Gamification: Hot, new, unethical?

Stilgherrian

Every year the digital hucksters brandish a sickening new buzzword. Right now that’s gamification, sickening not because it’s such an ugly word but for what the concept itself says about the world view of those hyping it.

Gamification is the application of the reward mechanisms used in games to non-game activities. Things like awarding points for completed activities that lead to achievement levels and badges and, frequently, virtual currencies for in-game trading of virtual goods.

It’s all about motivating user behaviour, said Rajat Paharia, founder and chief product officer of gamification platform provider Bunchball. Like most gamification promoters, he speaks in terms of taking advantage of our human need for recognition, our psychological predilection to compete when challenged.

Speaking at the Digital Directions 2011 conference in March – you can still watch his presentation at Fairfax Digital – Paharia explained it as the third leg of optimising a website. Along with search engine optimisation to attract the customers and content optimisation to satisfy them, gamification is “user optimisation” to “influence” the customers to visit more frequently, stay longer and do whatever it is you want them to do.

At Starbucks, for example, customers are rewarded if they check in using Foursquare – that is, report their location so it’s then automatically displayed in the Facebook and Twitter status. Check into five different Starbucks stores and you unlock the barista badge.

“There’s no monetary value associated with any of this,” Paharia said. “They’re just using fun and reward and status and achievement to drive you in to the physical location, where you’ll then spend more money.”

As I listened to this, I couldn’t help but think that if the “rewards” and “status” we seek are about how many times we visited a coffee shop, then as a species we’re doomed.

Gamification is also being used in corporate contexts, where employees can earn points for dealing with boring tasks such as updating documentation. Gartner even claims that more than 50 per cent of organisations that manage innovation processes will gamify those processes by 2015.

Perhaps I’m old fashioned, but I thought that doing your job actually involved doing your job, and there was no requirement for it to be fun.

“The purpose of ‘gamification’ seems to be to cover up some manual and tedious process in an effort to make it more ‘fun’ (that word makes me double suspicious)," wrote enterprise software specialist and Thingamy founder Sig Rinde at Enterprise Irregulars. “But what about checking the original assumptions and see if not the tedious and manual part could be removed instead of being hidden under a new ‘fun’ layer? Try the soap before the perfume so to speak?”

It’s easy to understand why gamification is attracting attention, though. Everyone’s seen how Zynga turned FarmVille, the world’s most boring computer game, into a $US5 billion company, so everyone wants to invest in game-related tech businesses. And it allows businesses to more effectively crowdsource their grunt work, gaining free labour in exchange for a few coloured pixels or a temporary slot on a leader board – as Facebook now does instead of paying staff to respond to users’ support emails.

I’ve never been a fan of unpaid labour. It strikes me as unethical. But gamification takes it further by preying on people’s weaknesses to attract that labour.

“Basically game mechanics are a way to get consumers addicted to things,” Tim Chang, a principal at Norwest Venture Partners and the man who coined the word gamification, told Advertising Age last year.

Jane McGonigal, author of Reality Is Broken: How Games Can Change Us and Make the World a Better Place and perhaps gamification’s most passionate advocate, also uses the word “addictive” as a positive. Not that I’ve read her book. Edward Champion’s vitriolic review told me everything I needed to know: 'Jane McGonigal’s Mind Is Broken'.

The problem with gamification isn’t just that it gets users and customers addicted to increase business profits, it also gets the businesses themselves addicted to gamification. Instead of providing customers with more satisfying products, customer service or prices, or employees with more satisfying work – things of real value – it provides a simulation. A short-term gimmick that’ll soon become tired.

Back in March, as Paharia explained how gamification would solve so many problems, if only we took advantage of human psychology, my despair and sense of moral outrage increased.

“If ‘driving business value’ by tapping human desires is all we value, then let’s just start selling crack to children tomorrow, right?” I eventually tweeted.

Paharia saw that tweet, and asked to be introduced. He told me he liked my sense of humour, and offered coffee next time I was in San Francisco. But, Mr Paharia, I wasn’t joking.

Stilgherrian is a writer, broadcaster and consultant covering the intersection of technology, politics and the media. He majored in computing science, has used online services heavily since the mid-1980s, and has worked as a network administrator.

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Caitlin Fitzsimmons

"Gamification" (terrible word) is unethical to the extent that any manipulation of others is unethical. That pretty much means 90% of all advertising and marketing. I don't think it's as unethical as poker machines.

Caleb Samson

I'm so glad you admit to not having read Jane McGonigal's work before deriding it. Because if you had read her work, or seen her speak, and still characterised the theory as addiction exploitation then I'd have to disagree with your point here even more.Of course there’s no requirement for jobs to be fun, as you say. Just like there’s no requirement for companies to offer bonuses, or for chairs to have that costly cushion on them. Productivity can be improved through satisfaction, and if this can be done at the same time as making our lives more fulfilling, I fail to see why we should instead just shoulder our burdens and take it on the chin. It does indeed, as you say, perhaps make you old fashioned.As far as the “soap before the perfume” comment, I think you’ve rather missed the point.There are some things in life that unavoidably involve “manual and tedious processes”. Not because we haven’t figured out better ways, but because the manual and repetitive nature may be at the very core of the activity – such as in brain trauma rehabilitation. Dr McGonigal made an interesting contribution here with the Superbetter game, but that’s an aside. The fact is, you can’t remove the tedious nature of medical rehabilitation. In the most literal sense possible, you have to learn to walk before you can run. Making processes more pleasant is not hiding them under a layer, it’s fundamentally improving the process.This seems to me to be the same logic behind why we don’t beat children as we teach them anymore or why there’s free tea and coffee in my break room.At its core, “gamification”, if that’s what we must be calling it now, is nothing more than another tool to help us achieve and raise the bar of our potential. And there’s nothing sickening about that.

Marigo Raftopoulos

Stilgherrian, sadly you have missed the point. Gamification is about engagement and designing meaningful and immersive experiences. Of course a minority may choose to exploit that, but most of us are using it in constructive and positive ways. The first thing I tell my clients is that if you have a rubbish product or service, gamification can't help you. Our fundamental belief is that people know a good product/service from a bad one and they know when they are being conned. Gamiifcation can only bring out the best of a product or service. What is disappointing is that you have sensationalised the 'dark side' of gamification without offering a balanced view of how gamification has produced positive benefits in education, health care and customer service. I have researched and been working with game dynamics for some time. You can find constructive material on my blog ( http://talesfromthecasbah.blog... ) or I'll match Rajat's offer and buy you a coffee when you're next in Melbourne.

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