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[In this searing edition of his Persuasive Games column, academic and developer Bogost takes a look at the core tenets of gamification and argues that not only is it not "games" but that the entire discussion must be reframed.]
I had been trying to ignore gamification, hoping it would go away, like an ill-placed pimple or an annoying party guest or a Katy Perry earworm. But a recent encounter with the concept has made me realize that plugging my ears and covering my eyes to it is a losing strategy. Even if our goal is opposition, we need to better understand gamification's appeal in order to practice that opposition more effectively.
In early April I spoke at the annual Conference on College Composition and Communication (CCCC, or 4Cs). 4Cs is to the college writing and rhetoric community what the Game Developers Conference is to the video game community. It's almost as large, with dozens of simultaneous sessions.
And just as GDC has its swank soirées run by big devs, publishers, and hardware hawks, so 4Cs boasts parties sponsored by textbook publishers. Instead of peddling platforms, companies like Pearson and Bedford St. Martins hope to lure the elbow-patch and twin-set set to purchase large quantities of their profitable wares.
My second book, Persuasive Games, is all about video games and rhetoric, but it's had slow uptake among the more traditional, slower-moving rhetoric community. This was the first year I was allowed to speak at the conference, and I was eager to spread my ideas among this large and influential, if traditional, set of scholars.
After all, everyone who attends college is subjected to writing classes. Since we communicate increasingly often with software, we ought to insure that the teachers in charge of these courses understand how computation works. This is generally new territory for most instructors, including college writing and communication professors.
But during the Q&A session following my panel, I was surprised to hear one of the attendees ask explicitly about the possibility of using "gamification" to improve students' performance with and engagement in the writing classroom. Here was a scholar of rhetoric who didn't know my ongoing work on procedural rhetoric, but who was familiar with a very recent marketing gimmick. What's going on?
The Power of Words
Ironically, the answer has everything to do with rhetoric, and nothing to do with games. We like to think that the substance of ideas matters more than the names we give things, but that's not true. Names offer powerful ways to advance a position.
UC Berkeley cognitive linguist George Lakoff has built much of his reputation on this principle, arguing that the way people conceptualize or "frame" the world in their own discourse has a greater effect in politics than do politicians' actions. For example, conservatives oppose social welfare programs partly by framing taxation as theft.
And conservative political scientist Frank Luntz has built a business around carefully developing these verbal contexts. He's the guy you can thank for terms like "war on terror" and "climate change," phrases that have enjoyed general adoption across the political spectrum even though they advance deliberate partisan positions.
"War on terror" suggests that the complex extra-governmental motivations of ideological groups like al-Qaeda are winnable conflicts between "good" and "evil," clashes identical to two-party state-based conflicts. And "climate change" suggests that global warming is a phenomenon of adjustment rather than disaster. After all, change can be good!
As Luntz puts it, what matters is not what you say, but what people hear. And when we're talking about games, people often hear nothing good. Making games seem appealing outside the entertainment industry is a daunting task, and a large part of the challenge involves deploying the right rhetoric to advance the concept in the first place.
The Rhetoric of "Serious Games"
We've been through this scenario many times before -- political simulation in the 1980s, and edutainment in the 1990s, for example. Most recently, Serious Games have offered another, more general attempt to expand games' scope. These are games made and used "beyond entertainment," to use Serious Game Initiative co-founder Ben Sawyer's latest tagline. Application domains for serious games include business, health, the military, education, and public works, to name but a few.
The games industry has never much liked the phrase "serious games," because it seems reductionist and derogatory, as if to claim that other sorts of games are worthless or pointless. Even among those of us who have worked to bring games to other domains, the name "serious games" has sometimes posed problems.
People know that there's something magical about games. They don't always express that opinion positively, but even condemnations of video games acknowledge that they contain special power, power to captivate us and draw us in, power to encourage us to repeat things we've seemingly done before, power to get us to spend money on things that seem not to exist, and so forth.
While not everyone agrees that games are culture, or media, or art, everyone seems to agree that games are powerful. And that power is mysterious and wild, like black magic. You don't have to like games to want a piece of it.
But games are also terrifying, for just the same reasons. "Games" seem both trivial and powerful all at once.
