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FROM	LEARNING	TO	DOING
Ask	Agger
Serious	Play	Conference,	July	19,	2017
HOW CAN BEHAVIORAL DESIGN
HELPS US MAKE BETTER GAMES?
AND HOW CAN GAMES BE USED
IN BEHAVIORAL DESIGN?
Workz A/S © 2017
Workz A/S © 2017
Workz A/S © 2017
Workz A/S © 2017
MY POINT OF DEPARTURE…
Most organizations are embarrassing bad at
handling change and transformations:
Workz A/S © 2017
• 74% of change projects are unsuccessful.
• 15-30% of change projects are complete waste.
• Amongst the senior executives that are being
replaced, one third is replaced due to
unsuccessful transformation initiatives (not due
to lack of strategy).
• At the state of completion most transformation
initiatives has replaced senior management
(Program Lead as well as Steering Committee
executives) 2-3 times.
Sources: McKinsey & Co Global Survey, IBM, Fortune, Deloitte Research etc.
In the end all our learning, development and
change activities are about changing
behavior.
If new meaning, knowledge, wisdom and
skills doesn’t translate into ordinary work
day behavior they are a lost investment.
It only matters what we actually do and gets
done.
Workz A/S © 2017
The question:
Why are we, as individuals and organizations, so
bad at turning good intentions, knowledge and
learnings into real life changes in behaviors?
Workz A/S © 2017
Behavioral science’s answer:
Because this is how we
have been designed!
Workz A/S © 2017
BEHAVIOURAL DESIGN
EVOLUTION HAS DESIGNED US TO BE:
Workz A/S © 2017
1. CONSERVATIVE
We	stick	to	the	behaviour	that	we	know	best	(and	which	has	
insured	our	survival	in	the	past).
POLITICS MAKES US BAD AT MATH
Workz A/S © 2017
were more likely to get worse than those who
didn’t.”
The two versions of the skin-treatment treat-
ment problem differed only with respect to which
result the experiment supported. The numbers in
the 2x2 contingency table were kept the same, but
the labels at the tops of the columns—“Rash got
of outcomes in the upper left cell to the number in
the upper right one (“1 vs. 2”). The other (“1 vs. 3”)
involves comparing the numbers in the upper left
and lower left cells (Wasserman, Dorner & Kao
1990).
Figure 3. Experimental conditions. Subjects were assigned to one of four conditions. The conditions are identified by labels
(A)-(D) in a manner that indicates the result or outcome of the experiment that is most supported by the data contained in the rele-
vant table. The correct interpretation of the data was manipulated by varying the result specified by the headings above the columns.
were more likely to get worse than those who
didn’t.”
The two versions of the skin-treatment treat-
ment problem differed only with respect to which
result the experiment supported. The numbers in
the 2x2 contingency table were kept the same, but
the labels at the tops of the columns—“Rash got
the upper right one (“1 vs. 2”). The other (“1 vs. 3”)
involves comparing the numbers in the upper left
and lower left cells (Wasserman, Dorner & Kao
1990).
Figure 3. Experimental conditions. Subjects were assigned to one of four conditions. The conditions are identified by labels
(A)-(D) in a manner that indicates the result or outcome of the experiment that is most supported by the data contained in the rele-
vant table. The correct interpretation of the data was manipulated by varying the result specified by the headings above the columns.
in cream,
served in
and how
al period.
x2 contin-
o indicate
in cream
hose who
kin cream
hose who
ent treat-
to which
umbers in
same, but
“Rash got
treatment and the two outcomes, a necessary ele-
ment of causal inference that confounds even many
intelligent people (Stanovich 2009; Stanovich &
West 1998).
Based on previous studies using the design re-
flected in this experiment, it is known that most
people use one of two heuristic alternatives to this
approach. The first involves comparing the number
of outcomes in the upper left cell to the number in
the upper right one (“1 vs. 2”). The other (“1 vs. 3”)
involves comparing the numbers in the upper left
and lower left cells (Wasserman, Dorner & Kao
1990).
Behavioural Public Policy 12
Figure 7. Predicted probabilities of correctly interpreting data. Density distributions derived via Monte Carlo simulation from
regression Model 3, Table 1, when predictors for Conserv_Repub set at -1 SD and +1 SD for “Liberal Democrat” and “Conservative
Republican,” respectively, and numeracy set at 3 and 7 for “low numeracy” and for High numeracy, respectively (King, Tom & Wit-
tenberg 2000).
