Habit RPG and Habits of Omission Part 2

image

I’ve decided to not only NOT drink alcohol, but also coffee, which tends to make me worried and nervous.

I’ve done this by having a DAILIES - not drinking coffee/beer for a day. This section in Habit RPG is a daily task that gets more and more difficult - so in the game your score gets higher and higher the longer your streak is.

I’ve also created HABITS - specific tasks. I wanted ways to conceive of tasks that are positive rather than simply getting docked for failing to NOT do something.

So every time I refuse a drink, I get points. Every time I don’t drink an alcoholic drink at a bar or social event, I get even more points ( I’ve gone into the advanced features to weight the task as “difficult” thereby giving more points for every successful completion).

According to The Power of Habit, it is easier to replace a task than not do it - so I also get points every time I replace coffee or alcohol with water - and I might also include a replacement with any positive activity, like going for a walk.

Lastly, I’ve decided to use a technique in meditation to fight any cravings. My addiction isn’t physical, it’s more a social habit based on the experience and the art of a finely crafted drink amongst friends, etc. There is a specific technique to bring about a feeling - normally irritation or anger - and then calming the self as a way of practicing avoiding the pitfalls of actions that come from anger.

In this way one instance of practicing bringing about anger/irritation and quelling the emotion is like one rep. I’ve gotten a lot out of that technique when it comes to emotional management, and see no reason why it wouldn’t work with any other emotion. So I’m doing it for alcohol.

I’ll look up pics of drinks or situations, feel the cravings enter, and then practicing dealing with them by relaxing my mind and unhooking the feeling of a stimulus with the craving. I’ll go into more detail on this in another post.

In Habit RPG one “rep” of this will also be a HABIT and I will get points from doing this too.

So far here are the specifics of the game:

-Not drinking a margarita at a Mexican place (Just came up with this one recently) - MEDIUM difficulty, cause I associate the two

-Drinking water as a replacement for alcohol/coffee - Easy

-Not drinking coffee - Easy - not sure if this should be replaced with the later or not

-Not drinking at a bar - DIFFICULT

-Not drinking at a non-bar social event - DIFFICULT

-Not drinking coffee/alcohol for the day

Power of Habit by Werbach and Hunter

image

I was really curious about this book because it seems to be the go-to book on gamification. I find it incredibly helpful - here are a few points:

-“behavior-change gamification seeks to form beneficial new habits among a populationp 23

So that’s the official term for what I’m focusing on!

-Problems with boredom

However, if you approach gamification in this way you’ll quickly run into trouble….But these users often get burnt out by the enldess treadmill of points…and abandon the system.

This could be something look out for in programs that either don’t have a leaderboard or don’t hone in on it. For example Duolingo as far as I understand it hones in on friends that are close to you, and those are the only ones that show up on the leaderboard.

-p32

Another interesting aspect - the lack of failure makes you continue in the game.

p61

This was interesting - at some point just regularly giving rewards isn’t enough - I assume that most games get around this by using badges or quests or whatnot to shake things up

p66

It’s not just badges, but unexpected badges that work.

p95

The book also talks about progressions stairs - HOW players level up - a regular progression is boring - games often start with a simple progression (onboarding) because it helps the game become more addicting in the beginning, with every next level getting harder and harder - sometimes called an RPG progression. The book says that this isn’t good enough - a better game will offset this with harder and easier levels so that players can catch their breath and experience a sense of mastery before a challenge.

Habit RPG and Habits of Omission Part 1

image

Habit RPG works as a customizable gamification of habits. Basically you input things that are daily habits, and whether or not you can get penalized or get points from an action.  There is also a “daily” section, where not doing a  task penalizes you.

You have an avatar that can get gold, experience to level up, and hit points which can be taken away. You have the option of buying potions, armor, etc. to level up your character.

I like this because it adds an extra dimension to the gamification - many programs allow you to level without an avatar or equipment - I believe that with the avatar and equipment you add an extra level of addiction.

Books like For the Win by Werbach and Hunter (I’ll do a book review of it later) talk about 4 types of players. One category - the explorers - get addicted because they want to discover new aspects to the imaginary situation - they want to know what the next spell is or the new weapon. And that is definitely the kind of player I am.

Unfortunately the other kind of player I am is someone who likes PvP - I like knowing I have the power to destroyer others - I think Werbach and Hunter call these people “killers.”

I’m very curious how HabitRPG compares to something like Fitocracy, which DOES allow for PvP “battles”.