The fastest way to discover who is a player and who is a competitor is by putting them into discomfort. A competitor will lean into it. A player will back away. But why?
A competitor’s goal is to perform well and win. A player’s goal is to have fun and feel good. Discomfort threatens the player’s goal but supports competitor’s.
Task a competitor with something uncomfortable and they ask, “Will this help me win?” If the answer is yes, they do it. If the answer is no, they think it is a waste of time and energy.
Task a player with something uncomfortable and they ask, “Will I have fun?” If the answer is yes, they do it. If the answer is no, they try to avoid it or lower their effort to reduce discomfort.
Competitors are more willing to do uncomfortable things because they want to win. They don’t want to be uncomfortable. They want to be great. They want a challenge worthy of their effort. They accept discomfort as part of the challenge. But competitors won’t endure discomfort if it doesn’t help them achieve their goal.
Players are less willing to do uncomfortable things because they want to have fun. Discomfort may serve winning, but it doesn’t serve fun. So, when something gets too uncomfortable for a player, they resist or reject it.
Players avoid discomfort to have fun. Competitors embrace discomfort to win.
Event + Response = Outcome. Do the work.
QUESTION FOR DISCUSSION IN OUR COMMUNITY:
Do you see Player vs Competitor behavior patterns show up in life outside of games? Where and how?
Share your thoughts