"Serious games" has a specific rhetorical purpose. It is a phrase devised to earn the support of high-level governmental and corporate officials, individuals for whom "game" implies the terror just described; something trite and powerful, something that trivializes things, even if that trivialization is precisely part of its power.
Whether you like the term or not (I don't, for the record), "serious games" has served this purpose reasonably well. It has given its advocates a way to frame the uses of games in governmental and industrial contexts, by making the claim that games can tackle consequential topics and provide profound results.
When people complain that "serious games" is an oxymoron miss the point: it's supposed to be an oxymoron. When people hear "serious games," this contradiction is foregrounded and silently resolved.
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To expand on your cigarettes example, consider what Camel has done with its brand. Consumers can earn "Camel bucks" from each pack consumed. They can then send in accumulated "bucks" to purchase "Camel gear" that in turn advertises the brand. This exemplifies Ian's point about the exploitative relationships gamification creates: the consumer thinks he's winning something, when in turn he loses twice -- once when he purchases cigarettes to accumulate points, and again when he redeems his points and becomes a walking billboard.
In Portugal Galp and BP already have these sorts of games (exploitation) for years and to this day most people wont be bothered with them. Explotationware will be auto regulated by the majority of people and only the "good" games/gamafication will persevere.
Worthless games don't attract customers but rather drive them away.
Gameification only sells part of the product. Like someone who sells the can and label but not the contents.
Well said. That's a very succinct description of the problems with how many educational or marketing games fail at being successful at either of their purposes.
For the last two years, I've been studying the sciences, and the whole time in organic chemistry and biology, I've been longing for teaching games. For ochem, I think, it would need to be a computer game, and I'm not the one to build that one, because I'm not a coder. In my head, though, I'm drafting a strategic empire-building card game, MtG-style, that uses hormones as its playing cards, each detailed in terms of its unique features and qualities and what "powers" it taps for the human body...
These disciplines already innately feature the "complex responsiveness" and "hard, strange, magical features of games" that Bogost is talking about above - and any game that would effectively teach these sciences would have to be suffused with these qualities: in short, it would have to be a real game. I imagine that's why people have largely not come up with such things: the overlap between people who understand the complexity of the reward responses that make games truly potent and people who are marketing learning products to science students is rather slim.
First, the "ware" part. Usually, "ware" can be instanced. Word is an instance of software. Paint.NET is an instance of freeware. Play_mp3.exe is an instance of malware. "Gamification" solutions, on the other hand, are often not instances of anything specific. They may make use of ware, but are not one itself.
Then, the "exploitation" part. Basically, it's too blunt and gives a proponents the opportunity to counter your usage of the word by arguing it's not exploitative or whatever. Compare it with something like the "climate change" you mentioned: no matter what side of the argument you are, no one can argue the usage of that term because it's undeniable.
I think we need to go much much harder, however, in terms of setting the debate. Exploitationware is certainly good in marginalising certain types of work and leaving others. However, I and others want a total blast radius. I want nothing left of this rhetoric. I want it to be economically unsound and have about as much currency in 2012 as The Secret has in 2011. I want pro-gamification people to wake up unhappy and go to sleep unhappy. Nothing Short of a Total War. While I admit there may be some elements of the process than could bring some interesting elements, its too late. The bathwater is very dirty, and I can't see the baby anymore.
I reject absolutely the infantalising concept that we're all on the same side, and that all uses of games are good a priori. My Gamasutra blog a few weeks about (What We Would Gain By Losing the Word Gamification) foregrounded some of the neuro-linguistic programming wetware but your Lantz connection is right on. The word implies a scientific and cool ease by which contemporaneity can be liquified and poured into dire products and schemes. The real story of gamification sits alongside green-washing and diet/lite food labelling. That which is not, can be made to appear so.
The real question for me is - what need does Gamification serve? Before I could come up with a satisfactory answer, I had to watch this scene again:
http://www.youtube.com/watch?v=qCxVUsMsWLw
Gamification is sexy to people who are bewildered and have money. Its sexy because it promises a world where we can continue to do business as usual but people will be happier to have business done to them. They apparently need to be tricked because the sense the more connected we are, the more skeptical and tired we become of the same patterns of advertising and consumption. Gamification promises extra time for the same old models of business. Gamification promises extra time for old media who think that games is an MSG agent they can add to their websites to make them more delicious.
