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    <article-meta>
      <title-group>
        <article-title>The Behavior Pioneers Application: An Intentional Community Prototype</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jonah Warren</string-name>
          <email>jonah.warren@quinnipiac.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Quinnipiac University Hamden</institution>
          ,
          <addr-line>CT 06511</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes a fictional questionnaire intended to be completed by applicants to an intentional community devoted to gamifying all aspects of its members' lives. This format was chosen as a plausible alternative to science fiction tropes that include the population of entire worlds or counties. It was also chosen because the historical motivations for creating intentional communities closely match forces affecting modern populations particularly familiar with and attracted to gamification. Its goal is not to make a specific statement or argument about the nature of gamification, but to let readers come to their own conclusions about the repercussions of creating a community based on the ideals embedded in the application's questions.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Author Keywords</title>
      <p>gamification; design fiction; intentional communities.
Thank you for your interest in applying to become a
member of the behavior pioneer community. Please
answer all questions as accurately as possible.</p>
      <sec id="sec-1-1">
        <title>Name.</title>
        <p>Please enter your legal name followed by screen names
for any online communities or games you regularly
contribute to or are a part of.</p>
      </sec>
      <sec id="sec-1-2">
        <title>Behavior pioneers are designers.</title>
        <p>As a behavior pioneer, you will be expected not only to
participate in regular community activities and events,
but also to help design and balance the feedback
mechanisms that shape community behaviors and
values. While extensive gaming experience is not a
prerequisite, preference will be given to those with
gaming and design experience. Please describe your
relationship with games, gaming, game development,
gamified experiences, and behavior modification. If
applicable, upload screenshots of “hours played”
statistics (e.g. Steam, XBOX, Playstation, etc.),
competitive gaming results, appearances on
leaderboards, or published games. If your experience is
minimal, feel free to explain why you feel qualified to
be part of our community.</p>
      </sec>
      <sec id="sec-1-3">
        <title>Free, captured data is actionable data.</title>
        <p>No measurable activity should go uncaptured. Creating
data and making it freely accessible benefits everyone.
Actionable data is crucial to the design of successful
community systems. As a result, creating and
contributing data is expected of every citizen. Please
share your thoughts on privacy and data, specifically
related to our community. Please also share any
previous experiences you have with measuring, sharing
or analyzing data from your everyday life or that of
others.</p>
      </sec>
      <sec id="sec-1-4">
        <title>Unproductive behavior is a design problem.</title>
        <p>It is the responsibility of the community (and ultimately
acting behavior pioneer designers) to create systems
that encourage behavior that benefits everyone. Design
failures are healthy and to be encouraged, but should
be considered the result of faulty reward and
punishment systems, not faulty citizens. It is essential
that all citizens contribute to the process of improving
community engagement mechanics. If you were to see
a fellow behavior pioneer behaving in a way that might
be harmful to the community at large, what would you
do? How might you use the experience to improve our
community?</p>
      </sec>
      <sec id="sec-1-5">
        <title>Influence should be earned.</title>
        <p>If an enlightened citizenry is essential for the proper
functioning of a democratic society, then each citizen’s
voting power should be directly related to how
“enlightened” they are (i.e. their contributions to the
community and staying educated about the issues it
faces). While every citizen has a say in our community,
political power is weighted according to a community
engagement score. Please explain, as specifically as
possible, how you plan on contributing to our
community. Explain your thoughts on the relationship
between voting power and being an engaged
community member.</p>
      </sec>
      <sec id="sec-1-6">
        <title>Game over.</title>
        <p>Failure should not only be valued, but also actively
encouraged. In order to support this, the community
will have a six-month life cycle. At the end of each
sprint, all experience points will be reset and additional
applicants will be considered. While a few
designerapproved achievements and power ups may carry over
to the next iteration of the community, extreme care
must be taken to ensure that they do not overpower
efforts of new community members. Please explain
your commitment to the behavior pioneers community.
How many life cycles do you plan on being a part of?
Explain your thoughts on balancing accumulating power
to motivate veterans and life cycle resets to motivate
noobs.</p>
      </sec>
      <sec id="sec-1-7">
        <title>Mission complete.</title>
        <p>Thank you for submitting an application to become a
behavior pioneer! We will be in touch three months
before the next iteration begins.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Discussion</title>
      <p>The purpose of the following section is to give context
to the design fiction presented above. This application
form is an attempt to envision what an intentional
community dedicated to fully embracing gamification in
all aspects of life might look like.</p>
      <p>
        This fiction is intended to be a starting point for
discussion, not to support an agenda or make a specific
argument about a gamified society. While many of the
questions in the application are intended to be
provocative, it is left up the reader how to interpret
them. Through the questions asked and the implied
goals, the reader can begin to envision the type of
society proposed and extrapolate potential outcomes,
be they positive, negative or ambiguous. While the
impact of this scenario on society is more modest than
many other science or design fictions, its aim is to be
more plausible and thus less easily dismissed.
An intentional community was chosen not only because
of its plausible scale, but also because of how closely
the historical motivations for creating intentional
societies match modern forces affecting populations
potentially attracted to gamification (i.e. technophiles
and gamers). These motivations also closely mirror
feelings of millennials put off by the modern formal
political process [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], another population largely familiar
with gamification [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In Intentional Community: An
      </p>
      <sec id="sec-2-1">
        <title>Anthropological Perspective, Susan Love Brown</title>
        <p>
          describes common motivations for creating intentional
communities [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]:
        </p>
        <p>When people in mass society face difficulties in
making the human connections necessary to
sustain them—or when the rules and
understandings that once served them well no
longer apply they turn away from their existing
communities and toward intentional community
with an eye toward setting things right in a
more intimate setting.</p>
        <p>An application form was chosen as the document to
present this fiction because of its practical nature. It
could be imagined that more could be gleaned from an
intentional community’s application form, whose
primary function is finding people to create a functional
society, than its manifesto, whose function is often to
attract attention and state unattainable ideals.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Future Work</title>
      <p>As stated previously, this fiction is intended to be a
starting point for inquiry, to ask questions, and provoke
discussion. A few possible questions for further study
suggested by this design fiction include:
•
•
•</p>
      <p>If a society were to be gamified, the behavior
of its citizens must be measured. What does
this collection of data mean to the individuals,
designers, and society as a whole?
In a gamified society where the designer’s
ultimate goal of incentivizing positive social
behavior is taken very seriously, who is
responsible when bad behavior occurs?
How might the measurement of social behavior
on a large scale impact existing political
structures (e.g. voting power)?</p>
    </sec>
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