The Superbetter Diaries Entry #5: Extreme Self-Loathing Mode

Tuesday, October 25, 2011 - 11:16 AM

I'm now in my fourth week using Superbetter to deal with a traumatic injury I sustained in a bicycle accident, and my co-workers (or at least Brooke) have been talking about how uncharacteristically sunny my disposition is. I would say that at least part of that is due to my continued use of Superbetter.

Last week I had a ton of quests to play through, after having finally oriented myself in the rules of Superbetter. This week I have fewer quests, partly, I think, because I need to do a better job of being in touch with my allies. Since almost none of my allies (save my wife and fellow OTM Producer PJ Vogt, who's basically given up on this project) see me every day, I think it's easy for people to forget to give me quests. I'll have to gently remind everyone in the coming days.

There were a couple of big quests this week, though. The first one, assigned by Superbetter creator Jane McGonigal, was to come up with a "Power Song," some inspiring song that keeps me going. I decided upon "Nothing Ever Changes" by Braniac. I'm not much of a lyrics guy, and Braniac's vocals are mostly incomprehensible, but I must have had a subconscious notion that the lyrics of this song were pretty inspiring.

The other big quest for this week was to set up my bike in our living room. I have a device called a bicycle trainer which turns my my bike into a stationary bike, so I can ride it in the house. I've had it sitting in storage for years because, until recently, I always just rode outside. Now I've got it set up in the house with one of my bikes.

(yes, that is my bike, and yes, it is the fastest bike in the world.)

If I'm going to be riding my bike around Prospect Park, I'm going to have to do some training, and since my leg's still pretty weak and I remain skittish about riding my bike in the street, this is the next best thing. I'm going to try to ride it 10 minutes a day starting this weekend. We'll see where that takes me.

I've been thinking a lot about the way I use Superbetter, and comments from both readers and other participants have been very helpful in shaping the way I play it. I have to say that I wish there was the ability to turn on a component most people would consider completely counter-intuitive to include in a game designed to make you feel better: punishment!

This might say a lot more about me as a person than about Superbetter as a game, but I find being penalized very encouraging in gaming, at least in small doses. In the gaming world, penalizing, or at least acknowledging failure is commonplace. In role playing games, you can lose hit points, or have equipment stolen. In video games, you have a health meter that can sometimes drop to zero, or you can compare your volume of kills to your volume of deaths. In a couple of horror-based games, most recently Amnesia: The Dark Descent, they even have "sanity meters," that cause your characters to behave erratically or see hallucinations as they go insane.

In entry #1, I outlined what superbetter calls my "bad guys," things that have a detrimental effect on reaching my epic win. Included things like caffeine, playing too many video games, staying up too late, and not socializing. I honestly think that my biggest personal failure in Superbetter has been my inability to conquer nearly any of my bad guys,  and I think that is partly because of the way the game treats them. Superbetter only keeps track of when I have successfully vanquished my bad guys, not when I fall prey to them. I've mentioned before that I've had a hard time understanding the utility of the "resilience" score in Superbetter, but it might make more sense to me if I could record the times I've lost to my bad guys and have it register in the form of lost resilience points.

In short, I'd like for there to be an optional "extreme self-loathing mode" that could be enabled for Superbetter. Losing resilience points or some other method of penalization would make the game more engaging for me, not less. But again, I understand I'm probably in the minority on this one.

Even though I'm still playing way to much Team Fortress, eating too much junk food and staying up too late watching Breaking Bad, at the halfway mark in my Superbetter experience, I'm finding it to be a net positive in my recovery.

One quick parting note - in my entry last Friday, I expressed my desire for a leveling system for the resilience score in Superbetter, saying it would make the score more gameful and more meaningful. Superbetter creator Jane McGonigal commented on the post letting us know that leveling was indeed in Superbetter's future:

...the good news is we're currently at work with resilience experts (scientists, doctors) to design a meaningful leveling up system. :) It will break down into areas of resilience -- social, mental, emotional, phsyical -- and we're working to correlate point totals with real outcomes :) It will take a while to make sure the science is right, but you can expect this in 2012. :)

 

(Follow the links for other superbetter articles: Segment from September 30th episode of On the MediaEntry 1Entry 2Entry #3Entry #4Entry 6Entry 7; Entry 8)

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Comments [11]

Thanks for turning me onto that Brainiac song!