The message has to be: there is no extra time. Your product is failing because your product is disgusting, out-of-date. Your advertising is insipid. Your old media organisation is fated to die at the hands of a take-over board.
I gave a talk last week in which I proposed two counter-terms for specific practices: "Corporate Game Design" and "Emotion Hacking". The second is obvious enough and has the kind of impact I'm looking for, but I'm actually finding Corporate Game Design makes people uneasy and delivers the sort of accusation that I'm looking to level.
Corporate Game Design, can you say more about what you mean by this?
Though I'm quite fond of "Corporate Game Design" mentioned above as it implies suits, ties, cubicles & break-even points which are 'incompatible' with "Game" (fun) and "Design" (creative).
"Emotion Hacking" to me sounds like Lifehacking, which evokes a positive response in my head.
The word "corporate" is a shibboleth. That's what he means.
And of course, I'm not sure whether I'll be happy or sad to see the day when everything is oversaturated with gamified elements. On the one hand, it could devalue the impact of play as a tool for change. On the other hand, it may mean that developers will be forced to refocus on creating worthwhile experiences instead of Skinner boxes in order to differentiate themselves.
So long as they concede this ground, I'm not sure why you're so bent on the destruction of gamification. Music has the Black-Eyed Peas, film has shameless direct-to-DVD Disney cash-in sequels, painting has/had Thomas Kinkade. The idea that gaming can be somehow immune from the distillation of its simpler elements into mass-marketed product ignores the history of parallel art forms. Again, if anything, the purveyors of gamification are less offended by the idea that perhaps what they provide is not a work of art.
Some marketing campaigns will take the time to build very thought-provoking engagement campaigns that may meet with the applause of critics. Many more campaigns will use human psychology to motivate users. Attach a simple sweepstakes prize to any points campaign, and you have reciprocity. Neither covering your ears nor active opposition will get rid of Katy Perry or gamification.
I've written previously on advertising games, kitsch games, and promotional games. All of those can coexist with a position like the one in the article above.
Gamification is not just "crude" or "low art" games; it's something functionally different. I tried to explain how in the article...
Perhaps I put my words in your mouth, based on my own general distaste for the process that produces pop music, even as some of that music does make me tap my toes.
Where I'm unclear is exactly what you'd like to get rid of, and what to keep? You seem to respect loyalty programs and dislike pointification for the sake of awarding points, but it's not that cut and dry. There are systems that give users/players a chance to win. There are point-driven systems that confer no tangible benefit but some form of satisfaction.
One-size-fits-all "gamification" may be reckless. but some tools fit most, a broader toolkit can be used to build enjoyable promotions for a bigger array of clients. If thought is applied to leveraging human psychology to promote a product, and we don't call it a "game", is that problematic?
Having said that, three points.
1. Look beyond the Lakoffs for examples of attempts to bypass rational thought through the use of verbal reframing. The "mainstream media" is identifiable as such precisely because of the consistent and deliberate application by its members of reframing phrases: "investment" for raising taxes, "undocumented immigrant" instead of "illegal alien," and "climate change" over the more specific (and testable) "global warming." Frankly, conservatives are latecomers to the low, dishonest, and manipulative -- but occasionally effective -- practice of trying to suppress critical thinking by replacing some words with others that sell better. I don't care who does it; I don't like it... but let's be clear that verbal reframing as a cheap way to avoid the honest description of goals is a tool now used on both sides of the political spectrum.
2. "Exploitationware" will not work. The effectiveness of verbal reframing is that it short-circuits logical thought by offering a positive-sounding word or phrase as a substitute. "Exploitationware" will never be adopted the way that "gamification" has because the former is "against" something (implying a confrontational attitude) while the latter is "for" something ostensibly positive.
I don't advocate verbal manipulation in place of a straightforward presentation of facts and logic supporting a position. That attempt at mind control is the philosophy of Newspeak. But if you're determined to fight fire with fire, then what you need is a smooth-sounding word or phrase with positive (or at least neutral) connotations that communicates your vision for infusing reality with the unique qualities of interactive computer games.
