July 1st, 2024

Gamification Took over the World

Gamification applies game design to real-world tasks, aiming to boost engagement. Critics argue it can lead to manipulation. Despite widespread use, its impact remains uncertain, reflecting challenges in blending games with reality.

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Gamification Took over the World

Gamification, the application of game design elements to non-game activities, promised to harness the productivity and engagement seen in video games to solve real-world problems. However, critics argue that gamification has instead become a tool for coercion and control, straying from the essence of actual games. Despite its widespread adoption in various sectors like education, work, and health, gamification has faced skepticism for its superficial approach and potential negative impacts. The concept's rise in the late 2000s coincided with a period of techno-optimism, leading to its integration into everyday life. While companies continue to implement gamification strategies, its overall effectiveness remains ambiguous, with mixed results in influencing behavior. Ultimately, gamification's evolution from a promising idea to a controversial practice reflects the complexities and challenges of merging game elements with real-world activities.

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Link Icon 5 comments
By @wkat4242 - 4 months
I really hate gamification. It's just so much in the way. It's just a distraction like the article says. Maybe it works but not for me. I just hate it.

We have some marketing comms people that are always trying to shoehorn this into our internal projects and we're supposed to be enthusiastic about it but I just can't.

By @squircle - 4 months
I read that headline like it was the last bit of news ever broadcast from planet earth. I hope it's not.
By @leobg - 4 months
The number of ads I have to click away or ignore while trying to piece together the paragraphs of this article - it’s like a parody.
By @pricedownx - 4 months
Is working in game dev generally ethically defensible?

(Talking about the majority of games)