Self Preservation – Advice I give my daughters

Self preservation 2 Self Preservation 8211 Advice I give my daughters

Many years ago I was looking at starting up a self defence class (I was teaching JuJitsu at the time). This document was based on conversations with people who had been attacked and reading up on the topic at the time. I never did anything with it, but now that I have daughters, it is central to how I talk to them about self defence – or more accurately – self preservation. After years of tweaking and a few days of conversation on facebook recently, I felt I could publish it. My hope is that the advice here, the advice I give my own daughters, can be of help to others should they need it.

A serious note, this is just an article. Any advice in here is taken at your own risk and I will take no responsibility for anything that happens as a result of that!

Self Preservation

  • It is estimated that over 50,000 rapes are committed every year.
  • On average, only 13,000 (25%) are reported.
  • 15% go to trial.
  • 6% lead to rape convictions.  That is around 800 of the 50,000.
  • The UK has one of the lowest conviction rates in Europe.

5 main points of Self Preservation – C.A.R.E.S.

You   Attacker
Choice
Avoid / Aware Opportunity
Respond / Retreat Confrontation
Escape Attack
Survive

Finally, you must REPORT the attack!

Choice

It sometimes seems that the press blames the victim for attacks more than they blame the attackers. “They wore what?  An obvious invitation”. “They were where? That was an easy situation to avoid”. The truth is, it is always the fault of the person who made a choice to attack. It should be your choice to say no in any situation. Sadly, that choice is taken from people all to often. That is why the rest of this document is even necessary. If you are attacked, it is not your fault.

Avoid / Awareness (Opportunity)

  • In the street, it is likely an attacker will be on the look out for a victim and an opportunity to attack that victim. The victim could be random, could be a friend or relative or could be previously chosen. Without the opportunity though, it is much harder for an attack to take place.
  • Be self-aware and aware of your surroundings.  Do not put your self into potentially dangerous situations. So avoid places that make you uneasy – this is your minds way of trying to tell you something. If going around the dark alley means an extra 10 minutes walking time then so be it!
  • Don’t bury your face in a phone.
  • Just because you know someone, does not mean they are not a potential threat.  Most rapes are committed by people known to the victim.
  • Trust your instincts, over thinking a situation can be fatal.

Respond / Retreat (Confrontation)

  • If someone confronts you whether it seems threatening or not – back away / retreat.  Give your self room to escape should you need to and again be aware of your surroundings.
  • If you feel threatened, ask them to move out of your way.
  • If they want your money, phone or some other possession, and you have no opportunity to escape, just give it to them.  Possessions can be replaced.
  • If you continue to feel threatened and have no escape route, start to call for Help as loud as you can.
  • If you are actually grabbed, you must respond.  Try to shrug them off or break their grip. You are trying to create an opening to escape.

Escape  /  Survive (Attack)

  • Crunch time.  All other options have gone, now you must escape and/or survive.  There are no rules.  Shout, scream and fight as hard as you can and if the opportunity should arise, escape.
  • If you are in a position where you are no longer able to fight (overpowered, hurt), let them think you have given up.  Once their guard is down, start again.
  • Remember though, this is about survival with the hope of escape.  If fighting is going to get you seriously hurt or worse, then you will have to do what they want.  As horrific as it sounds a trip to a hospital is far better than one to the morgue.

Report

Report the attack, try to remember as much detail about your attack as you can;

  • skin colour
  • hair colour
  • tattoos
  • scars
  • facial hair
  • age
  • height
  • build
  • clothes
  • smell
  • Anything you can remember!

Remember,  only about 20% of rapes or attacks are, help bring those stats up!

The Law (UK) – Other countries must consult their laws.

“A person may use such force as is reasonable in the circumstances for the purposes of self-defence.”
Basically in the heat of the moment, if you feel that the threat is real you can use enough force to end the situation and escape.  The law is on your side if you use some restraint.  However, at the end of it all, your family would rather visit you in prison than at the cemetery.

The way to look at it is:  You are attacked and defend your self by knocking out the attacker.  At this point he is of no threat to you.  If you then escape and call the Police you have shown restraint and used only the force that was necessary to survive.  However, if you knock out the attacker and then set about kicking him on the floor etc. you are now using excessive and unnecessary force and you will most likely be prosecuted.

Summary

  • It should be your choice to say no to any situation you feel uncomfortable with, sadly some will take away that choice.
  • Avoid situations that are obviously a risk (dark alleys, poorly lit areas at night etc).
  • You have to be aware of your surroundings – you can’t do that with a phone in your face.
  • Sometimes it is unavoidable, that is when self-defence knowledge will potentially help you out!
  • Shout, scream and fight with every fibre of your being if possible.
  • As soon as there is a route to escape, take it.
  • Whatever the outcome, the attacker is at fault. They decided to attack you, you did not decide to be attacked.
  • Learn self-defence. One day it could save your life.