0 1 2 3 4 5 6 7 8 9 1 0 1 2 3 4 5 6 7 8 9 1
0 1 2 3 4 5 6 7 8 9 1
HighnumeracyLownumeracy
Skintreatment
Gunban
probability ofcorrect interpretation of data probability ofcorrect interpretation of data
rashdecreasesrashincreases
rashdecreases
rashincreases rashdecreases
rashincreases
rashdecreases
rashincreases
crime increases
crime decreases
crime increases
crime decreases
crime decreases
crime increases
Liberal Democrat (-1 SD on Conservrepub) Conservative Republican (+1 SD on Conservrepub)
low numeracy = 3 correct/ high numeracy= 7 correct
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
crime decreases
crime increases
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
probabilityofcorrect interpretation ofdata
0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
probability ofcorrect interpretation of data
Source:	Dan	M.	Kahn,	Ellen	Peters,	Erica	Cantrell	Dawson	&	Paul	Slovic:	Motivated	Numeracy	and	Enlightened	Self-Government.
EVOLUTION HAS DESIGNED US TO BE:
Workz A/S © 2017
1. CONSERVATIVE
We	stick	to	the	behaviour	that	we	know	best	(and	which	has	
insured	our	survival	in	the	past).
2. IRRATIONAL
Only	a	limited	part	of	our	behaviour	is	based	on	rational	and	
conscious	choices.	We	run	on	autopilot.	Our	willpower	is	a	
limited	resource.
JUDGES MAKE DECISIONS WITH THEIR STOMACHS
Source:	Daniel	Kahneman
FAST AND SLOW THINKING
Source:	Daniel	Kahneman
EVOLUTION HAS DESIGNED US TO BE:
Workz A/S © 2017
1. CONSERVATIVE
We	stick	to	the	behaviour	that	we	know	best	(and	which	has	
insured	our	survival	in	the	past).
2. IRRATIONAL
Only	a	limited	part	of	our	behaviour	is	based	on	rational	and	
conscious	choices.	We	run	on	autopilot.	Our	willpower	is	a	
limited	resource.	
3. DELUSIONAL
We	are	great	at	convincing	ourselves	and	others	that	our	choices	
and	behaviours	are	rational	and	intentional.
WE LIE TO OURSELVES TO FEEL IN CONTROL
Workz A/S © 2017Spource:	Daniel	Kahneman
MY SUSPICION:
• Our approach to management, HR and training
is still mainly founded on the illusion of
“economic man”.
• We are highly optimistic (or delusional) when it
comes to our belief in our power to act like we
intend.
• Internally, our organizations are not designed
to support behavioural change.
Workz A/S © 2017
How can complex organizations improve their
ability to transfer learning and training efforts
into tangible behavioral changes?
Workz A/S © 2017
NEW BEHAVIOUR = MOTIVATION x ABILITY x TRIGGER
ABILITY
Source: BJ	Fogg
High
Low
Hard Easy
MOTIVATION
TRIGGERS
Workz A/S © 2017
HOW CAN BEHAVIORAL DESIGN
HELPS US MAKE BETTER GAMES?
AND HOW CAN GAMES BE USED
IN BEHAVIORAL DESIGN?
HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES?
1. Remind us to focus on behavioural changes instead
of only new knowledge or skills.
Workz A/S © 2017
SAFETY CULTURE AND BEHAVIOUR
Workz A/S © 2017
Workz A/S © 2017
HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES?
1. Remind us to focus on behavioural changes instead
of only new knowledge or skills.
2. Help us to distinguish between influencing
motivation, ability or triggers. Most learning games
lack any connection to triggers.
Workz A/S © 2017
BOOSTING MOTIVATION
Workz A/S © 2017
Workz A/S © 2017
HELPING EVERY DAY DECISION MAKING
Workz A/S © 2017
Workz A/S © 2017
HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES?
1. Remind us to focus on behavioural changes instead
of only new knowledge or skills.
2. Help us to distinguish between influencing
motivation, ability or triggers. Most learning games
lack any connection to triggers.
3. Emphasise the importance of balancing the level of
stress and complexity during game-play.
Workz A/S © 2017
GETTING INTO THE POOL
Workz A/S © 2017
Workz A/S © 2017
HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES?
1. Remind us to focus on behavioural changes instead
of only new knowledge or skills.
