The Politics of Gamification

A Discussion with Students at Leiden University

Games are powerful. They create a sense of flow, motivate us, and reward us. In short, they engage us like few other activities can. Rarely do our work tasks, household chores, education assignments, or physical exercises stimulate similar levels of engagement. It is then hardly surprising that the power of games has inspired educators, researchers, entrepreneurs, tech designers, politicians, and many other ‘serious’ folks to deploy gamic elements to motivate behaviour. Such ‘gamification’ practices take their cues from video games, table-top games, and gambling. They frequently use point systems, levels, and badges as rewards, and they dip into fantastic worlds and creative character development to try and change behaviour. Gamification, so the hope, will make employees more efficient. It will help retain customers longer, prompt students to learns more effectively, and inspire citizens to fulfill their civic duties.

The idea of gamification has inspired no small amount of optimism. Echoing the kind of solutionism that Silicon Valley entrepreneurs are famous for (see Morozov 2013 for a critique), advocates frequently celebrate gamification as a fix to modern social problems. Jane McGonigal (2011: loc351), for instance, makes a spirited case for how gamification can help us change the world:

‘…if we take everything game developers have learned about optimizing human experience and organizing collaborative communities and apply it to real life, I foresee games that make us wake up in the morning and feel thrilled to start our day. I foresee games that reduce our stress at work and dramatically increase our career satisfaction. I foresee games that fix our educational systems. I foresee games that treat depression, obesity, anxiety, and attention deficit disorder. I foresee games that help the elderly feel engaged and socially connected. I foresee games that raise rates of democratic participation. I foresee games that tackle global-scale problems like climate change and poverty. In short, I foresee games that augment our most essential human capabilities—to be happy, resilient, creative—and empower us to change the world in meaningful ways.’

Changing the world in fun ways – that is a lofty promise indeed. And yet not all students of gamification are as positive about its social effects. Ian Bogost famously claimed that ‘gamification is bullshit’ – that it is ‘a grifter’s game’ aimed at manipulation and exploitation. Others relate gamification to the near ubiquitous algorithmic surveillance practices that characterize our societies; these critics argue that powerful actors use gamified techniques as methods of social engineering. As Casey O’Donnel (2014: 355) puts it: ‘Why simply surveil when you can shape or influence those being surveilled to behave“properly”?’

This week’s debate with graduate students at Leiden University will unpack the complex topic of gamification and look at it from two angles. First, we will move the discussion to the East Asian context: what can East Asian gamification practices tell us about the phenomenon? For instance, much of South Korea’s mobile communication integrates gamified elements, raising questions about how such elements crowd out the subversive potential of play, and how they might reproduce existing power structures.

Meanwhile, Japan has long been at the forefront of intelligent game design. Over the past decades various enterprises in Japan have built innovative gamic mechanisms into their digital offers. The Japanese tourism industry is a good example of this, but so are the activities of, for instance, Coca Cola’s Japan division or of Japanese retailer Muji (game designer Kenji Ono has compiled a range of examples). How do innovations in Japan’s gaming industry connect to such practices?

Finally, gamification is also on the rise in China, where companies like Tencent, Baidu, or Alibaba have baked game-like features into their platforms. An open question remains how such examples might inspire the Chinese state to gamify parts of the social credit system it is working on – a topic that has caused much hysteria in foreign reporting, even as China scholars are trying to intervene into the debates with more nuanced arguments. What can we learn about gamification from these complex East Asian examples and from the controversies they have inspired?

Secondly, the participants of this debate experienced gamification first-hand, throughout the past semester. In my course ‘The Politics of Digital East Asia’, I have used gamified elements to change the learning environment. This exposed participants to the kind of mechanisms that we now increasingly find in social media, e-commerce, and e-government. What was it like, to be awarded ‘experience points’ rather than traditional grades? Did anything meaningful change when assignments became ‘quests’, and when participants could decide for themselves which quests to pursue and which to ignore? Can gamic elements inspire learning and reduce the fear of failure that so frequently characterizes higher education, or are these elements simply window dressing? Can the experience of gamified learning heighten our awareness of algorithmic surveillance and the incentives that govern information societies, or is gamification in education merely a subtle and potentially sinister way to socialize learners into neoliberal value systems that emphasise personal responsibility, efficiency, and competition?

Gamification Term Paper Leiden

Join us in the comment section to explore these exciting issues surrounding play, games, and gamification.

References

McGonigal, Jane (2011), Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin Books.

Morosov, Evgeny (2013), To Save Everything, Click Here: The Folly of Technological Solutionism. New York: Public Affairs.

