Dan RichardÂson, UCL
@eyethinkdcr
Full TranÂscript:
Daniel C. RichardÂson:
All right. HelÂlo. I’m going to assume that’s all workÂing and you haven’t all disÂapÂpeared into the ether. So thanks very much for your patience and stickÂing with these varyÂing 10 sessions.
Daniel C. RichardÂson:
So yeah, today I’m talkÂing about pirates, pub quizzes and parkÂlife, and Jo asked me to talk about how to study group processÂes with games. And when she first asked me I realÂly didÂn’t underÂstand what she was talkÂing about, and then I realÂized lookÂing at these othÂer talks that, like sevÂerÂal of these speakÂers, I began as a develÂopÂmenÂtal psyÂcholÂoÂgist. And if you do that, you know that you have to make an experÂiÂment that’s fun and engagÂing, or your parÂticÂiÂpant bursts into tears and screams at you.
Daniel C. RichardÂson:
So I’ve always had that mindÂset, that an experÂiÂment is someÂthing that has to engage the perÂson doing it. And I think often what we do with experÂiÂments is we think of them as a task givÂen to an employÂee and it’s their job just to go through it. But from the parÂticÂiÂpanÂt’s perÂspecÂtive, it’s always someÂthing like a game. They want to win. They are worÂried about whether or not they seem good. They want to strategize.
Daniel C. RichardÂson:
So I think always thinkÂing about every experÂiÂment as a type of game is a much more useÂful and valid way to approach it. But I might return to some peoÂple that disÂagree with that perÂspecÂtive right at the end.
Daniel C. RichardÂson:
Let me tell you about what we’ve been doing, using games for group processÂes. So what I look at in my lab very broadÂly is colÂlecÂtive expeÂriÂence or social conÂtext. So what is the valÂue of being around othÂer peoÂple in the way that we haven’t for a long, long year? What does that do to us emoÂtionÂalÂly? How do we coorÂdiÂnate our behavÂior? How do we coorÂdiÂnate our physÂiÂolÂoÂgy? We look at heartÂbeats with peoÂple watchÂing musiÂcals. And how does it change our social affilÂiÂaÂtion? How are we conÂnectÂed to these othÂer peoÂple? And how might that change our deciÂsion-makÂing? Most deciÂsions that we make when we use our lanÂguage or deciÂsion-makÂing processÂes, it’s with othÂer peoÂple, yet mostÂly when we study them, it’s in a tiny labÂoÂraÂtoÂry cubiÂcle that excludes othÂer people.
Daniel C. RichardÂson:
So I got interÂestÂed in these sort of effects of social conÂtexts and ways that we could study them. And with my gradÂuÂate stuÂdent at the time, JoriÂna Von ZimÂmerÂman, the WellÂcome Trust helped us develÂop this tool. It’s actuÂalÂly CaulÂdron develÂoped. I think they did this before they did GorilÂla. It’s a sysÂtem we call The Hive, where you have your litÂtle device in front of you and you sign in, and then you get a dot on your device and you move that dot, and at the front of the room there’s a big screen with your dot on it.
Daniel C. RichardÂson:
And if you do this in an audiÂtoÂriÂum and there’s your dot, and there’s a dot of 50 othÂer peoÂple. And this means we can ask peoÂple quesÂtions and they can respond as indiÂvidÂuÂals, and they can look up and see what the group is doing, and we can look at that group dynamÂic, at that interÂplay between what I think and what I think in front of othÂer peoÂple and how I coorÂdiÂnate with them.
Daniel C. RichardÂson:
So we’ve used it in varÂiÂous difÂferÂent ways. It’s just a litÂtle experÂiÂment, lookÂing at the wisÂdom of the crowds, where we get peoÂple to say, how much does this creaÂture weigh? That’s a liger. And they drag their litÂtle dots to give their answer. The star there is the averÂage answer. Right now they can’t see each othÂer’s responsÂes. I’ve drawn them back in. And what you find, just as GalÂton observed a long time ago, is you get a disÂtriÂbÂuÂtion of answers, but the averÂage of those answers is realÂly hauntÂingÂly corÂrect. He called it the wisÂdom of the crowds.