2. Help us to distinguish between influencing
motivation, ability or triggers. Most learning games
lack any connection to triggers.
3. Emphasise the importance of balancing the level of
stress and complexity during game-play.
4. Provides a toolset for optimising (“manipulating”) the
training experience, especially regarding group
dynamics.
Workz A/S © 2017
HANDLING THE DOMINANT ALPHAS
Workz A/S © 2017
Workz A/S © 2017
HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN?
Workz A/S © 2017
1. Gameplay can provide a “safe space” that can stimulate
System 2 reflection.
WE ARE ONLY PLAYING…
Workz A/S © 2017
Workz A/S © 2017
HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN?
Workz A/S © 2017
1. Gameplay can provide a “safe space” that can stimulate
System 2 reflection.
2. During gameplay shifting perspectives can help us
overcoming a number of critical decision-making biases.
UNDERSTANDING PUTIN
Workz A/S © 2017
HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN?
Workz A/S © 2017
1. Gameplay can provide a “safe space” that can stimulate
System 2 reflection.
2. During gameplay shifting perspectives can help us
overcoming a number of critical decision-making biases.
3. There is a large potential in the ability to stage
learningful mistakes and failures.
DIGITAL TRANSFORMATION LAB
Workz A/S © 2017
Workz A/S © 2017
HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN?
Workz A/S © 2017
1. Gameplay can provide a “safe space” that can stimulate
System 2 reflection.
2. During gameplay shifting perspectives can help us
overcoming a number of critical decision-making biases.
3. There is a large potential in the ability to stage
learningful mistakes and failures.
4. Gameplay can be used to introduce a new language and
shared references that can impact everyday culture and
collaboration.
FALLING OF THE BUS…
Workz A/S © 2017
Workz A/S © 2017
HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN?
Workz A/S © 2017
1. Gameplay can provide a “safe space” that can stimulate
System 2 reflection.
2. During gameplay shifting perspectives can help us
overcoming a number of critical decision-making biases.
3. There is a large potential in the ability to stage
learningful mistakes and failures.
4. Gameplay can be used to introduce a new language and
shared references that can impact everyday culture and
collaboration.
AND REMEMBER,
GAME-BASED LEARNING IS NOTHING NEW…
• We	are	looking	for	business	schools	
in	the	US	who	are	interested	in	
including	our	leadership	simulations	
in	the	executive	and	MBA	programs.	
Appreciate	any	help	to	making	this	
happening.
• We	are	searching	for	medium-sizes	
American	consultancies	that	works	
with	leadership	training	who	could	
be	interested	in	using	our	leadership	
simulations	with	their	clients.	Please	
help	us	connect	with	the	right	
people.				
• If	you	ever	visits	Copenhagen	come	
by	for	lunch	J
THREE REGUESTS
Workz A/S © 2017
Ask Agger
aa@workz.dk
@askagger
www.workz.dk

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Behavioral Design Helps Better Games

  • 2. HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES? AND HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN?
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  • 18. Workz A/S © 2017
  • 19. Workz A/S © 2017
  • 20. Workz A/S © 2017 Workz A/S © 2017
  • 21. MY POINT OF DEPARTURE…
  • 22. Most organizations are embarrassing bad at handling change and transformations: Workz A/S © 2017 • 74% of change projects are unsuccessful. • 15-30% of change projects are complete waste. • Amongst the senior executives that are being replaced, one third is replaced due to unsuccessful transformation initiatives (not due to lack of strategy). • At the state of completion most transformation initiatives has replaced senior management (Program Lead as well as Steering Committee executives) 2-3 times. Sources: McKinsey & Co Global Survey, IBM, Fortune, Deloitte Research etc.
  • 23. In the end all our learning, development and change activities are about changing behavior. If new meaning, knowledge, wisdom and skills doesn’t translate into ordinary work day behavior they are a lost investment. It only matters what we actually do and gets done. Workz A/S © 2017
  • 24. The question: Why are we, as individuals and organizations, so bad at turning good intentions, knowledge and learnings into real life changes in behaviors? Workz A/S © 2017
  • 25. Behavioral science’s answer: Because this is how we have been designed! Workz A/S © 2017
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  • 30. EVOLUTION HAS DESIGNED US TO BE: Workz A/S © 2017 1. CONSERVATIVE We stick to the behaviour that we know best (and which has insured our survival in the past).
