September, 2010

Health Month, the blog

September 28th, 2010

Since Health Month is starting to grow up a little, I thought it was about time to get it its own blog.  So if you’re interested in following all of the Health Month related stuff, it’s all going to be on Tumblr.

I’m debating whether or not to start using the @healthmonth Twitter account too.  I sort of like consolidated Twitter accounts, rather than creating a new one for every project I have.  So, for now, I’ll still be using @busterbenson for all things Health Month.  I might change my mind in the future though.  What’s the best practice these days?

PS. 3 days til Health Month’s October Game starts. Have you chosen your rules?

Gamificiation thought leaders

September 24th, 2010

I’m actually really happy with the group of people who are teaching us about the #gamification of life.  There should be a gamification thought leaderboard, shouldn’t there?  On it would be Jane McGonigal, Jesse Schell, BJ Fogg, Dens Crowley, Amy Jo Kim, Natron Baxter, Jen McCabe, Nicole Lazzaro, Raph KosterMark Pincus… I’m sure I’m missing a ton.

UPDATE: Suggested additions from the comments: Gabe Zichermann, Eric Zimmerman, Andre MoranKeith Lee, Keith Smith, Bunchball (Matt), Byron Reeves, Leighton Read.

I created a Twitter List with all of these people called Gamification if you want to follow it.  There’s also a daily newsletter automatically generated by paper.li from these people.

These are all really smart people.  A mix of professors, entrepreneurs, and game experts that as far as I can tell all hold very balanced views about why gamification is important, and how it can be misused.  The debate is super interesting.  I’m learning a lot from them as I catch up on their last few years of talks, papers, books, and videos.

Two questions.  1) Who am I missing and 2) how should they be scored?

Is life a game?

September 17th, 2010

Just watched the now semi-infamous DICE talk by Jesse Schell from February.

Basically, a parody-esque warning about the dangers of over-gamifying our lives. And he’s right, gamification is an idea that is going to be used for evil as well as good. I’m hoping that Health Month, while rewarding many of the same behaviors, can reward them for better reasons (healthier and happier living through improved habits).  There’s no reason why the powers-that-be will be the ones controlling the game mechanics of our lives.

That said, I want to back up a little.  I want to think about what it means to gamify your life, whether or not it is even possible, and whether or not it is useful.

What does it mean?

To me, the gamification of life is all about tapping into the motivational parts of our behavior.  If we have something that needs to be done, no longer tie it to the “should” or the “have to” motivational engines in our brain, but instead tie it to the competitive and/or fun part of our brain.  The game part.  That’s it.  It’s simply a behavior-changing trick.  It has nothing to say about whether or not you use that trick on all of your behaviors, nor about whether or not those behaviors are truly the right behaviors for you.  It’s just a trick.  That can be used.  On them.

Clever advertising is a trick. Peer pressure is a trick (see my Ignite talk about using peer pressure as a motivational tool).  Deadlines are a trick.  New Year’s Resolutions are a trick.  Guilt is a trick.  Authority is a trick.  Money is a trick.  Making it a game is a trick.  See what I’m trying to get at?  Tricks are the fuel that we need to get things done.  The things we get done, on the other hand, are a separate story.  And are up to us, entirely.

Can you map games to real life?

Yes.  Like Jesse Schell entertainingly illustrated, everything can be turned into a game.  School can be turned into a game where the rewards are grades.  Having a job can be turned into a game where the rewards are money and promotions and job titles.  Relationships can be turned a game.  And self-motivation can be turned into a game.

The operative part of the phrase is “can be turned into.”  They are not games by default, but they can be played like games.  A game layer can be added on top of the experience, just like a carrot can be dangled in front of a rabbit as a layer on top of a race track.  If rabbits raced.

The way I think about it now is that the game layer is science.  It is an abstract model that describes, with a particular metaphor and model, the way people behave.  Just like physics is an abstract model that describes the way atoms and molecules behave.  Physics can predict to a pretty high degree of accuracy how objects in the real world will behave, but it is not 100% accurate.  It makes assumptions, and ignores small unknown random factors that will always sneak in.  The game layer, similarly, can describe how people are likely to behave in certain contexts.  It can name the motivating factors, the psychological tricks, the social obligations that make us often times behave in a certain way.

On the other hand, you can create crazy, beautiful physics models that do all kinds of outlandish things that the real world will never see.  And the same is true for games.  You can link game mechanics up to certain behaviors and motivate people to do things they would never do for the intrinsic value of those behaviors alone.  You can also make people feel good or bad about doing things that they would feel differently about outside of the game.

The trend in games, though, is to make them map closer and closer to real life.  To become more authentic games.  Casual and slow games that play at the same pace as real life.  And in the best case scenario, games that reward you for things that you already want to do, or that discourage behaviors that you already want to stop.

That’s where they become really interesting, in my book.

Is it useful to think about life as a game?

