to find out it is appropriate for you and your team is how fun it is.

In the next blog post, I will address the significance of fun for project management.

References:

* “What defines a game are the goal, the rules, the feedback system, and voluntary participation. Everything else is an effort to reinforce and enhance these four core components.” — Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World

** “It is a project manager’s job to organise everyone else, and you will be much more efficient at doing that if you can keep on top of your own activities. If you are clear about what you have to do next it will make it easier for you to organise other people and the work of your team.” — Elizabeth Harrin, Managing Yourself: Shortcuts to success

*** “Project management is no longer just about managing a process. It’s also about leading people—twenty-first-century people. This is a significant paradigm shift.” — Kory Kogon, Suzette Blakemore, James Wood, Project Management for the Unofficial Project Manager

If you want to learn more:

Sign up to Optimist Writer’s Blog to follow the Gameful Project Management series.

Check out my coaching and consulting services to work directly with me.

Take a look into my book Self-Gamification Happiness Formula.

Go to this link for the list of all the resources I offer on Self-Gamification.