Daniel C. RichardÂson:
And we showed that if peoÂple can see each othÂer’s dots, if you turn those on, so they give their responsÂes knowÂing what othÂer peoÂple think, what hapÂpens is that wisÂdom of the crowd filÂters away. PeoÂple can see what othÂer peoÂple think and they move to be close togethÂer, and gradÂuÂalÂly they drag themÂselves farÂther and farÂther away from the true answer.
Daniel C. RichardÂson:
So we can give peoÂple these litÂtle sort of quizzes, and we can look at that group dynamÂic of how peoÂple change their response, seeÂing what othÂer peoÂple believe. And what we are parÂticÂuÂlarÂly interÂestÂed in my lab is not just how are we affectÂed by othÂer peoÂple, but how am I affectÂed by my peoÂple? And of course we know from social psyÂcholÂoÂgy, there are mulÂtiÂple layÂers of these social idenÂtiÂties that we conÂnect to. OthÂer peoÂple like the same music or fashÂion or supÂport the same footÂball club. And we’re all as indiÂvidÂuÂals, a mixÂture of all these social identities.
Daniel C. RichardÂson:
And we’ve been using these games to try and pick these things apart. And togethÂer with my colÂleagues, this is their work actuÂalÂly, they found that many of the behavÂiors that we think of as pureÂly autoÂmatÂic are actuÂalÂly strucÂtured by social idenÂtiÂties. So the textÂbook thing is that yawnÂing is a conÂtaÂgious, autoÂmatÂic thing, but they showed if they showed their stuÂdents these picÂtures, but said these are also stuÂdents from the UniÂverÂsiÂty of St. Andrews, or these are stuÂdents from the UniÂverÂsiÂty of GlasÂgow up the road, if they’re my peoÂple I’m more likeÂly to have that yawn be conÂtaÂgious. I’m more likeÂly to start yawnÂing if those are my people.
Daniel C. RichardÂson:
So we’ve been tryÂing to pick this apart and quanÂtiÂfy it. And again, we give these peoÂple these litÂtle choicÂes where they drag the dot to one of these paintÂings here, and we tell them that you are either red or that you’re blue. So it’s a minÂiÂmal group parÂaÂdigm to put peoÂple in a group with othÂer peoÂple who have the same artisÂtic prefÂerÂences as themselves.
Daniel C. RichardÂson:
And then they drag their dots around. We say, “Just move to a green blob.” We give them these arbiÂtrary deciÂsions. And of course they start copyÂing each othÂer. They move as a red team, or they move as a blue team. Even though that’s a free choice, they tend to be nudged and to clusÂter along with peoÂple in their social group.
Daniel C. RichardÂson:
And so what I’ve just shown you, that’s a real experÂiÂment done at the SciÂence MuseÂum. We can also, we’ve spent the past six months putting all that infraÂstrucÂture of The Hive, which was designed for a room with a large screen, putting that online. So now peoÂple can play the same sort of games, but virÂtuÂalÂly, online. We can use them for real group interÂacÂtions, and I’ll show you some in a minute, or we can sort of cheat a litÂtle bit and make peoÂple think they’re havÂing a real group interÂacÂtion, but in fact they’re watchÂing preÂreÂcordÂed slides.
Daniel C. RichardÂson:
What I’m about to show you is all done with video. This is a video of me, that’s me on the right. That’s also me there, you can see three Daniels. That’s too many Daniels. But I’m imagÂinÂing being a parÂticÂiÂpant in this study where we trick peoÂple into thinkÂing they’re engaged in a video interÂacÂtion. So it sort of looks like this.