3. Is it really so bad to begin "gamifying" reality with the most obvious artifacts of computer games? Why is the all-or-nothing-right-now approach superior to the notion of just starting somewhere and improving later?
"Is it really so bad to begin 'gamifying' reality"
Yes.
Yes."
"It shouldn't be done at all" (which is what you're saying here) is very different from "that's the wrong way to do it," which seemed to me to be the point of your article.
Which is the better description of your opinion? That (for whatever reasons) no element of interactive games should be extended into activities that currently have no component of play in them?
Or that this kind of expansion of the realm of play can have some positive consequences and is worth doing, but that it risks failure if done wrongly (as by focusing on just a few ephemera instead of on the elements that uniquely define games)?
Most of the “serous businesses” can be said as either solving a problem or addressing particular needs while games for the most part offer emotional thrill and/or joy. The whole notion of “expansion of the realm of play” into the day-to-day stuff should be refocused on eliminating the perceptional boundaries between addressing the needs and “having a blast”. Look at how Adwar Chrome extension blended those.
More seriously, it's very important that a new term DOESN'T have a game-ish connotation, and that it be understood by a general ear.
Compulsionware.
Really gamification puts a shiny term on a lot of random ideas. I propose that it's simply a way to drive more activity. Whether or not it's used in an exploitative way is up to the owner of the implementation - just as display ads can be obnoxious and promote crap, or be innovative rich experiences.
The core mechanisms involved are really about more engagement and loyalty, but it's obvious loyalty in this day and age is not taking a bullet for a brand. Change is easy and there is little cost to switching to an alternative content provider at any time. But getting rewarded for consistent visits and contributions at a site is not evil - it's a way to share in the experience. When you get XBOX achievement points, you are essentially participating in the gamification of games. Tying you in with a meta reward to help bring together your consumption of disparate titles into a single brand experience - is that exploiting you? When you unlock exclusive digital rewards by pre-ordering your new copy of an FPS, are you being exploited by the game corporation - haha we tricked you into purchasing early!
Just as companies of products and services find ways to drive sales and increase ongoing brand affinity, content and application providers are starting to use these same tools to grow and maintain their business. That's really how we think about gamification at BigDoor. I apologize that the term has stepped on the toes of game designers - but trying to generalize gamification into a single force of evil is just as ridiculous as generalizing game design and games as forces of good. I've played plenty of crappy games that I felt stole my money, and have played multiple games that incorporate plenty of manipulative emotion hacks only for the benefit of the game producer and not the player.
I like to think that all customers/players have the ability to make their own choices and we should all just try to make good solid experiences and leave it to them to decide where to spend their time and money.
For example, I'm having trouble seeing what's so evil about Frequently Flyer Miles. I'm flying anyway. You encourage me to keep flying your airline by giving me points. I collect points, cash them in for free airfare. I think I've won. Have I not?
I'm not convinced that there isn't something of value in gamification. The witch hunt surrounding the term doesn't make much sense to me. Perhaps some concrete examples of exactly what these "evil" gamified products are doing would help.
1) I perform an action and get a point (guy at Starbucks hole-punches my card).
2) I have a profile that shows my progress and gives me structured goals (I see I have 9 hole punches left before my free coffee).
3) I get rewards for completing goals (free coffee after my tenth hole punch)
It's not deep or complex, to say it's "changing the world" would be a huge over-sell, and it's certainly a way of exploiting human behavior - after all, if I had 9 punches on my Starbucks card but was in the mood for McDonalds instead, I might still go to Starbucks just to get that tenth punch - but it's open, honest, and since we're all used to it, it isn't damaging the reputation of games or deeper serious games.
But that's would be (and should be) a totally different practice than "gamification" -- and indeed a much more humble one.
I'd like to say more about this, but have to stop here for now.
A survey of terms - "reduce tax expenditures", "affirmative action", "gay", "social security", "social safety net", "anti-war", "pro-choice", "collective bargaining rights", "undocumented worker", "social justice", "progressive", "tolerance/diversity" - reveals that attempts and successes at framing debates through simple language modification are alive and well on the left as well as on the right. There is no asymmetry here.
I think you would be able to make your important point better without distractions like this.
