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 mundane tasks more engaging. However, as game designer Adrian Hon argues in his book, 'You've Been Played', this approach has been co-opted by corporations and governments to manipulate and exploit people. Hon contends that the primary goal of most gamification applications is not to improve users' lives, but rather to serve the interests of the companies and institutions that implement them. A notable example of this is the language learning app Duolingo, which uses gamification elements such as badges and leaderboards to motivate users. However, as Hon points out, Duolingo's effectiveness is largely due to the fact that its users are already motivated to learn a new language, and the app's gamification elements are merely a supplement to this existing motivation. In contrast, many workplace gamification applications are designed to coerce employees into working longer hours or meeting certain productivity targets, often with negative consequences for their well-being. Hon cites the example of Amazon's workplace games, which reward workers for meeting certain targets and punish them for failing to do so. These games are often intrusive and exploitative, and can have serious negative consequences for workers' physical and mental health. The use of gamification in other contexts, such as education and healthcare, is also problematic. Many educational apps and games claim to be able to improve cognitive function or promote healthy behaviors, but these claims are often based on flawed science or a lack of scientific evidence. Furthermore, the use of gamification elements such as loot boxes and leaderboards can be highly exploitative, encouraging players to spend large amounts of money or time on games that offer little to no real benefit. Hon's book is a timely warning about the dangers of gamification and the need for a more nuanced and critical approach to its use. As he points out, games and play can be powerful tools for positive change, but only if they are designed with the well-being and autonomy of users in mind. Ultimately, Hon's book is a call to action, urging readers to think more critically about the ways in which gamification is used and to demand more from the companies and institutions that implement it.