Daniel C. RichardÂson:
[crosstalk 00:05:50] for [inaudiÂble 00:05:51] more people.
Daniel C. RichardÂson:
So we have delibÂerÂateÂly made the videos a bit glitchy because as we’ve seen, Zoom isn’t always glitchy.
Daniel C. RichardÂson:
[crosstalk 00:05:57] and now 12. Okay, great, we’re all here. Okay. [crosstalk 00:06:01].
Daniel C. RichardÂson:
So this is all pre-recorded.
Daniel C. RichardÂson:
[crosstalk 00:06:02] experiment.
Daniel C. RichardÂson:
So these are all pre-recordÂed videos of me, but I’m being the experÂiÂmenter, talkÂing to them, and they think they are one perÂson surÂroundÂed by othÂer peoÂple. So all those peoÂple are preÂreÂcordÂed videos, apart from that litÂtle thumbÂnail of me that’s a live view of me watchÂing it, lisÂtenÂing to me the experÂiÂmenter. This is more conÂfusÂing than I had in mind. But you do litÂtle bits of interÂacÂtion to trick peoÂple like this.
Daniel C. RichardÂson:
Okay. So let me just check everyÂthing is workÂing. If you can see and hear me, could you give me a wave or a thumbs up? Okay, great. If you can see yourÂself and you can see everyÂone else, can you give me a wave and a thumbs up? PerÂfect, all right, it’s working.
Daniel C. RichardÂson:
So you just have a litÂtle bit of conÂtinÂgency built in. You set up the expecÂtaÂtion, say, “I’m turnÂing off your microÂphone,” so it’s not weird that no one’s talkÂing, and you can pretÂty much conÂvince peoÂple. About 70% of peoÂple thought, yeah, this is some sort of weird Zoom hybrid game I’m playÂing with othÂer peoÂple. And then you can look at the social effects of who are those peoÂple? So here we just put them in red or blue teams, and then they had a pub quiz togethÂer. So we asked them quesÂtions like this, and you can play along.
Daniel C. RichardÂson:
Now return to The Hive again, getÂting into the midÂdle. What is the popÂuÂlaÂtion of chickÂens in the world? How many chickÂens are there? The corÂrect answer, surÂprisÂingÂly is almost 24 billion.
Daniel C. RichardÂson:
So there you go, and of course we can just quanÂtiÂfy the degree to which peoÂple gave their answer going along with their peoÂple, and we introÂduce litÂtle things like that bufferÂing screen when we weren’t realÂly bufferÂing, but every video thing does buffer so we put in some sort of fake tech failÂures to make it more plausible.
Daniel C. RichardÂson:
So as I say, that was a preÂreÂcordÂed video, but you can also have real interÂacÂtions between peoÂple, because we’ve takÂen all of that Hive infraÂstrucÂture and put it into GorilÂla. So peoÂple can join from ProÂlifÂic and they just get thrown in a room with six othÂer peoÂple, also from the ProÂlifÂic pool. And we were engaged in an experÂiÂment with the sciÂence gallery BenÂgaluÂru, havÂing a exhibÂit about the hisÂtoÂry and art, lots of things around the idea of conÂtaÂgion. So they came to talk to us when we did the conÂtaÂgion of behavÂior and how it spreads.
Daniel C. RichardÂson:
And we ran over 300 peoÂple from India and across the world engaged in this parÂticÂuÂlar thing. It was very difÂfiÂcult, because of course the panÂdemÂic hit India even farÂther, then cyclones hit India. It was a very chalÂlengÂing thing. But we got enorÂmous numÂber of data, which was a lot of fun to collect.
Daniel C. RichardÂson:
And we set this up, and our quesÂtion here was, okay, we know there’s an effect of being on the red or the blue team, but is that a gradÂual dial? Is there a gradÂual effect of being more or less close to these peoÂple? So we varÂied levÂels of social idenÂtiÂty. I’ll tell you how in a secÂond. And then we asked them to make varÂiÂous deciÂsions and they played varÂiÂous games like this ParkÂlife game, which I’ll end on telling you in about five minutes.