This is not an article about politics, but it uses political speech as an inroad. There are tons of other examples of verbal frames, but the political ones are the most familiar. And indeed, gamification is a political concept, even if it looks like a marketing concept alone.
So confusing that game developers are so completely allergic to any discussion of politics.
If you're going to make a point - especially a very big and controversial one about a contentious subject - you have to back it up. Pointing me to an openly left-wing book called "Don't Think of an Elephant! Know Your Values and Frame the Debate--The Essential Guide for Progressives" does not qualify as substantiation.
While I'm sure Lakoff makes a good argument, you cannot take the notion that right-wingers have disproportionate power because they control framing as a shared assumption with your audience.
I was disappointed to see this because I generally agree with what you're saying about gamification/exploitationware. I think your political jabs are turning off a good chunk of your potential audience for reasons that have nothing to do with exploitationware.
Neither I nor developers in general are "completely allergic to any discussion of politics". Personally, I enjoy debates. I only suggest that you stick to one debate at a time.
Even laughing at the left's supposed inability to control debates is an anti-right position since it implicitly assumes that the right is a political contender not because of any genuine power and truth in its ideas, but because of dirty word-controlling tricks.
Clearly left/right politics isn't the point of the article, but something leaked through that distracted me from the real idea you were trying to communicate. This is sad because you have some important things to say.
""War on terror" suggests that the complex extra-governmental motivations of ideological groups like al-Qaeda are winnable conflicts between "good" and "evil," clashes identical to two-party state-based conflicts." [implying that this is false.]
""climate change" suggests that global warming is a phenomenon of adjustment rather than disaster."
"conservatives oppose social welfare programs partly by framing taxation as theft."
"Lakoff points out that liberals lose elections largely because they spend most of their time embracing the terms of their opposition, repeating those phrases and giving them implicit support."
Starting around 9:10 -
"[linguistic framing] is the basis for much human argumentation in which people don't differ so much on the facts as on how they ought to be construed. I'll give you a few examples: ending a pregnancy versus killing a fetus, a ball of cells versus an unborn child, invading Iraq versus liberating Iraq, redistributing wealth versus confiscating earnings."
That's how you make a point about language without also throwing in political jabs. Consider the difference from your statement "conservatives oppose social welfare programs partly by framing taxation as theft."
This implies that taxation isn't theft, but is only framed that way by "conservatives". But, of course, taxation can be theft depending on the legitimacy of the entity taking the money and the uses they'll put it towards. Many liberals considered their taxes theft in 2005 when they were levied by an accused election-stealer to pay for a perceived illegitimate war. Hell, America was founded largely because of the theft-taxation of the British kings. "No taxation without representation", right? So what is taxation without representation? It's theft!
So who is doing the framing here? Taxation isn't exactly theft, but it bears some striking resemblances to theft. In certain cases, it is fair to say it is theft.
In every example of framing you gave, you cited conservatives as the ones doing the "framing" and liberals as the one with the handle on the real truth. Had you alternated or mixed like Pinker, you would have been able to make the same points without a political lean.
Your objection to the war on terror sentence very clearly proves Ian's point. For many, it is uncontroversial to suggest that the war on terror manipulates myths about good and evil to provoke political and military action on both sides. For others, it is uncontroversial to say that good and evil exist in the world and that ideological conflicts are winnable. There are no apolitical position available, only compromised politics on a complex spectrum.
The terms Ian highlights have been manipulated for years. They are used to manipulated. The manipulation is open and openly discussed. Do conservative leaders in America NOT oppose social welfare partly by framing taxation as theft? Isn't that true? Just because they actually believe taxation to be theft, doesn't mean they don't manipulate the terms of debate. Use and abuse of language is part of the mainstay of political discussion.
I have many many other objections here, but the final one that I'll put down in this comment is that is it also uncontroversial to some that the Right "is a contender because of any genuine power and truth in its ideas". But to others it is absolutely uncontroversial to say that political power and truth are only established and experienced through and by language. Its a highly political thing to say that's there's such a thing as truth. I might even agree, but that's not some neutral ground we're standing on.
The fascination with political objectivity in the last few years is really depressing. We used to have political generosity where people were able to speak their mind without being censured by sensitivities to the left or right who feel hard done by. You would be generous to those who read by disclaiming what you believed and letting others respond. The horrendous spectacle of objectivity, instead, usually rolls out in spectacularly un-neutral ways.