O’Donnell, Casey (2014), ‘Getting Played: Gamification, Bullshit, Rise of Algorithmic Surveillance’. Surveillance & Society, 12(3), 349-359.

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About the Author: Florian Schneider

Florian is the editor of PoliticsEastAsia.com. He is Professor of Modern China at Leiden University, editor of the journal Asiascape: Digital Asia, and academic director of the Leiden Asia Centre.

77 Comments

  1. Lucrezia 10/12/2018 at 12:43

    As soon as we mentioned the implication of gaming in educational and work environments, this paper from two italian friends on the impact of LARP games on social behaviour has come to mind.
    It is argued here that the improvisation and adaptation skills that live role play games require are an important resource to learn how to deal with unexpected challenges. This can definitely come in handy on a work level but also on a social one. As a matter of fact, I believe that the dynamics involved in role playing games allow us to explore realities different from ours, to test our boundaries in terms of behaviour and ultimately to position ourselves in a role different from what we are used to.
    In this sense, the gamification of a work or social environment can bring benefit not only to a team, but most importantly to individuals.

    https://www.researchgate.net/publication/263810563_Playing_a_collective_game_continuous_improvisation_and_creativity_in_complex_environments

    • Laura 11/12/2018 at 17:22

      Unfortunately I don’t seem to have access to that article, but it does make a lot of sense to me that roleplaying can improve social skills. I once watched a vice mini documentary about a guy with autism who did LARP in order to improve his social skills. Here it is https://www.youtube.com/watch?v=bXNGFb2p90k

      My question to everyone else is, do you think this positive effect only happens when you pretend to be someone else in real life? What about virtual roleplaying? Lots of video games have social aspects to them, and logical thinking/problem-solving aspects and all of that jazz. In fact I think many video-games (like World of Warcraft etc) find their roots in D&D, a tabletop roleplaying game. Yet video-games are more commonly associated with anti-sociality. Do you think this is justified?

      • Gaurie Shriemissier 12/12/2018 at 14:26

        My opinion here is that roleplaying can improve social skills. It is litterally a different environment for a person which clearly makes it easier for them to adapt. In that way, roleplaying can have a positive outcome for a person with for example has autism. When we talk about virtual roleplaying, I think this is different than for a person in real life. It is virtual and therefore untangible which in my opinion, limits the social aspects of the virtual world. Things like videogames are a world of fiction and the more a person is in this virtual world, the more that person is anti- social because reality is not here, it is outside, in the real world where real people interact with each other.

    • Julie 12/12/2018 at 13:55

      I sadly cannot access the article, however I do agree that LARP might help people overcome social insecurities. You step outside of yourself so it makes it easier to interact with others that are part of the same fictional world as you.

  2. Jelle Kuiper 10/12/2018 at 12:43

    Last year I have lived in Taipei to study Chinese. One of the things that struck me most was the focus on lotteries. On every street corner was a shop specialized in selling lottery tickets. The government, already from very early onwards, used lottery in tax collection. All shops that pay tax to the government give out receipts with a unique number. This number serves as a lottery ticket for a huge national lottery game, with prices rising up to 400.000 yuan. What makes this system especially beneficial, is that the consumers requestreceipts from the businesses. In order to get the receipts, the businesses need to pay tax. (More info: https://yukaichou.com/gamification-study/taiwanese-government-gamified-tax-collection-1951/)

    Would such a system work in for example The Netherlands? I think it would be similar to collecting all kinds of stamps in the supermarket to get a discount (which is pervasive in Dutch supermarkets)

    • Lucrezia 10/12/2018 at 13:05

      This is very interesting Jelle, thank you for sharing.
      I don’t know about the Netherlands but I belive that this is a good example of how making things easier through a small game dynamic can guarantee a great success. If you think about it, on a much smaller scale, this exists with every form of membership cards: cinemas, supermarkets even flight companies. The idea that you will get a reward (for doing something close to nothing, in this case spending money) has a big psychological impact!

      • Jelle Kuiper 10/12/2018 at 15:27

        If you look more closely, I think that little sounds in for example the Metro when checking in or scanning products in a supermarket (with the self scan option) is a kind of gamification as well. Although you could also argue that these sounds are only for ensuring you checked in or scanned the right code, they also psychologically do let you feel happy with your ‘achievement’.

        • Lucrezia 10/12/2018 at 18:19

          True! I remember once I took a mobike on Christmas and it made a little jingle when I scanned the QR code. It was a great start to my day and I suddenly ignored the -10 degrees. Silly, or efficient?

          • Yu Kai Tan 11/12/2018 at 15:39

            No, not silly at all! It is science! Why do you think that almost all games have some flashy level-up sequence?