  • 31. POLITICS MAKES US BAD AT MATH Workz A/S © 2017 were more likely to get worse than those who didn’t.” The two versions of the skin-treatment treat- ment problem differed only with respect to which result the experiment supported. The numbers in the 2x2 contingency table were kept the same, but the labels at the tops of the columns—“Rash got of outcomes in the upper left cell to the number in the upper right one (“1 vs. 2”). The other (“1 vs. 3”) involves comparing the numbers in the upper left and lower left cells (Wasserman, Dorner & Kao 1990). Figure 3. Experimental conditions. Subjects were assigned to one of four conditions. The conditions are identified by labels (A)-(D) in a manner that indicates the result or outcome of the experiment that is most supported by the data contained in the rele- vant table. The correct interpretation of the data was manipulated by varying the result specified by the headings above the columns. were more likely to get worse than those who didn’t.” The two versions of the skin-treatment treat- ment problem differed only with respect to which result the experiment supported. The numbers in the 2x2 contingency table were kept the same, but the labels at the tops of the columns—“Rash got the upper right one (“1 vs. 2”). The other (“1 vs. 3”) involves comparing the numbers in the upper left and lower left cells (Wasserman, Dorner & Kao 1990). Figure 3. Experimental conditions. Subjects were assigned to one of four conditions. The conditions are identified by labels (A)-(D) in a manner that indicates the result or outcome of the experiment that is most supported by the data contained in the rele- vant table. The correct interpretation of the data was manipulated by varying the result specified by the headings above the columns. in cream, served in and how al period. x2 contin- o indicate in cream hose who kin cream hose who ent treat- to which umbers in same, but “Rash got treatment and the two outcomes, a necessary ele- ment of causal inference that confounds even many intelligent people (Stanovich 2009; Stanovich & West 1998). Based on previous studies using the design re- flected in this experiment, it is known that most people use one of two heuristic alternatives to this approach. The first involves comparing the number of outcomes in the upper left cell to the number in the upper right one (“1 vs. 2”). The other (“1 vs. 3”) involves comparing the numbers in the upper left and lower left cells (Wasserman, Dorner & Kao 1990). Behavioural Public Policy 12 Figure 7. Predicted probabilities of correctly interpreting data. Density distributions derived via Monte Carlo simulation from regression Model 3, Table 1, when predictors for Conserv_Repub set at -1 SD and +1 SD for “Liberal Democrat” and “Conservative Republican,” respectively, and numeracy set at 3 and 7 for “low numeracy” and for High numeracy, respectively (King, Tom & Wit- tenberg 2000). 0 1 2 3 4 5 6 7 8 9 1 0 1 2 3 4 5 6 7 8 9 1 0 1 2 3 4 5 6 7 8 9 1 HighnumeracyLownumeracy Skintreatment Gunban probability ofcorrect interpretation of data probability ofcorrect interpretation of data rashdecreasesrashincreases rashdecreases rashincreases rashdecreases rashincreases rashdecreases rashincreases crime increases crime decreases crime increases crime decreases crime decreases crime increases Liberal Democrat (-1 SD on Conservrepub) Conservative Republican (+1 SD on Conservrepub) low numeracy = 3 correct/ high numeracy= 7 correct 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% crime decreases crime increases 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% probabilityofcorrect interpretation ofdata 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% probability ofcorrect interpretation of data Source: Dan M. Kahn, Ellen Peters, Erica Cantrell Dawson & Paul Slovic: Motivated Numeracy and Enlightened Self-Government.
  • 32. EVOLUTION HAS DESIGNED US TO BE: Workz A/S © 2017 1. CONSERVATIVE We stick to the behaviour that we know best (and which has insured our survival in the past). 2. IRRATIONAL Only a limited part of our behaviour is based on rational and conscious choices. We run on autopilot. Our willpower is a limited resource.
  • 33. JUDGES MAKE DECISIONS WITH THEIR STOMACHS Source: Daniel Kahneman
  • 34. FAST AND SLOW THINKING Source: Daniel Kahneman
  • 35. EVOLUTION HAS DESIGNED US TO BE: Workz A/S © 2017 1. CONSERVATIVE We stick to the behaviour that we know best (and which has insured our survival in the past). 2. IRRATIONAL Only a limited part of our behaviour is based on rational and conscious choices. We run on autopilot. Our willpower is a limited resource. 3. DELUSIONAL We are great at convincing ourselves and others that our choices and behaviours are rational and intentional.