Since I was a child, evolution has become a 'debate', and climate change is now also a 'debate'. What was power and truth then has shifted significantly since.
Agreed. The wrong thing Ian did in his article was to cite only one side of each debate - and always the same side.
Compare with the Pinker quote I put in above. Pinker is always studiously even-handed in his political examples, citing framing devices from both sides. He does this because he knows that his speeches and books aren't about politics, they're about language, so he is careful to keep political points out.
Verbal frames aren't about "even-handedness." The point both Luntz and Lakoff make is the same: political points are a *part* of language, and we'd better respond accordingly.
You should really read their work. It's interesting and accessible, and you're clearly interested in the topic.
Love to do more readings on it, but I've got an intimidatingly long book queue already though so those two may have to wait.
Try "compulsification".
Their talking points kick our talking points' asses. After all, what kind of a person would be against giving people "just a little more joy?" And how could any reasonable person not want to help people improve their health? These folks sell marketers on the sheer power of gamification to quickly and easily create "engagement" and "loyalty" (I put in quotes because I do not think it is deep, sustainable engagement or loyalty). But when challenged, they align themselves with more positive (if only barely related) things from sports/health tracking systems to "serious games". After all, you wouldn't want to suggest that pilots should not train in flight simulators, right?
Shameless is a word that comes to mind for describing the proponents of exploitationWare. Not that this matters to them.
The term that comes to mind off the top of my head is "sustainagaming," derived from the phrase "Gaming for a sustainable future." There might be a simpler word that could convey the same, but for now it works.
Sustainagaming is easy to position in opposition to gamification: Gamification makes no claim to provide benefits to society. Sustainagaming, on the other hand, has that notion built in. And just as everyone wants to tout their "green" and "sustainable" practices elsewhere, sustainagaming has an untouchable halo of "goodness" about it. It immediately opens angles of attack on the common gamification practices.
It also asks us to rise to a noble challenge: To find ways to introduce healthy game dynamics into non-game products.
The term seemed to catch on among a few people, but I unfortunately did not have the bandwidth to promote it further.
I defined the term as the use of "games and game-related tools and techniques in other domains". I like James' last sentence as another way to look at applied gaming: The use of "healthy game dynamics" in other domains (I think restricting it to "products" is unnecessarily limiting).
"Applied gaming" plays off familiar terminology ("applied math", "applied science") and is fairly non-judgmental. But may be what we need is something that evokes more passionate responses like "gamification" does.
Wouldn't it be better to marginalize it, to frame the terminology around it's *uselessness*, not it's deleterious effects? Our strong opposition to it can't factor in if we want to truly reframe the discussion ("climate change" reduces the impact of global warming, it's not specifically attacking those who promote action against global warming).
Some of the other terms here, like James suggest above based on "sustainable gaming", can still borrow too much from other movements' rhetoric that they lose impact when applied to games.
Not sure what the solution is yet, but great food for thought.
I thought that's exactly what Ian does with persuasive games. If anything, the fact that people equate games with mere points and achievements is a condemnation of modern game design not gamification.
Five syllables is three too many for pop culture to embrace as an alternative to gamification.
Additionware? (4, still too many)
Habitware (3, not bad)
Trinketware (3, trivializing badges as gold stars etc)
Trapware? (2)
Hookware? (2)
Life Virus?
Come one people, brainstorm alternatives to gamification that are short and sweet and catchy. Can you come up with a zinger?
I've got it:
"Gamification? Oh you mean SCAMification!"
Now there's a meme that might get repeated.
As in "There's a sucker born every minute"
The stigma it imparts to the users helps to discourage "play" of such "games" as well as increase awareness about what is / is not suckerware. It also suggests a certain disposition held by the company that would create such a thing. Trifecta.
The logo for suckware approved software would be a slimey, top hat wearing, moustache twirling capitalist... throw in all sorts of symbolism hidden and not so hidden in the clothes, background, etc.
EDIT:
Besides, you don't have to look at it as blaming the user... it's more revelatory of how suckerware producers view their users/customers.