I think so. The key point, however, will be that we allow people to design their own games.  In order for this to not turn into a new way for corporations, the government, our bosses, parents, and religious leaders to control us (hello, conspiracy theorists!), we need to take ownership of our own lives, make sure that we design our own games, and that those games we design have a 1-to-1 relationship between what we want to do, and what we reward ourselves for doing.  This is one of the epiphanies I had while creating Health Month.  All of the fitness and nutrition sites out there tell you what to eat.  And every 6 months, a new expert finds some new trick that they then market to you, you buy, and they get rich.  Who cares about them? We are on our own health path, with our own opinions, and what we need is information about which nutrient we need most, which recipes provide those nutrients, and which mental tricks we can employ to get our behaviors to slowly move towards healthier living.  That’s all.

Life is long.  We don’t need to solve everything right this minute.  But, we can use games to make small changes in our lives, over long periods of time, in a sustainable way where we don’t burn out.  I think that’s where games are going to be most useful, as we move into the future.

90 day challenge, day 90

September 17th, 2010

It’s day 90 of my 90-day challenge.  Where I had decided to go from zero to new money-making business idea in a semi public and fun manner.

My three measures of success, stated on day 2, were:

  • “Project” launched
  • Making $3,000 a month
  • The work is meaningful and the result is fulfilling

Check, sort of check, and super check!

Launched. The project, as you probably know, is Health Month.  While the signup link is sort of hidden, the site is now halfway through its 2nd month, and has about 1,200 people signed up for October’s game, so far.  If you’re interested in helping, go ahead and sign up!

Making money. If you count the last 3 days since Kottke linked to it, yes.  I’m not going to presume that this level of interest will continue to grow from here, at least immediately.  In fact, I have a much less ambitious idea about growth.  The site does have a business model ($5/month + 1 free sponsorship for someone else, $50/year + 15 free sponsorships for others, or apply for sponsorship — which, so far, seems to be leading to everyone getting to play, who wants to play, whether they pay or not).  Combined with the money I’m making from Locavore and 750 Words, I almost have low-level salary going on here.  I’m pretty happy with it, and it frees me up to be able to spend 3 full days a week with my son.  I do think the site has a lot of potential to grow though, and I’m channeling a few of my more charismatic web heroes to try and actually seek out a little press in a bit.  If you have any ins with people who you think I could pitch a story to… please contact me!

Meaningful work. The doozy. I’ve been on a quest for meaningful work for a while now, and found that it doesn’t just happen unless you really go after it from the start.  Launching things, making money, you can sort of stumble on these things, but meaningful work requires a refactoring not only of our work but how I myself perceive work, find work, and do work.  For me, it’s all about avoiding a certain path in the road, whenever it comes up.  The path is the one slightly away from your passion/energy/spirit/foo-foo/mojo in exchange for some kind of concrete reward.  For example, not talking about what you’re working on because you’re afraid someone will steal your idea.  Or hiding behind a voice that you think sounds more professional.  Or doing something that makes more money or gets more page views or leads to more people installing your app but feels slightly wrong.  Those little things that steal your soul away.  Avoid them!  And you will stay on the path of meaningful work.  It’s a highly irresponsible path to take, though, so it’s not for everyone.

My grade?

I think I succeeded, for the most part.  I’m really happy with what I built, and I’m pretty happy with how it has been received so far.  Of course, there’s still a lot more to do.  This is just the skeleton.  Let me know what you think!

I would also love to go into more detail about how the whole thing unfolded, how it was possible for 1 person to build a full site and launch it in 90 days, etc.  I’m just a little too tired to do it right now.  But ask me questions if you have any.

Ways to tell if you’re eating right

September 5th, 2010
  1. There’s whether or not you’ve gotten enough of the vitamin and mineral nutrients that your body needs.
  2. There’s whether or not you’re getting your calories in the right ratio of proteins, carbs, and fat.
  3. There’s whether or not you got a complete set of proteins during the day.
  4. There’s whether or not you are spiking your blood glucose levels too much during the day.
  5. There’s whether or not you’re causing inflammation.
  6. There’s whether or not you’re getting too many calories (getting fatter), or restricting the number of calories (losing weight).
  7. There’s whether or not you feel good after you eat.
  8. There’s whether or not you’ve got a special health condition than needs special attention and whether or not you’re addressing its needs.

Of course, this is too much to keep track of by ourselves. That’s why the brain immediately looks for a “just ____ and it will all work out okay”.  Hence the success of the dieting industry.

I’ve been on a nutrition crash course this weekend.  I’ve fallen in love with whfoods.org and nutritiondata.com.  I hand-entered nutritional data for about 200 different whole foods, and it was a great exercise in paying attention to the specifics of something that I usually just skim over.  Nutritional information is information overkill, and it’s tough to find the mind trick that helps me just “get it”.  I think if I just keep immersing myself in the data, some general understanding or instinct will emerge to help combine it all in my memory for me.