Sustainable
Engagement Economy
Good Game World
In her book Reality is Broken, McGonigal (2011) states that
“participants should be able to explore and impact a ‘world,’ or shared social
space that features both content and interactive opportunities” (p. 245). I think that the game The Settlers
Online creates an entertaining and challenging world by McGonigal’s
standards. She mentions that, in this game, players function in an environment
that encourages them to interact with different elements. These interactions
satisfy gamers mentally and emotionally. McGonigal (2011) also states, “In the
economy of engagement, it is less important to compete for attention and more
and more important to compete for things like brain cycles and interactive
bandwidth” (p. 228).
The Settlers Online provides these opportunities for interaction. It is
necessary during the game, for example, that players make decisions about
whether or not they should build buildings or have a guild. The decisions are
optional. These different levels of complexity within the game cause players to
think strategically.
Good
Game Mechanics
The author continues on to define what constitutes a good game:
“Wikipedia has good game mechanics. Player action has direct and clear results:
edits appear instantly on the site, giving users a powerful sense of control
over the environment” (McGonigal, 2011, p. 229). Likewise, because The Settlers
Online offers clear quests and clear results, the game has good game
mechanics. To give an example, when a player needs to fight bandits, the game
allows him or her to choose how many fighters are within the bandit camp and who
rules the bandits before engaging in combat. Gamers thus
can defeat a well-defined enemy. Such mechanics empower gamers and motivate them
to continue playing.
Good
Game Community
McGonigal (2011) states that a “good game community requires two things:
plenty of positive social interaction and meaningful context for collective
effort” (p. 230). The Settlers Online provides exactly
those two things she mentions. Some of the requirements for leveling up in the
game relate to one’s connection with other players. These requirements include
buffing other players’ buildings and trading resources with other players. To
give another example, gamers sometimes need to ask questions using the Help Tab;
during these times, other players are often very friendly and willing to assist
others in a social forum.
More
Epic Wins
- Has this game made you curious
about what more you can do? If so, in what way?
My
answer is: yes. This game did make me curious about what more I could do within
the context of the game. I at least wanted to construct many different types of
buildings and defeat every bandit camp. However, I had to give up the game because
of having severe neck pain.
- How does this game harness the
social participation of the masses?
The
game harnesses the social participation of the masses in several ways. This
game encourages players to assist each other, for instance, through the Help Tab
function or through guilds. It also offers many appealing challenges. In McGonigal’s
words, “Gamers are creative, persistent, and always up for a good challenge.
Their strong cognitive resources, combined with their proven engageability, are
a valuable resource just waiting to be tapped” (p. 240). Through its rewarding and
challenging quests, The Settlers Online provides the engagement that McGonigal
recommends.
Crowdsourcing
I examined AT&T’s quarter-billion-dollar campaign named AT&T
Announces Quarter-Billion-Dollar Expansion of Education Commitment which is designed
to help more students graduate from high school, prepared for both college and
a career. It is obvious that this campaign has improved high school success and
college/career readiness, especially for the students most likely to drop out of
high school. The campaign was started on March 19, 2012. I believe this
campaign has created an important opportunity for these students. McGonigal’s
take on crowdsourcing was that “it is not for a lack of time spent on the
Internet. It is just incredibly difficult to achieve the necessary critical
mass of participation on any given serious project” (p. 226).
Reference
McGonigal, J. (2011). Reality is broken. New York,
NY: The Penguin Press.
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