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Gamification is not entirely bullshit

74 pointsby panozzajabout 13 years ago

8 comments

demianabout 13 years ago
1) Someone uses X (like game mechanics, industrial &#38; visual design or artificial intelligence) in a new or more generalistic way with great success.<p>2) A lot of people start using X to get the same results.<p>3) A "consulting" industry starts to rise around X.<p>4) Someone gets tired of the overused X and calls it bullshit.<p>5) Everyone that didn't succeeded with X, probably after some kind of investment inspired by the new "consulting" industry, gets in wagon and calls it bullshit.<p>6) Some time after the "bullshit" narrative sets in, someone finds out that X can be useful. If he tries to defend it he either does it by carefully arguing "I'm on your side but...", or just change it's name.<p>This kind periodic behaviour seems to deamplificate until it reach some stable state, generally it's absorbed by academia and gets to be taught in schools. From there it can get some amplifications, and if it does the pattern repeats.
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brandall10about 13 years ago
In a more meta way, just about any innovation goes through a 2-steps forward, 1-step back cycle. The 1-step back is always due to wide-scale adoption where the original message is somewhat lost in translation, but as a whole actually moves things forward (ie. agile 'methodology').<p>I think when it comes to gamification it's perhaps better to reframe it as a more targeted engagement structure. If you think about how big the actual video game industry is, how much people are _paying_ to solve problems, that there could be a better way to flip that script, because they are in fact doing work in the guise of entertainment.<p>Right now the whole concept is in its infancy, but I imagine five years from now it will be prevalent in most everything we do, perhaps in a very indirect manner. It might even be the perfect cure for procrastination (ducks :)
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heyitsnickabout 13 years ago
Off topic, but that inline 'tweet' button to tweet a choice quote from the article was an interesting touch. I hadn't seen this technique before.
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Stratoscopeabout 13 years ago
The most bizarre bit of gamification I've run across lately was in Wells Fargo's ATMs. I deposited a check the other day and got an alert on the ATM screen:<p><pre><code> You've earned a new badge Express Depositor [Learn More] </code></pre> Well! That should certainly help me gain status and reputation among my fellow ATM users!<p>Photo here: <a href="http://artlung.com/blog/2012/05/03/gamification-in-the-wild-wells-fargo-badge-earned/" rel="nofollow">http://artlung.com/blog/2012/05/03/gamification-in-the-wild-...</a>
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Lewishamabout 13 years ago
Gamification is bullshit by design. Gameful mechanics may not be, but we're not there yet.<p>Point 1 is that Zichermann (who wrote Games-Based Marketing) misrepresents the research into motivation. Whether this is maliciousness or incompetence is up for debate (personally I think the latter with a dose of arrogance). You can see Deturding shred his O'Reilly book, where he goes into this in a lot of detail [1]. One point that is made in the blog post is that most people are socializers, according to Bartle player types. Nick Yee has already shown those player types to be largely useless outside of MUDs, and Bartle never claimed them to be otherwise. In addition, there is no evidence that most people are socializers, and Zichermann doesn't cite this claim. I've not been able to find anyone who's tracked down any research which shows that this is true.<p>It's odd that the author mentions Pink's Drive at the end, as it's pretty much the anti-thesis of Zichermann. Drive advocates intrinsic motivation, Zichermann is all about extrinsic. If you don't get a trinket, it isn't worth doing. Extrinsic motivation erodes intrinsic motivation. And that's why Bogost slams gamification in the first place: the trinkets you get are valueless, and present no expense to the company. At least frequent flier mile rewards do <i>something</i>.<p>Point 2 is that this post makes no mention of the quality of interaction. When you play with small percentages of large absolute numbers, you're going to find a small minority of people who respond to this. Enough to fill a leaderboard. But what are they doing? Are they really rating stuff? Are they just hitting 5 stars on everything? We know that HITs in the Mechanical Turk suffer from poor interactions, and those people are <i>getting paid</i> (an extrinsic reward worth more than a leaderboard place, no?). What about the other 99% that aren't on the leaderboard?<p>Point 3 is that, as gradstudent pointed out, context is highly important when discerning work from play. The research shows that artists, for example, make better work when they aren't being paid. Even if you change nothing in the environment but making the piece contracted, the quality of the work suffers. People know when they're working and when they aren't (this was in Drive). A leaderboard in Space Invaders might be fun, but a leaderboard at work is a really good way for middle management to find the worst 10% of performers, and becomes a tool for control, and people recognize this instantly.<p>So yes, gamification is bullshit. It's so much bullshit, that Jane McGonigal, who popularized the use of such things, has had to back away from the term as it's so poisonous, and she's using "gameful" instead.<p>What this all came about from was "People play games more so than doing other things, why is that?" Gamification took all the wrong elements. Games are all about feeding intrinsic motivation with tight feedback loops. Self-determination theory and Reiss' 16 Intrinsic Motivations provide much better frameworks for understanding games. Rigby and Ryan's Glued to Games looks at SDT, and Radoff's Game On has a section of the 16 motivations.<p>For anyone interested in achieving the stated goals of gamification, but is concerned on how to do it right, should probably read Radoff. It's the most honest, and legitimate, treatment of the subject I have yet found, by someone who actually wears the game designer t-shirt and the businessman suit with equal comfort.<p>[1]<a href="http://gamification-research.org/2011/09/a-quick-buck-by-copy-and-paste/" rel="nofollow">http://gamification-research.org/2011/09/a-quick-buck-by-cop...</a>
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FuzzyDunlopabout 13 years ago
"<i>people were rating thousands of deals for free to get on an anonymous leaderboard in a small game universe</i>"<p>This was something I observed on a project of my own (albeit slightly differently), and it was a double-edged sword.<p>On the one hand, these people would increase their activity on the app so as to get more points and rank higher. It wasn't long before we got people trying to game the system (we didn't do a great deal to prevent it, there was nothing at all clever about our implementation), or trying to spam a few of our API endpoints.<p>The result of this was the impression of increased popularity. Our counters would rise, and we'd look busier. Score.<p>On the other hand, we got a massive bump in superfluous activity and little to no insight into real user behaviour (other than suggestions we had a bunch of spammers).<p>This created an unusual situation where we didn't want to block the spammers, because it made us look good. But we wanted to block the spammers, because they were spamming us to get on the leaderboard (which offered financial incentives for placing highly on).<p>But, other than that, this sort of 'gamification' was, to someone who'd never implemented or truly observed it, a revealing insight into what lengths some people will go to just to see their name at the top of a table, or on a page as the last active user, or whatever.<p>I think I find my own experience has a fair bit in common with the author of this article's.
butongoabout 13 years ago
At dinner the other night, our five year old and his five year old friend wouldn't eat their broccoli--until I told them that broccoli was worth 2000 points. The points had no reward attached, other than getting "points", and making sure the other guy didn't have more imaginary points.
diminishabout 13 years ago
Not entirely but Is gamification mostly bullshit?