Friday, January 11, 2013

To Live in Game or Not: The Gamification of Worlds


We as a society live in interesting times. Some of the highest earning people we have in the world are connected more to the world of entertainment than to making the world a better place. It is often the top of the talk to talk about the latest in entertainment news or what you've been watching lately. With the increasing weight of entertainment, some find it necessary to integrate the factors that most people find entertaining into other factors of their life. From this, we find gamification, the integration of game-like elements into other activities. But, with the attempt at merging games into other aspects of life, are we helping or hurting.

What could be wrong with trying to make everything more fun? Jane McGonigal, in her TED talk on using gaming to help the world ("Jane McGonigal: Gaming can make a better world"), takes the approach that gaming leads to great potential. Many hours of time are spent every day by people everywhere playing, forming ideas, and analyzing situations in a game.  The games become situations where people have extreme levels of focus, analysis skills, and drive, who have gained so much experience with videogames that they are considered a virtuoso in the field and being able to apply that to the real world could open opportunities to expand ideas and solve problems like never before.  The potential McGonigal sees with gaming is that tapping into the expanding nature gaming and the amount of time invested in it, a gamer's skill and believe in their skills virtually, can be applied in reality.

With the potential being presented, what would be a good idea for getting gamification right? Researching design and adding game design principles to the word, Sebastian Deterding's Google Techtalk about "MeaningfulPlay: getting Gamification Right" discusses the factors we already use in our life to gamify it, and what elements are good and what needs to be considered. Sourcing back to the child like nature to create their own activities, from dividing chores into tasks, to playing in the sand, people are adding game elements all the time to their lives. Rules are created, goals are given, along with ways to gauge progress to those goals, and a contained environment to do those goals is given. But when expanding this to gamification in a bigger scope, we have to pay attention to what keeps attention and what can be harmful to the environment we create as well. It is a balancing approach of variety, growth, progress, and reward, without cheapening the value of what we do that can bring gaming qualities and activities to greater output.

This definition of gaming and the need to is also analyzed in Tadhg Kelly's article on Tech Crunch, "Everything you'll ever need to know about gamification" where a mindful eye on how game design is done is analyzed for what is essential for an optimal gaming environment. One of the major things Kelly emphasizes in this article is just because you want to gamify something does not mean your audience expects the same kind of ideas. Gamification needs to go beyond just adding progress bars and and goals, people aren't naive and want to be engaged. Don't focus on the "gamification" skin of points and badges, but the validation given for completions and the potential prizes that come from a user accomplishing their goal. There is also a concern over knowing what real completion and prizes are, as people are often understand when someone is being used as advertisement, or when a prize, is not really much of a prize at all.

It wouldn't be fair to view gamification elements without also considering the negatives. Gamification is a method of trying to appeal to an audience with the theory of fun just as much as it is about using game elements to enhance a task. Iam Bogost, writer of articles related to videogame theory and design, has an opposing view on gamification in his article "Gamification is Bullshit". Unlike the other articles seen today, Bogost sees the concept of gamification as a marketing ploy, a buzzword used to make a venture sound and look appealing.  His view is based on the simple conception of gamification as adding repeatable concepts which provide shallow rewards. Even with this in mind, the perspective is maintained as gamification being a ploy designed to put a skin over a concept and make it more promising.

When all is said and done, adding gaming elements to life is not a new concept, in fact in the broadest sense games were created by the need to add gaming elements to life, done by even children.  Even with the difference in focus, there is one thing in common between all the articles and talks we've looked at today, the emphasis on finding the proper elements of gaming to use. It is more than just adding a gaming veneer to your activity, to make use of the concept of gamification, there is a need to add in purposeful elements that provide enough satisfaction to make sure of the focus, drive, and attention, which people give to games. With that, gamification can grow beyond the simplicity of points and levels.

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