The Psychology of Achievement In Playing Games
A post on Pixel Poppers looks at the psychological underpinnings of the types of challenges offered by different game genres, and the effect those challenges have on determining which players find the games entertaining. Quoting:
"To progress in an action game, the player has to improve, which is by no means guaranteed — but to progress in an RPG, the characters have to improve, which is inevitable. ... It turns out there are two different ways people respond to challenges. Some people see them as opportunities to perform — to demonstrate their talent or intellect. Others see them as opportunities to master — to improve their skill or knowledge. Say you take a person with a performance orientation ('Paul') and a person with a mastery orientation ('Matt'). Give them each an easy puzzle, and they will both do well. Paul will complete it quickly and smile proudly at how well he performed. Matt will complete it quickly and be satisfied that he has mastered the skill involved. Now give them each a difficult puzzle. Paul will jump in gamely, but it will soon become clear he cannot overcome it as impressively as he did the last one. The opportunity to show off has disappeared, and Paul will lose interest and give up. Matt, on the other hand, when stymied, will push harder. His early failure means there's still something to be learned here, and he will persevere until he does so and solves the puzzle."
This seems to have much broader applications than games. I think this speaks volumes in the realm of business management (efficiency) and human psychology in general.
For Business Management, identifying your "masters" and "performers" would be good for setting up reward systems. Give your masters a tough problem to solve. Give your performers easy repetitive work and ask them to see how quickly they can finish it.
Seriously, my website pokes fun at people who are not registered members because they are losing "points" for playing the game without being logged in. I find people just get perturbed at losing something intangible and just register to gain what they have lost.
(I still find the game to be pretty addictive)
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Research and data are available in the link to another article which makes essentially the same point.
Yes, the research included a control case. I previously saw this idea in an article that is now only available for subscribers. The evidence is clear: praising children based on effort is effective, while praising for intelligence is highly counterproductive.
Actually, the problem is that for most actual skills and tasks there is no such thing as mastery. IRL there is no 450 skill points limit, that you can reach and then relax. And most RL problems are multi-dimensional problems where there is no perfect solution, but least worst compromises. And definitely not where you can max one aspect and proclaim that the others don't matter, which is what OCPD cases... err... perfectionists usually do.
RL "perfectionists" tend IMHO to be one or more of the following:
A) the real, honest kind: people who never finish. I still remember someone who, on the day before the deadline, was still working on his perfect XML parsing project for that project. (A tiny part of the project's functionality, and one he shouldn't have been doing himself: there's Xerxes.) There's _always_ one more optimization that can be done, one more clever trick that can be tried, one more label that would look better one pixel lower, etc. It's harder than you think, being a real bona-fide perfectionist.
B) the fake kind, which are basically just arrogant. They do a crap job, and then proclaim it to be perfect, just because they're that good in their own opinion. Often these are actually an illustration of the Dunning-Kruger effect: the least competent tend to grossly overrate their skills and competence, just because they're not competent to do that judgment. They don't even know what they don't know. And conversely the most competent tend to underrate themselves, because they do have some clue of all the things they don't know.
C) the kind who'll redefine the problem to get a "perfect" solution. As I was saying RL problems are usually multi-dimensional, and increasing one aspect often loses you another. E.g., making a car engine more powerful also turns it into a gas guzzler. E.g., too many options in a GUI can actually make it less usable, or at least harder to also make it usable. Etc. A lot of OCPD kinds take such a variable and genuinely don't seem able to comprehend that it can take other values than 0 and 100%. Either you hit 100% or you're doing a crap job. But they can't hit 100% in all either. So they basically just pick one aspect and proclaim it the only thing that matters, and proclaim everyone who cares about the other aspects to be a clueless idiot. Unfortunately the actual best compromise for an actual user is rarely that. These guys tend to complain a lot that the users are clueless idiots.
D) the bitter whiner. These people rarely make something they'd rate perfect, and some don't even produce anything at all for years, but they complain about everyone and everything else. These people aren't as much into achieving perfection, as into just having something to whine about. Their very criteria for what perfection actually means, are fluid and disposable, often to the extent that they're simply the opposite of what everyone else is doing. E.g., I actually worked with one who, after he had converted the whole team to Linux (not that it was hard in a team of complete nerds) and thus lost that reason to complain, promptly switched to BSD and proclaimed both Windows _and_ Linux to be mainstream crap for idiots. He caused an indentation war fighting for the holy cause of _three_ space tabs, he fought to change the directory where the build script left the built executable, etc.
And a few other archetypes.
And just so it's not completely off topic: you can see the same in MMOs too.
A) There are people who are genuinely trapped into the neverending treadmill of needing every single achievement, every single pet, completing every single quest (even if it's 70 levels below them), paying 1000 gold on the Savory Deviate Delight recipe just because they _must_ have all the recipes in game, etc. Not because they actually need them, but because anything els
A polar bear is a cartesian bear after a coordinate transform.
MMOs any many other kinds of game are addictive because they follow what's known as a "variable interval reinforcement ratio". The variable reinforcement ratio is a very well known and studied phenomenon amongst actual psychologists, having being one of the rock-solid discoveries arising from behaviourism during the 40s through 60s.
Variably reinforced behaviour is the most effective way to create a repetitious behaviour with the highest "resistance to extinction". That means it's pretty much an addiction.
The same finding explains why so much of gambling is highly addictive: the same random intervals of payback are at play.
You can learn more by buying or borrowing any book on classical and operant learning theory.
Classical Liberalism: All your base are belong to you.
I think the example is that Matt will approach the SKILL rather than the game, once he understands what the learning curve looks like (or ideally makes a model of the entire problem that's cohesive [think Tic-Tac-Toe connect four or the miriad other games that aren't worth playing because all the conditions are preset]) or maps the solution space he's bored... giving him victories based on that solution isn't really an enticement.
Paul on the other hand likes winning and achieving, he cares about points, coins, swords, paychecks, accolades etc. The products of winning and will continue to work towards them until he becomes bored.
As an example think of the game http://blogs.sfweekly.com/shookdown/mastermind.jpg/ some people will guess and enjoy winning (and feeling super smart!) others will get out a pencil and come up with the can't fail formula and stop caring.