Disclaimer

This advice is not a legal statement. I take no responsibility for how you use the information, you use it at your own risk. Act within the laws of your country.

Flow, Player Journey and Employee Satisfaction

What follows is an exploration of what happens when you start to map player journeys in games onto Flow theory and then try to bring that into the workplace. Just for fun! It was inspired by Mr Scott Golas after seeing last weeks post on relatedness. It may or may not have any worth, but it has been fun to develop. Click images to see the bigger versions or you can see the presentation at SlideShare

What is Flow and what is the Player Journey?

Mihayi Csikszentmihalyi suggested the concept after seeing that under certain conditions people’s experiences became optimal. This is to say that everything around them was lost as they concentrated on the job at hand. This can be seen in many artists who just “get into the grove” as they work. Time stops, nothing else matters and when they finally come out of it, they have no concept of how long they have been working.

He identified some key factors that could lead to such a phenomenon.

  1. Clear goals and progress
  2. Constant and Immediate feedback
  3. Balance between the perceived challenge and the perceived level of skill needed

In 1997 he provided the world with the following visual representation of his theory. It is worth noting that the centre point of this chart is where we tend to be on average.

When talking about games, the tendency is to simplify this idea, concentrating instead on the concept of flow as a channel between boredom and anxiety or frustration.

 

As we can see here, if a challenge exceeds the abilities of the current skill level, it can lead to frustration.

If the skill level is increasing faster than the challenge, it leads to boredom. Both of these will normally end with the player leaving the game.

Amy Jo Kim wrote about the idea of The Player Journey. “Great games are compelling because the player’s experience and expertise changes over time in meaningful ways.” The graph shows this as a journey towards mastery. You start off easy, to get into the game. The difficulty then moves up a bit as things become more habitual within the game. Eventually you are into a phase where you have learned all the skills you need to achieve master of the game. Again, this takes the idea of skills and challenges increasing over time together.

 

Putting them together and thinking about Video Games

If we combine the ideas of Flow and Player Journey, you can begin to see how a game, in theory, should behave in an ideal world. You start off with a challenge that is acceptable for a new comer who is starting in the game – on-boarding. Over time, you increase the challenge as skills increase. Most games tend to build up each level to a boss battle of some type.

 

In this graph we could imagine that each peak is a boss battle. This is can really be seen as a test of the skills you have just been learning. As you progress in the game, the challenge increases as your skills increase. In our ideal game that keeps you in a constant “Flow” state, you never cross over into boredom or frustration. In gamification, this has being seen as the ideal path to take when designing your experiences.

 

But, is it actually how games play? Not all of them. You could argue that a game like Call of Duty, one that is linear in nature, follows a similar path. You start off slow (ish), build up to some adrenaline pumping moment, then you lull back down to a more sedate pace, before ramping up to the next set piece etc. Mastery of the game is often achieved quite early on, but the action around you prevents you from dipping into boredom more than the challenges do – much like watching a film.

Then you have a game like Tetris. There are no lulls in the progression with Tetris. It just gets faster and faster. Whilst the early stages are quite easy, it quickly overtakes your skill level. At first, this can be very frustrating, however, as you keep playing you start to skill up to the challenge. Eventually, even though it will still always beat you, you hit a point where it is enjoyable and you no longer care. Time stops, parents nagging go quite, there is just you and Tetris– flow. At this point, you are into the Mastery phase of your Player Journey.

 

Then you have more RPG like games, World of Warcraft comes to mind. In these, the on-boarding seems to go on forever. Grinding away at very low challenges to get to the good bits. When you get to them though, the challenge often ramps up and you find that the skills you have been learning in the “boring” bits lead to exciting challenges that you can just about handle. However, these challenges are often scattered and there can be significant time between them. Also, there are many times when you just don’t have the required skills to complete them.

 

So whilst you are building your skills you do spend more time grinding and skimming along the boring edge of our chart. There often comes a point where your skill level is just right for the challenges. This may have been the result of a steep learning curve, but relative to your skills this, this does not lead you to the frustration zone. This is where you start to head into mastery of the game. The challenge continues to increase, but at this stage your skills are a match for the pace.

Then there is a game like Hexagon on iOS. This is a game that just starts off hard and gets harder. It is unforgiving and unrelenting in its challenge. The strange thing is, games like Hexagon can still get people coming back for more.

 

Many people, it seems, would rather be frustrated but seeing some progress in skills, rather than bored, devoid of challenges but getting better at it.

How could this possibly apply to work and employee satisfaction?