Daniel C. RichardÂson:
So how do we turn the dial on this levÂel of perÂcepÂtuÂal idenÂtiÂty? While they’re playÂing this game of pirates, we had a whole narÂraÂtive of me doing a pirate voice, which I’m not doing for you right now. And we asked them things like, “Okay, here’s the balÂleÂriÂna who washed ashore, and what direcÂtion’s she rotatÂing with?” And we sugÂgestÂed that the rotaÂtion you see tells us someÂthing about your perÂsonÂalÂiÂty. We said, “Some peoÂple think …” This actuÂalÂly doesÂn’t at all in terms of the sciÂence of it, but we sugÂgestÂed that maybe this gives us an indiÂcaÂtion into your personality.
Daniel C. RichardÂson:
And peoÂple gave their responsÂes. “I see that rotaÂtion or that rotaÂtion.” And then we told them what the othÂer peoÂple playÂing thought, but this was faked inforÂmaÂtion, this was fake feedÂback. And of course we debriefed all of this afterÂwards. So in one case, we said, “Okay, you saw antiÂclockÂwise rotaÂtion, and all the othÂer peoÂple who saw that they’re all blue.” On the othÂer hand, we said, “All but one were blue, and then there’s one red.” And we can gradÂuÂalÂly turn the dial down on how many peoÂple on your team saw the same rotaÂtions you, thereÂfore are like you.
Daniel C. RichardÂson:
So we vary this levÂel of group coheÂsion. And then we played varÂiÂous games. We looked at how that social influÂence spread. So in one case we said, “Oh, your ship is sinkÂing. Do you want to stay on the ship and risk it or do you want to flee to an island?” And we had dots movÂing in parÂticÂuÂlar ways. SeeÂing if peoÂple folÂlowed their team, and if that dependÂed on who they thought was in that team.
Daniel C. RichardÂson:
And what we found, this is brand new data, that as we gradÂuÂalÂly increased that group levÂel, we increase the probÂaÂbilÂiÂty that peoÂple folÂlow their teamÂmates. There was a more or less linÂear increase as they felt more and more of these othÂer blue dots, yeah, they’re like me. They see the same rotation.
Daniel C. RichardÂson:
So we had it on a series of deciÂsion-makÂing tasks. And we also got them to play this game, ParkÂlife. So what is ParkÂlife? This is a whole project, and I’m just showÂing you the last winÂdow of it. On ParkÂlife it’s like one of these sort of farm simÂuÂlaÂtors, these litÂtle games where you tap a butÂton, you grow resources, and then you sort of grow someÂthing. And in this game, what you grow is a park. Used to be a park in LonÂdon, but we changed it so that it’s a park on a desert island in this case. The idea is that you tap, tap, tap, tap, tap, and every time you tap as a team, it grows a park feature.
Daniel C. RichardÂson:
What we did in this game was introÂduce an inequalÂiÂty. So the red team have to tap more than the blue team, because they found less treaÂsure in some preÂviÂous game. So the two teams are playÂing this games, but the red team are disÂadÂvanÂtaged. And what we’re interÂestÂed in is whether that unfairÂness, that disÂadÂvanÂtage, that resentÂment they might feel, would transÂlate into antiÂsoÂcial behavior.
Daniel C. RichardÂson:
So you could tap, tap, tap to grow your park, or you could flick a switch and tap, and then you start to vanÂdalÂize the othÂer side’s park. And that’s what we’re interÂestÂed in, how that levÂel of inequalÂiÂty transÂlates into antiÂsoÂcial behavÂior. There’s a whole backÂground from the LonÂdon riots that inform this.
