RPGnet Columns
04-02-2005, 01:50 PM
Post originally by David Neuschulz at 2005-04-02 12:50:40
Converted from Phorums BB System
There's so much more that can be said. Your argument was primarily about Operant Conditioning, and even here you left out the Reinforcement Scheduling aspect of it. Of the five schedules (well the last one isn't actually a reinforcement schedule):
(1)fixed interval (after the behavior, every n minutes a reward)
(2)variable interval (after the behavior, random amount of time between rewards)
(3)fixed ratio (every n number of times the behavior occurs, reward is given)
(4)variable ratio (the behavior occurs a random number of times before reward is given)
(5)totally random (no respect to behavior at all)
#4 is the one that elicits the strongest reinforcement with the longest retention. Guess what roleplaying is? Every random number of To Hit rolls, you whack a monster: Variable ratio. Very addicting. Like slot machines.
Beyond operant condition, however, there is the Vygotskian model, which focuses on "socially constructed meaning." So, some of your points about focusing on the game, etc. I would take issue with. So much in roleplaying is social interaction -- it may be social interaction among a group of people who are typically said to "have no social skills," but who, in reality, merely have "alternate" social skills. (Prior article on the "kinds of gamers" on RPGnet was right on the money.)
Personally, I have found that many gamers like to pretend that gaming is this conrete challenge, that there is some empirical value in having an Nth-level character, and inversely, deliberately downplay the social undercurrents that really hold a game group together. I think this is Roleplaying's "Big Lie". IMHO.
Converted from Phorums BB System
There's so much more that can be said. Your argument was primarily about Operant Conditioning, and even here you left out the Reinforcement Scheduling aspect of it. Of the five schedules (well the last one isn't actually a reinforcement schedule):
(1)fixed interval (after the behavior, every n minutes a reward)
(2)variable interval (after the behavior, random amount of time between rewards)
(3)fixed ratio (every n number of times the behavior occurs, reward is given)
(4)variable ratio (the behavior occurs a random number of times before reward is given)
(5)totally random (no respect to behavior at all)
#4 is the one that elicits the strongest reinforcement with the longest retention. Guess what roleplaying is? Every random number of To Hit rolls, you whack a monster: Variable ratio. Very addicting. Like slot machines.
Beyond operant condition, however, there is the Vygotskian model, which focuses on "socially constructed meaning." So, some of your points about focusing on the game, etc. I would take issue with. So much in roleplaying is social interaction -- it may be social interaction among a group of people who are typically said to "have no social skills," but who, in reality, merely have "alternate" social skills. (Prior article on the "kinds of gamers" on RPGnet was right on the money.)
Personally, I have found that many gamers like to pretend that gaming is this conrete challenge, that there is some empirical value in having an Nth-level character, and inversely, deliberately downplay the social undercurrents that really hold a game group together. I think this is Roleplaying's "Big Lie". IMHO.