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November 27, 2006
Collective Intelligence vs. The Wisdom of CrowdsDavid Edery, who was until recently part of the CMS staff and now works for Microsoft, has been generating some interesting discussion over on his blog, Game Tycoon, about how games might harness "the wisdom of crowds" to solve real world problems. It's an idea he's been promoting for some time but I only recently had a chance to read through all of his discussion. He starts by describing the growing academic interest that has been generated by James Surowiecki's The Wisdom of Crowds and then suggesting some of the challenges of applying these concepts in a real world context: Despite a lasting surge in media, business, and academic interest, proven mechanisms via which to harness the wisdom of crowds remain in short supply. Idea markets have existed for many years, as have the "opinion aggregation" systems in websites (i.e. the user-generated product rankings found in Amazon.com). The chief obstacle is and always has been: how to properly incentivize the participants in a system, such that they generate meaningful, unbiased input. The idea of using games to collect the shared wisdom of thousands of players seems a compelling one -- especially if one can develop, as Edery proposes, mechanisms for linking game play mechanics with real world data sets. Indeed, Raph Koster -- another games blogger who has been exploring these ideas -- does Edery one better, pointing to a project which actually tested this concept:
At the risk of being annoyingly pedantic, however, this debate keeps getting muddied because participants are blurring important distinctions between Surowiecki's notion of the Wisdom of Crowds and Pierre Levy's notion of Collective Intelligence. Edery uses the two terms interchangeably in his discussion (and to some degree, so does Koster), yet Surowiecki and Levy start from very different premises which would lead to very different choices in the game design process. Surowiecki's model seeks to aggregate anonymously produced data, seeing the wisdom emerging when a large number of people each enter their own calculations without influencing each other's findings. Levy's model focuses on the kinds of deliberative process that occurs in online communities as participants share information, correct and evaluate each other's findings, and arrive at a consensus understanding.
There are four key qualities that make a crowd smart. It needs to be diverse, so that people are bringing different pieces of information to the table. It needs to be decentralized, so that no one at the top is dictating the crowd's answer. It needs a way of summarizing people's opinions into one collective verdict. And the people in the crowd need to be independent, so that they pay attention mostly to their own information, and not worrying about what everyone around them thinks. Raph Koster picks up on this aspect of Surowiecki's model in his blog discussion: The problems with this sort of approach, of course, are that people influence each other. When monolithic blocks appear within the group, you'll start to get inaccuracies. When apparently authoritative sources of information start broadcasting their impressions of reality, it'll distort the result. The results in markets are bubbles and crashes. The result, perhaps, in democracies, is ideological partisanship. Koster extends this key point in a subsequent blog post: Technically, Surowiecki's conception of "wisdom of crowds" is ONLY applicable to quantifiable, objective data. The very loosey-goosey way of using it to discuss any sort of collective discussion and opinion generation is a misrepresentation of the actual (and very interesting) phenomenon. The Wikipedia, as I discuss in Convergence Culture, depends on what Pierre Levy calls "collective intelligence." In the classic formulation, collective intelligence refers to a situation where nobody knows everything, everyone knows something, and what any given member knows is accessible to any other member upon request on an ad hoc basis. Levy is arguing that a networked culture gives rise to new structures of power which stem from the ability of diverse groups of people to pool knowledge, collaborate through research, debate interpretations, and through such a collaborative process, refine their understanding of the world. If Koster is suggesting that the "wisdom of crowds" works badly when confronted with the challenges of politics in a democratic society, Levy sees "collective intelligence" as a vehicle for democratization, feeling that it provides a context through which diverse groups can join forces to work through problems. As I suggest throughout Convergence Culture, there are all kinds of ethical and intellectual issues to be resolved before we can say we really inhabit the knowledge culture Levy describes. The Wisdom of Crowds model focuses on isolated inputs: the Collective Intelligence model focuses on the process of knowledge production. The gradual refinement of the Wikipedia would be an example of collective intelligence at work. In terms of games, think about Jane McGonigal's discussion of ARGS and the ways that a community of gamers can solve problems of enormous complexity simply by tapping expertise of individual members as needed. Here's how McGonigal defines the Alternate Reality Game:
McGonigal's essays and talks have identified a number of design techniques which insure that people need to collaborate in order to play the game and discuss the various mechanisms which have emerged to allow players to pool their knowledge as they work through complex challenges. Compare this with what Edery says about tapping the wisdom of crowds through game play: Crowd intelligence can fail (and fail spectacularly) when there's too much information passed between members of the crowd. Members start to alter their opinions based on the opinions of others, which skews the results. The online communities that build up around any popular game would seem to promote exactly this kind of skew. In other words, one model sees the emergence of online communities as a bug which threatens the value of the game's research while the other sees online communities as a feature which enable us to process information in more complex ways than could be managed by any individual member. To tap the "wisdom of crowds", Edery has to find ways around all of those things which McGonigal and other advocates of "collective intelligence" are building into their ARGs: * Use competition to discourage group-think. The scope of information-sharing is typically more limited when players (in any game genre) are working to best other players. Of course, blocks of information-sharing players will still form (in formal teams or otherwise) but that's not necessarily a critical problem. Both "collective intelligence" and "the wisdom of crowds" offer productive models for game design but we will get nowhere if we confuse the two. They represent very different accounts for knowledge production in the digital age and they will result in very different design choices. 4 CommentsHenry Jenkins is the co-founder of the MIT Comparative Media Studies Program. |
You might also enjoy Louis von Ahn's work, nicely presented in this video: http://video.google.com/videoplay?docid=-8246463980976635143
An interesting writeup, as always. I wonder if the fact that we know we are in a gaming context is key to realizing the problem-solving potential that seems to energize in play. That is, when we realize or are told that our actions and outcomes are being fed back into real-world decisions, can that awareness cripple the very benefits being sought?
Interesting article. Two risks occurred to me.
In my experience, with ed games or sims, and most likely w group wisdom, we ignore BF Skinner at our own peril. What we inadvertently reinforce may often come to dominate what is happening. Sim City seems to be a classic example. Almost all the boys in my high school classes preferred to bring chaos, terror, and mass destruction to building cities.
I am not saying that adults, or teens, would necessarily do so, but we might be quite unaware of what the contingencies of reinforcement are in a given game--then again, we certainly often are unaware of what they are and how influential they are in the "real" world.