The Dark Side of Gamification
The concept of gamification, which involves using game design elements in non-game contexts, has been touted as a way to make tasks more engaging and fun. However, according to game designer Adrian Hon, this approach has been hijacked by corporations and governments to manipulate and control people. In his book, Hon argues that gamification is often used to exploit workers, coerce them into behaving in certain ways, and extract as much value from them as possible. He cites examples of companies like Amazon and Uber using gamification to motivate workers, but notes that these systems are often intrusive, stressful, and damaging to employees' well-being. Hon also criticizes the use of gamification in fields like education and healthcare, where it can be used to manipulate people into making certain choices or behaving in certain ways. He argues that true games are driven by a desire to have fun and engage with the game world, rather than by external rewards or pressures. In contrast, gamification often relies on cheap tricks and psychological manipulation to keep people engaged. Hon's book is a warning about the dangers of gamification and a call to action to rethink the way we design and use these systems. He suggests that instead of using gamification to exploit people, we should focus on creating systems that are truly fun, engaging, and respectful of users' autonomy. By doing so, we can create a more positive and empowering experience for everyone involved.