"Shamification" what implies the fakeness and trickery of the methods
Or simply stating that...
"Gamification is really Pseudo-Gamification because..." which uses the strength of a well known term but negates it's proper use.
You just described most "social" games.
Let's say there *was* a platform that delivered not just badges and levels, but instead a high-quality, well-designed, socially engaging online entertaining experience. One that you could plug directly into corporate websites and design really fun and engaging activities and games.
What WOULD you call it? Funification? Pleasurification? Enjoyification?
In other words, is it exploitationware if it isn't a game?
More seriously, I'm not attacking the "manipulative" power of names. I'm trying to get all of us to see that words matter, they do work apart from their literal semantic content.
Like too many people you read about rhetorical techniques and think you can just establish them as though nobody else knows the system. When you write an article about the manipulative power of words and then say "Here's mine" it's obvious what you're doing (Especially when its such a hugely negative term)
This term will convince nobody because its obvious. It will make people think "These anti-gamification luddites clearly have no real arguments so they're just name-calling. Its a bargain basement rhetorical technique because they don't really know what they're talking about."
Rhetoric is only useful when it isn't obviously rhetoric. This is obviously, very obviously rhetoric.
- exploitationist movie genres of the 1970s, such as Blaxploitation and Sexpolitation. Stuff that is not considered PC nowadays but films got away with back then.
- games that some claim do social harm, such as Kage Games KG Dogfighting. Except that, well, no real dogs are harmed. Just as no real cops are shot in GTA3. In other words, claims of harm when it's actually someone's protected speech, and the only victim is the imagination.
- World of Warcraft, and other applications of Skinnerian Conditioning. Aren't the online addicts being exploited?
So to me the failure of the term is it will inevitably be broadened to include many aspects of media and gamedom. It can't be focused because "exploitation" is partly in the eye of the beholder and doesn't have a firm objective basis. If we're going to decry exploitation in games, we should at least deal with the ethics of how the game industry already exploits. Because detractors of the game industry certainly will. Huge "boomerang potential" in this term; sure you want to smear people like that? Someone else will smear you back, in some way you didn't want.
If you're reading this article and/or responses then you're not the audience of the word or intent of "gamification". You're being encouraged to disseminate attempts to marginalise "gamification". And that is a GOOD thing.
Exploitionware is a wonderful new word. And ideal. Let's just use it. And see if we can't at least minimise the "gamification" of things that are of real value (the exploitation) and reduce the false reductionism of games (the wares).
Interested to hear your thoughts
James
I do take issue with companies seeking to use gamification tools for nefarious and manipulative goals but believe that customers will not tolerate these companies for long as poorly designed and purely exploitative systems can not sustain engagement.
You say that "Doing real, meaningful things with games is hard and risky, but it offers considerable reward, reward that responds to the underlying shift away from the logic of industrialization that gamification takes for granted." but I think that you are getting too caught up in your own rhetoric - hoist by your own petard perhaps? This is not an attack on you or Gaming. It is just the next big thing and will surely pass like all other fads.
In the meantime if there is 'Gameification' going on. Go out, contribute meaningfully to making it meaningful and it won't be such a thorn in your side.
We ask whether someone has a degree, rather than how well he knows the subject or job in question, because it's easy to determine whether someone has a degree. We ask about SAT scores, even as our K12 schools have descended into training grounds where thinking is discouraged (sometimes actively) in favor of memorizing answers for multiple choice tests. (And we can't even use the SAT scores sensibly, because we don't account for the percentage of a class that takes the test.)
Yet insofar as many video games (not tabletop games) are interactive puzzles with set/certain solutions, they *do* lend themselves to "embracing simple answers" and reinforce "ossification" rather than encourage change. Gamifiers think of games as the equivalent of social networking games, which tend to be a reversion to early single-player interactive puzzles but with very simple, obvious (if not tedious) solutions. Alan Au says above "My main complaint about gamification is that it focuses almost entirely on the rewards and very little on the play." Isn't that what most social networking games do, in the end?
Opposing "gamification" is very close to opposing the desert of "social networking games", and vice versa. They are both blatant exploitation of the weakest and least desirable (from civilization's point of view) aspects of games.
