Gamification: What can pigeons teach us about highway safety?
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1 Gamification: What can pigeons teach us about highway safety? Michael Lee Psychology Graduate Student Center for Visualization and Virtual Environments User Experience Lab
2 Overview Gamification Using game elements in non-game contexts Psychological foundations Punishment and reinforcement And when to punish or reinforce Examples in highway safety
3 Gamification Game design elements in non-game contexts (Deterding, 2011) Ex: Fitness, Education, Apps Make it FUN!! Game design elements Pyramid (Werbach, 2012) Game Dynamics Game Mechanics Game Components
4 Grammar Create implicit structure Ex: general narrative, constraints to force decision-making Verbs Drive action forward Ex: challenges, chance, feedback, rewards Nouns Instantiations of elements higher in the pyramid Ex: points, badges, leaderboards
5 Wait a second I took Psychology 100 in undergrad and this doesn t sound all that special.
6 Operant Conditioning E.L. Thorndike - Law of Effect (1898) Followed by B.F. Skinner Stimulus -> Response -> Outcome Reinforcement satisfying outcome that strengthens association Increase responding Punishment aversive outcome that weakens association Decrease responding Increase Responding Decrease Responding Positive Added to the environment Negative Removed from the environment Added Positive Reinforcement Positive Punishment Removed Negative Reinforcement Negative Punishment
7
8 When to Punish or Reinforce Immediate Outcome needs to be associated with response Schedule Interval amount of time Ratio number of responses Fixed fixed (predictable) Variable varies (unpredictable)
9 Is reinforcement based on a number of responses or an amount of time passed? number time Is the number of responses fixed or does it vary? Is the amount of time fixed or does it vary? fixed vary fixed vary Fixed Ratio Schedule Variable Ratio Schedule Fixed Interval Schedule Variable Interval Schedule Reinforce after fixed number of responses Ex: FR3 = reinforce after every three responses Reinforce after variable number of responses Ex: VR3 = reinforce after 2 responses, then 4, etc. Reinforce after fixed amount of time has passed Ex: FI3 = reinforce the first response after 3 minutes Reinforce after variable amount of time has passed Ex: VI3 = reinforce after 2 minutes, then 4, etc. Predictability creates a break-andrun pattern of responses Unpredictability creates high and steady rate of responding Predictability creates a scalloping pattern of responses Unpredictability creates high and steady rate of responding
10 Continuous vs. Partial Continuous every response reinforced Partial some responses reinforced Longer to build association, but it lasts longer (resistant to extinction) partial reinforcement effect huge motivation Ex: gambling
11 Examples in Highway Safety (speeding) Accident Positive punishment Add adverse outcome to reduce future responding Outcome Broken car/human Ticket Positive punishment Add adverse outcome to reduce future responding Outcome Loss of money/time Cop vs. Camera
12 Examples in Highway Safety (driving the speed limit) Loss avoidance Negative reinforcement (remove adverse outcome(s) to reduce future responding) Outcome -> No accident or ticket Tickets (and avoiding them) are lame. Make driving the speed limit FUN!!
13 Speed Camera Lottery
14 Speed Camera Lottery Speed camera Speeders pay fines into a pot Non-speeders entered into a drawing to win the money from the pot Lead to 22% decrease in traffic speed Positive reinforcement Add satisfying outcome (money) Lottery = partial reinforcement effect Huge motivation from being reinforced only some of the time
15 In conclusion Gamification (or the use basic psychological principles) can be seen in highway safety. Make being safe FUN!!!
16 Questions? Thank you for listening.
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