Daniel C. RichardÂson:
So there they are tapÂping Y. And indeed, we found that as your degree of conÂnecÂtion with the peoÂple around you increased, then the degree to which you took that inequalÂiÂty as a negÂaÂtive and turned that into antiÂsoÂcial action increased. So peoÂple are very senÂsiÂtive, not just to, this is my team, but these are peoÂple who I’m conÂnectÂed with. And that changed their response to social inequalÂiÂty. It changed the way that they approach the whole game.
Daniel C. RichardÂson:
So there’s many othÂer things about that project, but I just want to end so we don’t overÂrun a litÂtle earÂly. I just want to end just with a few comÂments, because I think many of us might agree with the overÂall idea, since you’re here on a sesÂsion about gamÂiÂfyÂing research. But you will run into resisÂtance. And I’m in the midÂdle of a huge arguÂment with [inaudiÂble 00:12:22] at the moment, who basiÂcalÂly saw these ParkÂlife games and said, “Well, that’s just a game, right? We’re interÂestÂed in riots and anti social behavÂior.” But he said, “Well, your litÂtle game, that’s nothÂing like a real riot where peoÂple could be imprisÂoned or they could be physÂiÂcalÂly damÂaged, they might go to prison. There’s nothÂing like a real riot.”
Daniel C. RichardÂson:
And we [inaudiÂble 00:12:40] this big arguÂment, which I think you will find if ever you do games riot research, we say, “Well, it’s not supÂposed to be a simÂuÂlaÂtion of a riot. That’s not what a game is. We’re not tryÂing to get every sinÂgle aspect of this pheÂnomÂeÂna and repliÂcate it, like it’s in virÂtuÂal realÂiÂty in a lab. A game is just some eleÂments of that psyÂchoÂlogÂiÂcal mechÂaÂnism, that conÂnecÂtion between frusÂtraÂtion, antiÂsoÂcial behavÂior. We’re just tryÂing to capÂture that in a small game. So you shouldÂn’t hold us to the criÂteÂria of being an unreÂalÂisÂtic simÂuÂlaÂtion. That’s misÂunÂderÂstandÂing what a game is. And it’s misÂunÂderÂstandÂing what an experÂiÂment is realÂly. I mean, we’ve learnt enorÂmous amounts from the prisÂonÂer dilemÂma experÂiÂments, but no one’s actuÂalÂly gone to jail after a prisÂonÂer’s dilemÂma. It’s all a hypoÂthetÂiÂcal litÂtle interaction.”
Daniel C. RichardÂson:
So games are not simÂuÂlaÂtions. And that’s a realÂly imporÂtant point that if you ever do this research, one reviewÂer will throw back at you. And in the othÂer [inaudiÂble 00:13:30] they’re sayÂing well all experÂiÂments are a form of play and a form of interÂacÂtion, so I don’t think there’s anyÂthing unusuÂal about gamÂiÂfied research and non gamÂiÂfied research. It’s all games that peoÂple will engage with.
Daniel C. RichardÂson:
And cerÂtainÂly, this litÂerÂalÂly just occurred to me this mornÂing is well, games are imporÂtant. Why? Because that’s how we learn, right? I mean, that’s how kids learn. They play fight, they play house, they preÂtend things. That’s how a team will change. They will play and they will do drills. And this whole idea of a simÂuÂlaÂtion of a real pheÂnomÂeÂnon as being a way to learn about it, that’s a human charÂacÂterÂisÂtic, might be a mamÂmalian charÂacÂterÂisÂtic, I don’t know enough about it, but it cerÂtainÂly is a natÂurÂal thing.
Daniel C. RichardÂson:
All the time play is how we learn and how we develÂop. So rather than being an unusuÂal thing an experÂiÂment like a game is getÂting right at the heart of how we adapt and how we change our behavior.
Daniel C. RichardÂson:
AnyÂway, I’m going to end there just so we have time for a disÂcusÂsion. Thank you very much for your patience and your time. I have too many colÂlabÂoÂraÂtors to thank, but there they are.


