The Solution
An ecosystem that addresses injuries and error in the Parachute Packing process by leveraging AI as well as existing information systems to augment Rigger Capabilities. All of which is controlled on a central “hub” where inspectors can track metrics on parachute packing efficiency.
When a player first starts their game, they are prompted to pick 3 values they wish to grow in and reflect on why. This is an example of self-awareness theory which suggests that paying attention to ourselves plays a major role in self-control and how we regulate our behavior. By forcing players to reflect on the value they’ve chosen, it promotes self-reflection which reinforces the value that player has chosen.
While waiting for the match to start, the loading screen displays every player’s values above their avatar.
This is an example of priming which is the idea that something you encounter subconsciously influences how you react in the future. Within the context of our intervention, seeing these values will subtly nudge your subconscious towards those chosen values. Primed with these values, it will lead to value-driven behavior during the match.
During gameplay, each player has their values displayed on screen next to their avatar. In addition, players can see their teammates’ values displayed near their avatars throughout the game.
By placing each player’s values next to their avatar, it encourages social proof as each player will try to act in accordance to their values due to it being publicly displayed in association with their identity. In addition, a player acting against their values would create cognitive dissonance as a deterrent. Lastly, all players are constantly primed with their values on display during the game.
When the game ends, players are given the option to endorse their teammates on their values. Through our research and testing, we found it was best to allow players only the option of positive endorsement and no negative feedback.
Implementation of this feature causes self-reflection among players. Through our research and testing we found that evaluation aligned in a positive framework causes players to find at least one positive trait. This encourages social proof as all players know that they will be evaluated for their game play as well as forces acknowledgement that other players are behaving well and they should reciprocate that. In addition, this primes players for their next game as they see other players’ values and reflect on their own.
Once players have received all of their endorsements, those ratings are aggregated and converted into points that contribute towards an extrinsic reward system. As players collect points from endorsements, they reach tiers in which they unlock small non-performance-enhancing rewards like skins or hats. Once a player reached the third tier for their value, they are allowed to pick a new value to work on and restart the process.