When I was reading Alexis Soloski (2020), “Trapped at Home? Board Game on”, I saw Joey Lee mentioned that Tabletop games create a “magic circle,” inside which everyone agrees to abide by the same constraints and rules, provides “a structure and environment that sparks laughter, creativity, joy and other pleasure-filled moments that come from solving problems successfully, optimizing one’s strategies, working together or competing against other players.”
I cannot agree more with Scott Nicholson’s statement about the endgame of gamification ( “Exploring the Endgame of Gamification” 2014)
In games, the way to motivate the players, or keep them interested and engaged for longer period, is rewards. In real life games, there are prizes, money, or gifts attached to the games. However, more intangible rewards, such as points, levels, items, badges, challenges, etc. as used in the mechanics of massively multiplayer online role-playing games (MMORPGs) become the inspiration for many reward-based gamification system.
Therefore, Nicholson suggests that in gamification design, the designers need to consider and provide players with other ways to engage with the real-world setting, which he calls as the endgame of gamification. “A meaningful gamification moves players to strive for the rewards of the real world.” It focuses on the non-reward based aspects of game design, using game design elements to help users find a meaningful connection to the real-world setting.
All these statements have reminded me of the game TaeKwonDo, the Korean martial art, because this game seems to contain all the features for meaningful gamification.
The literal translation for TaeKwonDo is “kicking,” “punching,” and “the art or way of.” It is characterized by head-height kicks, jumping spinning kicks, and fast kicking techniques and emphasizes speed and agility.
TaeKwonDo ranks are separated into “junior” and “senior” sections, colloquially referred to as “color belts” and “black belts”:
- The junior section of ranks—the “color belt” ranks—are indicated by the Korean word geup 급 (級) (also Romanized as gup or kup), and belts ranging in color from white (the lowest rank) to red or brown. The number of geup ranks ranges between 8 and 12 and the numbering sequence usually begins at the larger number of white belts, and then counts down to “1st geup” as the highest color-belt rank.
- The senior section of ranks—the “black belt” ranks—is typically made up of nine ranks. Each rank is called a dan 단 (段) or “degree” (as in “third dan” or “third-degree black belt”). The numbering sequence for dan ranks is opposite that of geup ranks: numbering begins at 1st dan (the lowest black-belt rank) and counts upward for higher ranks.
This ranking system obviously equals to levels in games, and at the promotion tests the practitioners demonstrate their proficiency in the various aspects of the art before their teacher or a panel of judges. And when reaching Black belt ranks, it usually has certain titles associated with them, such as “master” and “instructor”.
TaeKwonDo usually has the components of performance and combat. Competition typically involves sparring, breaking and patterns, the first more combative and the other two are more performative. Some tournaments also include special events such as demonstration teams and self-defense (hosinsul), but in Olympic Taekwondo competition, only sparring (using WT competition rules) is performed.
Points are awarded for permitted techniques delivered to the legal scoring areas as determined by an electronic scoring system, which assesses the strength and location of the contact.
- A punch that makes strong contact with the opponent’s hogu scores 1 point. The punch must be a straight punch with arm extended; jabs, hooks, uppercuts, etc. are permitted but do not score. Punches to the head are not allowed.
- A regular kick (no turning or spinning) to the hogu scores 2 points.
- A regular kick (no turning or spinning) to the head scores 3 points
- A technical kick (a kick that involves turning or spinning) to the hogu scores 4 points.
- A technical kick to the head scores 5 points
I remember I once translated a memoir by a Taekwondo grandmaster, during which I deep realize there are a lot more moral development embedded in this game, which are called five tenets in TaeKwonDo,
- Courtesy (yeui / 예의, 禮儀)
- Integrity (yeomchi / 염치, 廉恥)
- Perseverance (innae / 인내, 忍耐)
- Self-control (geukgi / 극기, 克己)
- Indomitable spirit (baekjeolbulgul / 백절불굴, 百折不屈)
These aspects of Taekwondo have provided the practitioners a lot of meaningful connections with their real life enrichment. TaeKwonDo is not only to develop athletic abilities for levels (colored belts and grades/dans), and rewards (the medals in competition and prizes), but also relates them to real world setting through moral development, such as respect for themselves and others, heightened concentration, and increased self-discipline and self-restraint, which are non-reward based aspects.
1. Respect Is taught from the first lesson
One of the founding principles of Tae Kwon Do training is to learn to respect those with greater knowledge and experience and fellow students. Whenever the practitioners enter and leave the practice area, they show respect to the flag, the teacher/master/instructor, and the fellow practitioners.
2. An amazing form of physical exercise
TaeKwonDo practices agility, stamina, muscle tone, flexibility, balance, strength and even breathing. The more one feels good about themselves in appearance and self esteem through practice, the more it brings inner peace and joy.
3. Self Defense skills
With TaeKwonDo, one learns potentially life-saving self-defense skills at the same time while getting in shape.
4. Friendship and sportsmanship
In TaeKwonDo the practitioners interact with their instructor and fellow students, young and old. During TaeKwonDo training those students who they may not see eye to eye with will be the same ones who will help them up when they get knocked down, which helps to develop mutual respect.
5. Self-control
The definition of self-control is maintaining your emotions and remaining calm during stressful and difficult situations. It’ s also a form of discipline. Learning TaeKwonDo helps with discipline which brings changes not only in yourself but in the community around you as well.
6. More self-confidence
Some students always have their heads down, try to stay out of everybody’s way and absolutely dread to be called on or critiqued by the instructor. And once taking TaeKwonDo, some time later, the same students may have their head held high, shoulders are back, just looking very confident in their form and technique. Eventually it may extend beyond their comfort Zone and be able to accomplish anything they set their mind to.
7. TaeKwonDo is fun
Of course, there is no deny that TaeKwonDo is just fun! It is fun and exciting at the same time to learn to do things that most people cannot do.
Actually Taekwondo almost fulfills all the purposes people look for in games:
- Primary: Fun, pleasure, enjoyment, entertainment, relaxation, healthy
- Social: Competition, friendship, collaboration, rewards,
- Physical and cognitive : Skills, acute attention, stamina, observation, cognitive development, body coordination, physical agility, thinking, creativity,
- Psychological : Stamina, perseverance, self-esteem, confidence, respect, pride, sense of accomplishment
For a game design or gamification design, I think Taekwondo offers a lot of good practices for designers to adopt in their game or gamification design.