Nov. 12 2011 11:00 PM
sethinthebox from chicago

+1 for listening to Brainiac. You're my new superhero. Get well soon!

Nov. 11 2011 01:02 AM
Jamie from Connecticut

I'm on SuperBetter too, for chronic pain (debilitating back injury), and have the same challenge with allies. Besides my partner, none of my allies has checked back to the site, assigned quests, or the like. I had wondered if the game would periodically email allies (if I completed their quests, to prompt that we were overdue for a check-in, whatever), but it doesn't. Also, do you use your status updates? With no one checking the site, I find that the updates aren't as useful.

Here's a quest for you, should you choose to accept it (and mind you, I'm not a cyclist): purchase a new cycling doodad that you've always wanted to use on your first ride out (special water bottle? new shorts? helmet? something).

Good luck!

Nov. 07 2011 12:47 PM
stefan

"I have to say that I wish there was the ability to turn on a component most people would consider completely counter-intuitive to include in a game designed to make you feel better: punishment!"

I agree. You put it much better than I did when I tried.

Nov. 02 2011 08:12 PM
Nathan M

I just read through all of your entries. I enjoyed them a lot.

I'd love to hear your thoughts on whether SB is a game or a tool to build a game. There is no right or wrong answer to that question (in my mind) but I like the way you've been discussing elements of it this far and think this could be an interesting frame to discuss how you feel the impact of it. I also think it'd be interesting to talk about when/if flow enters into the SB experience.

Would that be of any interest to you?

Nov. 01 2011 02:32 AM
Joyce from St. Louis

I've been reading Nudge by Thaler and Sunstein, and if I understand it correctly, we find the potential for loss about twice as motivating as the potential for corresponding gain, so I think you're onto something here! Maybe PJ Vogt could help you out with this-- ask him to collect a pre-agreed monetary penalty from you when you miss one of your targets (he can keep it or donate it to a cause you oppose). If PJ doesn't want to be the bad guy, check out www.stickk.com

Oct. 29 2011 08:46 AM

I have updated the article to get rid of "negative reinforcement" in favor of "punishment." Thanks again for your help.

Oct. 27 2011 08:48 AM

Thanks for the note. Indeed, I was talking about punishment, and not negative reinforcement. I was trading in pop psychology lingo rather than actual psychology lingo.

Oct. 26 2011 08:37 PM
Daniel from Melbourne

If I remember my high school psych teacher correctly, negative reinforcement is the removal of an unpleasant stimulus. Reinforcing behaviour by imposing unpleasant consequences is called punishment! The first is highly reinforcing - smoking, for instance, only removes the withdrawal symptoms of nicotine addiction. The second tends to backfire by making people question the fairness of the reinforcement scheme. All these aside, hope your leg heals up quick!

Oct. 26 2011 06:48 PM
Ken from Menlo Park, CA

OK I'm not an ally (although I can if you want) but here's a quest idea; every time you feel that one of your bad guys has gotten the better of you, you get online and let all of your allies know.

Also, the fact that you get back up and keep going after the bad guys take a swipe at you is a sign of resilience. You get points for that

Oct. 26 2011 05:29 PM
MrJM from Parts Unknown

"I think it's easy for people to forget to give me quests. I'll have to gently remind everyone in the coming days."

I'm trying to learn how to be a better ally. (Specifically, how to work with "Power-Ups".) But when I clicked the "Help for Allies" button, I got a "Page Not Found - The page you were looking for could not be found" message.

Nevertheless, I will try to be the best clueless ally possible.

-- MrJM

Oct. 26 2011 01:16 PM

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