Gamification: patterns and trends

At its best or worst, uniquely, gamification is able to get people to take actions that are not always in their best interest, without the use of force, in a predictable way.”

Each contingency is an arrangement of time, activity, and reward, and there are an infinite number of ways these elements can be combined to produce the pattern of activity you want from your players.”

The chatter:

Dropbox gamifying its service to attract and retain enticing users

dropquest

Using game mechanics to address climate change

With verizon insider, you can as well get a point for anything and everything you do

iPad app rewards for being couch potato

This product image provided by Function Inc., shows the Viggle App for iPhone. When you tap the screen, Viggle's software for iPhones and iPads listens to what's on, recognizes what you're watching and gives you credit at roughly two points per minute. It even works for shows you've saved on a digital video recorder. Rack up 7,500 points, and you'll be rewarded with a $5 gift card from retailers such as Burger King, Starbucks, Apple's iTunes, Best Buy and CVS, which you can redeem directly from your device. (AP Photo/Function Inc.)

Aetna hopes games will make people healthier

Encouraging users/employees to pursue points and virtual badges may not achieve the desired results.

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Qmerce – branded social games

- aimed at driving user engagement via rewards, achievements and consequently, loyalty.

Qmerce

More examples:

Trends/game-wise

Putting you in a skinner box

And more Yammer

Rather than seeking to address the needs of humans (users, customers, workers), gamification strives to engage them into actions that they may not be intrinsically motivated to do by rewarding them with points whose value differs across the spectrum and amounts to minuscule value if any.

Intrinsic motivators create greatness for human actors attempting to achieve self set goals. Extrinsic motivators on the other hand, are nothing more than pellets dropped for rats in a cage,” “creating virtual food pellets for you to eat“. And While this may seem like a great way to drive consumption, sales, marketing and advertising,  it leaves a lot to desire in the way of simply providing autonomy and support for humans to identify and attempt their goals.

Human efforts aimed at achieving clearly identified goals do not require extrinsic motivation for the task completion process to be engaging. Gamification, filled with extrinsic motivators begs the question of ethics, of a dystopian future: amoral corporations hiring teams of behavioral psychologists to laser-target our addiction cycles for profit.

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One thought on “Gamification: patterns and trends

  1. wow, great thoughts here! I want to do exactly this feedback for autonomy and support for finding aims and monitor if you achieve them with my gamma project. Maybe you can tell me what you think about my prestudy “The two sides of gamification”.
    I’m looking forward to it, thx!
    May the force be with you,
    Chris

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