In addition, successful games obsessively take care of the design of negative feedback, related to when the player makes mistakes. If they want to become successful games, they must in fact construct the negative feedback in such a way that it does not create frustration or abandonment of the game.
What they do is implement a feedback system that allows us to develop optimism and positive skills, eliminate the fear of failure and improve our perception of our chances of success.
Negative, error-related feedback in games must be fun in ways and must create what in technical jargon is called 'happy embarrassment'.
An example of 'happy awkwardness' can be that of karaoke, where the comparison with the song tells us that we are out of time, we have not said the correct words, it makes us feel a bit stupid, but also that we can get to the end without completely losing face. Indeed, perhaps even winning the admiration of those present for our courage.
In this way, in the game, negative feedback becomes almost a reward, which makes one optimistic about the ability to succeed, to try again. It does not block but pushes learning.
In business life, this element suggests that we build negative feedback with the aim of not losing confidence in the possibility of success, helping people to:
- highlight what they have achieved and not just what is missing,
- leverage the potential growth of capabilities needed to achieve the result,
- using error as a lever for learning and not for failure,
- identify alternative strategies and encourage them to experiment with them.
The three elements of Goal Purpose, Rules and Feedback System, transferred from games to professional life, can help to create that positive feeling one gets when playing, which helps to create in people a sense of well-being, drive, initiative and creativity.
So why not use suggestions from the world of play to make our work more exciting and playful?
*Founder&Partner bbsette - Consulting, Training and Professional Games.