If we take a look at this with a gamification hat on. The ideal would be to have all work sitting in the Flow channel. But is it feasible to expect a persons skill set to increase over time? Personally I think this is the secret to keeping a happy employee. Keep the challenge there and keep their skills if not increasing at least up to date! Nothing is worse than the challenge never increasing and your skill set ever decreasing through lack of use.

Using this kind of thought process for employee induction, you can see that this ideal journey can be achieved. Letting the employee learn about the company and their job in a “game” like way will help to keep them interested along the journey.

 

Swap boss battles for training or CBT style testing and we have a very similar looking chart to out “ideal” game flow.

However, after this it can become a little more difficult – especially for the more seasoned employee. If someone comes to your company with 5 years experience, then (if we are to believe the 10,000 hours to mastery theory from Malcolm Gladwell), they will actually start high up on the skill level. Even with a high starting skill, the challenge is likely be high at the start. However any experienced employee in a new role will hopefully be motivated enough to get past that.

 

It is what happens from there is really important. How do you keep your experienced “masters” engaged. You have to keep the challenge and skill level as balanced as possible. If we look at a player journey over time, it will dip into the boring zone and the frustrating zone regularly. What is important is to make sure that the challenge is always there and that over time the skill set does not dwindle. Balance is the key.

What we don’t want – and what many people who are switch jobs will cite as a major reason – is the challenge to dwindle over time as well as the skill set. If an employee is not using their skills to complete appropriate challenges, they will leave!

Can we learn anything from this?

I Hope so!!

  • Boring games or processes will not keep you engaged (duh!)
  • Frustrating work processes will not keep you engaged
  • However, Frustrating games that are well made, can keep you coming back for more
  • The journey can dip in and out of frustration and boredom

The key is to make sure the skill and challenge levels are always heading in the right direction.

What does your journey look like?

 

Simple Gamification Framework

Well, this week was going to be some thoughts around a conversation with Ian Bogost. However, that will have to wait until I have more time to actually formulate a decent set of arguments 🙂

In the mean time, I wanted to put out the little “framework” I proposed in the presentation so many of you lovely people have viewed (over 500 on slideshare at last count – so massive thanks!!)

Basically this is a take on many other peoples attempts at defining a simple framework (I read about Kevin Werbach’s D6 framework the day after my presentation for example). It has no clever abbreviations or acronyms (WWW HATTAR seems daft)

Click the image above to download the Framework as a PDF

The first part is a series of 8 questions to ask yourself as you embark on your gamification adventures. I have it printed on my wall in the office.

  1. I know WHATI am going to Gamify
    • You must be totally sure what the activity(s) is that you are going to gamify.
  2. I know WHYI am gamifying it
    • Just as important as what is why. What do you hope to gain from this project?
  3. I know WHOwill be involved
    • Who are your players? You need to know that to be really able to engage with them.
  4. I know HOWI am gamifying it
    • Once you know What, Why and Who, it is time to work out what you are going to do to gamify it all. What elements and ideas will work best for you system? Are you going to employ rewards or are you going to work purely with intrinsic motivators it will be different every time.
  5. I have ANALYTICSset up
    • You have to have metrics and analyitcs of some form – otherwise, how do you measure success, check it is working, find choke points and also report back to people!?
  6. I have TESTEDwith users
    • You must test anything like this with the target audience. They are the ones who will be involved, not you and the designers.
  7. I have ACTEDon feedback
    • Colleting feedback from testing is only beneficial if you actually act upon it. If the players hate your favourite idea, you have to get rid of it!
  8. I have RELEASEDthe solution
    • Finishing and releasing are different. Silently pushing your new system out there is pointless. Make some noise about it, get people on board before they have even seen it!

You can repeat 6 and 7 in a loop as much as needed, then you need to repeat all the steps from 5 to 8 on a regular basis. Collect feedback and iterate improvements and add new elements to keep it interesting.

The second part of that slide is a little list of things to remember about gamification.

  1. Think like a games designer
    • Like it or not, you are now part games designer. As Jesse Schell says, to be a games designer just say to yourself “I am a games designer”
  2. Try to make it voluntary
    • Volunteers make much better players than those forced!
  3. Plan for CHEATERS
    • Plan for cheaters, it is in some humans nature to try and cheat the system – especially if there is an extrinsic reward at stake
  4. INTRINSIC > extrinsic
    • Intrinsic motivation is always more powerful than extrinsic. That said, at times extrinsic motivation may be all you have to get a system kick-started – but you cannot rely on it for long.
  5. Don’t be EVIL
    • Don’t be evil. This is not your opportunity to use the people in your new gamified system – they will catch you out and reject the system.
  6. Remember the FUN
    • Try to remember that a bit of fun (however you wish to describe it) can make almost anything a little more bearable.
  7. Be SOCIAL
    • Playing alone is fine, but playing with other people is always better. Social mechanics are essential for long term engagement.

Hopefully a more creative post next week J

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