Achievements are indeed a gamification of games. Which is why I've always made fun of "achievements", as you're not actually achieving anything but instead are trying to provide an artificial (and meaningless) incentive to continue what is no longer an interesting activity.
In the end, though, just as social networking games are easy to design, gamification is easy to do, and in the era of instant gratification and doing "just enough to get by" easy is a stupendous attraction. I will use "exploitationware", but I have to agree with others that the word is too long to go into common use.
1: It represents the exploitation of the vulnerable. In addition to providing a false sense of accomplishment, it is used with the intention of inscribing an addiction upon it's target. In many ways it is not unlike the techniques used by drug dealers (with the promise of freedom from their world of torment dangled in front of the addict in the form of a drug/carrot), the ultimate goal being that it strips the target of their free will and encourages (forces?) them to do something that they otherwise would not want to do.
2: It represents the active destruction of game design. While it can be used in conjunction with actual game design, it is typically used as a means of covering up bad design within a video game (I'm not sure if it's ok to name games here, as I am a first time poster. Long time reader though!) and replacing it with an empty and fraudulent sense of achievement. Corruption is a good metaphor as is the idea of an empty core (like an orange with nothing left inside)
3: The potential to actively destroy a person's life (both socially and physically, in extreme circumstances). The term instantly brings gambling to mind for me. I like the term "gamblification" ("gamification" is 5 syllables too!) but it necessitates the existence of chance, which is not always the case with these systems. As such, it would be too easily countered.
On a personal level, I believe that the techniques themselves are not inherently evil, but it is the application of these systems (particularily achievements/gamerscore and Trophies) that represent malicious intent. As such, I don't think that "_____ware" is suitable since it only attacks the individual games software and not the meta systems that may surround them. It also makes reference only to videogame software and ignores the use of such systems in real life.
"Hypnotisation" is not far off really. If you really want to tug at heart strings though, how about just "drug dealing"?
But the definition of gamification is constantly changing, and it is NOT synonymous with "pointsification" or "exploitationware". Whenever a new person comes into contact with gamification, they apply their own understanding and background, and there have been some great ideas that have become tied to the term. To label all of "gamification" as exploitationware is to label all of these ideas as evil and wrong. Instead of waging war against the term, I would happily join your side if you were waging war against unethical use of game mechanics - both in mainstream games and gamification outside of entertainment.
But in general I think the entire debate over gamification is a waste of time and energy. The bottom line is game dynamics and mechanics are in the public domain. No single person, group or organization in the game industry has the power to apply a new label to the practice, where or how it is used or by whom. Yes, it's absolutely maddening to watch a growing number of people, organizations and movements use it in highly unethical applications. Applications which may reflect negatively on all game designers and the game industry in general. But the harsh reality is there's nothing we can do about it. All the industry can do is publicly disassociate itself from the people and organizations who are abusing it.
So I suggest collectively, the game industry should stop worrying about gamification. Instead, start focusing on the growing list of internal problems which it can change and control Because all industries have those who are only there to exploit and abuse, the game industry is no different. As they say, "people who live in glass houses should not throw stones."
But I really don't think most in the game industry are to bent out of shape over the use of the term or the use of game-like approaches to non-game situations.
Sure, there will always be those who exploit an idea, and that may be what the founders of gamification are doing...I honestly wouldn't know. But I think a better way to "fight" the "evils" of gamification is to take ownership of it as a community and industry and make it better than it is. Yes, this will require businesses to change the way they operate, but willingness to change pretty much equals survival. In our technologically savvy, fast-paced, ever-changing world, consumers don't want yesterday's products and yesterday's customer service. Gamification offers a way to improve both the business's delivery of service and the consumer's value when done well.
If we who have a true passion for games use our creativity to drive the gamification movement, the companies who are willing to pay the price for a true gaming experience will see the difference (as will their customers) and the shams that you speak of will be seen as a cheap substitute.
My 2 cents.
R
If this tendency will continue, we will in y2018 probably play "best game" for good family pupils Dachau 3 with UberLagerFuhrering Jane UberGonigal.
What I wrote is indeed an exaggeration, but the trend is really stupid, worse than Facebook and micro-transactions at all. Gamification = big brother principles.
The word gamification, and it's success, has really made it a lot harder to make a living for me.