Your first reaction might be to scoff, but before dismissing the idea I must draw attention towards the views of one of the world’s most influential psychologists, Roy F. Baumeister. The quote below is from his book Willpower (co-written with Science Journalist John Tierney).
Instead of bemoaning the games’ hold over children, we should be exploiting the techniques that game designers have developed. They’ve refined the basic steps of self-control: Setting clear and attainable goals, giving instantaneous feedback, and offering enough encouragement for people to keep practicing and improving. After noticing how hard people work at games, some pioneers are pursuing the “gamification” of life by adapting these techniques.
One example of this pioneering, and “gamification” becoming a reality, was reported in the Washington Post only a few days ago. The article describes researcher Kelli Dunlap’s attempt to use the concept of “levelling-up” to help those wrangling with depressive illnesses, by creating smaller enjoyable goals and the possibility of rewards for reaching them. The intention is to provide those lacking in motivation (often a symptom of a depressive disorder) with a means to regain some control of their lives.
Theoretically, however, “gamification” could have far wider usage, proliferating in all aspects of society. Consider education for example; reading a certain book might reward the reader with experience points. A subsequent quiz could verify completion, with better comprehension scores rewarding bonuses. A cumulative score could unlock new classes, free periods, and be commended with awards and achievements. One might even be encouraged to display their level, to foster the competitive element so frequently found in gaming (only taking into account the past ‘season’ of performance to help ensure people remain motivated long-term).
Even as an avid, addicted gamer, I cannot help but feel a little uneasy about the prospect. It is very true that willpower is a key component of success. It is also true that unlike television, text messages, and twitter—which do not nurture self-control—gaming mechanics and economies have a vice-like grip on people’s lives. The question is: Do these systems ethically develop self-control, or do they make people more susceptible – to borrow Baumeister’s unfortunate terminology – to exploitation?
I do not want to cause alarm with this article, only raise awareness and bring about discussion. It is an intriguing initiative which, through careful management like that in Dunlap’s depression experiment, could prove beneficial. I also wouldn’t complain too much about deriving some sense of enjoyment from maths homework, and from a happier, healthier, more productive existence. The key here is to appreciate the wider application of gaming and its psychology; “gamification” is worth serious consideration, without necessarily devolving the world into that of a video game. Beyond this, I imagine the dystopian or utopian (google your terms, noobs) merits of this idea will be a source of great debate in the years to come.
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