  • 36. WE LIE TO OURSELVES TO FEEL IN CONTROL Workz A/S © 2017Spource: Daniel Kahneman
  • 37. MY SUSPICION: • Our approach to management, HR and training is still mainly founded on the illusion of “economic man”. • We are highly optimistic (or delusional) when it comes to our belief in our power to act like we intend. • Internally, our organizations are not designed to support behavioural change. Workz A/S © 2017
  • 38. How can complex organizations improve their ability to transfer learning and training efforts into tangible behavioral changes? Workz A/S © 2017
  • 39. NEW BEHAVIOUR = MOTIVATION x ABILITY x TRIGGER ABILITY Source: BJ Fogg High Low Hard Easy MOTIVATION TRIGGERS Workz A/S © 2017
  • 40.
  • 41. HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES? AND HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN?
  • 42. HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES? 1. Remind us to focus on behavioural changes instead of only new knowledge or skills. Workz A/S © 2017
  • 43. SAFETY CULTURE AND BEHAVIOUR Workz A/S © 2017 Workz A/S © 2017
  • 44. HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES? 1. Remind us to focus on behavioural changes instead of only new knowledge or skills. 2. Help us to distinguish between influencing motivation, ability or triggers. Most learning games lack any connection to triggers. Workz A/S © 2017
  • 45. BOOSTING MOTIVATION Workz A/S © 2017 Workz A/S © 2017
  • 46. HELPING EVERY DAY DECISION MAKING Workz A/S © 2017 Workz A/S © 2017
  • 47. HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES? 1. Remind us to focus on behavioural changes instead of only new knowledge or skills. 2. Help us to distinguish between influencing motivation, ability or triggers. Most learning games lack any connection to triggers. 3. Emphasise the importance of balancing the level of stress and complexity during game-play. Workz A/S © 2017
  • 48. GETTING INTO THE POOL Workz A/S © 2017 Workz A/S © 2017
  • 49. HOW CAN BEHAVIORAL DESIGN HELPS US MAKE BETTER GAMES? 1. Remind us to focus on behavioural changes instead of only new knowledge or skills. 2. Help us to distinguish between influencing motivation, ability or triggers. Most learning games lack any connection to triggers. 3. Emphasise the importance of balancing the level of stress and complexity during game-play. 4. Provides a toolset for optimising (“manipulating”) the training experience, especially regarding group dynamics. Workz A/S © 2017
  • 50. HANDLING THE DOMINANT ALPHAS Workz A/S © 2017 Workz A/S © 2017
  • 51. HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN? Workz A/S © 2017 1. Gameplay can provide a “safe space” that can stimulate System 2 reflection.
  • 52. WE ARE ONLY PLAYING… Workz A/S © 2017 Workz A/S © 2017
  • 53. HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN? Workz A/S © 2017 1. Gameplay can provide a “safe space” that can stimulate System 2 reflection. 2. During gameplay shifting perspectives can help us overcoming a number of critical decision-making biases.
  • 55. HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN? Workz A/S © 2017 1. Gameplay can provide a “safe space” that can stimulate System 2 reflection. 2. During gameplay shifting perspectives can help us overcoming a number of critical decision-making biases. 3. There is a large potential in the ability to stage learningful mistakes and failures.
  • 56. DIGITAL TRANSFORMATION LAB Workz A/S © 2017 Workz A/S © 2017
  • 57. HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN? Workz A/S © 2017 1. Gameplay can provide a “safe space” that can stimulate System 2 reflection. 2. During gameplay shifting perspectives can help us overcoming a number of critical decision-making biases. 3. There is a large potential in the ability to stage learningful mistakes and failures. 4. Gameplay can be used to introduce a new language and shared references that can impact everyday culture and collaboration.
  • 58. FALLING OF THE BUS… Workz A/S © 2017 Workz A/S © 2017
  • 59. HOW CAN GAMES BE USED IN BEHAVIORAL DESIGN? Workz A/S © 2017 1. Gameplay can provide a “safe space” that can stimulate System 2 reflection. 2. During gameplay shifting perspectives can help us overcoming a number of critical decision-making biases. 3. There is a large potential in the ability to stage learningful mistakes and failures. 4. Gameplay can be used to introduce a new language and shared references that can impact everyday culture and collaboration.
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