            The combination of sounds, visuals and active participation activates multiple regions of the brain, releasing dopamine or the ‘Happy chemical’. We all know that people can handle a lot more when they are feeling good.

            For more information on how your brains works with games that consider this article:
            https://www.forbes.com/sites/sylviavorhausersmith/2014/12/29/your-brain-on-games/#6b79ae802a7c

          • Gaurie Shriemissier 12/12/2018 at 14:29

            Lucrezia, I completely agree with you. The noise my phone makes when scanning the QR code is such a happy noise that I immediatly felt a little better. It sounds weird but that noise indeed made me forget a little bit about the bad or cold weather or even a deadline I had that day. The jingle was in fact really comforting

    • Luis 10/12/2018 at 13:32

      For some time, I was also collecting receipts and remember my wallet getting too packed with those. So they even created an app that helps you scan all your receipts to keep track of them, it’s called 發票+ (Fapiao+).
      For those who become tired of collecting the receipts (like me), there is the option of donating the receipts into large plastic containers standing around in many shops. The possible prize money would go to charity.

      • Julie 12/12/2018 at 01:05

        This is very interesting. I think more people would actually be tempted to recycle if this was an option.

    • Laura 11/12/2018 at 17:14

      @Jelle, about the lottery thing, actually have you participated in WeChat lottery thingies that friends can setup in group chats? You can send a hongbao 红包 with a bit of money in it to a group chat, and then when your friends open it, they get a random amount of that money sent to their own WeChat wallet. Here’s an article about it:
      https://www.sekkeistudio.com/blog/2017/04/digital-hongbao-war-china/
      It was really popular when I studied in China for a year.
      It’s the only reason I have like 1 yuan in my WeChat wallet, because we all know managing to link a credit card to WeChat wallet is a nightmare ;p

      • Jelle Kuiper 12/12/2018 at 13:11

        @Laura, I have never heard of that before, but it sounds rather interesting! Especially because this type of game is used to get more customers used to new payments apps.

  3. Lucrezia 10/12/2018 at 12:59

    In this article, the author tries to explain how millennials have little interest in politics and reccommends gamification (meaning a combination of tasks and rewards) as a solution to draw this generation towards a more active role in society.
    Although I find this starting point debatable and quite generalizing it is however true that games dynamic can successfully turn a hard task into something positively challenging.
    I appreciate the intention of this article, but saying that “millenials are learning that life isn’t all fun and games” just reinforces the idea of games as a negative distraction, rather than a space for opportunity, and I personally disagree with it.

    https://millennialmagazine.com/2015/09/04/gamification-of-politics-for-the-millennials-generation/?fbclid=IwAR17ThstHHmSqoT3S_TOpxRdbSj7g9VY43V072LfeBo7up2kNzgSdToe46s

    • Dongqi 10/12/2018 at 14:49

      Hi Lucrezia!

      Thank you for posting this article. The article is indeed generalizing millennials (but that’s within expectations, as most articles about “millennials” unfortunately do this), but I’ll just ignore the generalization for now. As you said, there are also some interesting points to be found. The author appears to be on the optimistic side regarding gamification, and seems to advocate for more ‘active activism’ through it. This does seem to have a sort of manipulative feeling to it though.

      • Lucrezia 10/12/2018 at 18:20

        I know right? I didn’t like the patronizing tone at all.

    • Luis 11/12/2018 at 16:15

      I’m not sure if it still falls under gamification, but this article reminds me of a tool promoted during different elections in Germany, it’s called “Wahl-O-Mat” (Vote-O-Meter). Its function is to help voters to find a suitable part through filling out a kind of online survey.
      You can read more about it on here: https://www.dw.com/en/german-election-wahl-o-mat-app-pairs-voters-with-political-parties/a-40301081
      According to that article, the main target group were especially young voters when it was started.

      • Erik de Jong 11/12/2018 at 23:17

        I feel this does not really fall under the notion of gamification, Although it is promoted as a more fun activity, it does not really possess any elements similar to that of a game. It seems to simply be a questionnaire in app-form.

    • Julie 12/12/2018 at 13:40

      I very much agree with your criticisms of this article. It is not surprising to me that any article discussing millenials tries to generalize the experience of millions of people with an identifier that is vague at best. The category “millenial” does not even have clear boundaries.

  4. Lucrezia 10/12/2018 at 13:09

    More on gamifying a business environment. The parallel between role play games and social interactions comes back in this analyis of the roles of workers in a team.

    Can we learn from games, typically an environment we associate with fun and relaxation, to better face the challenges of the “real life”?

    https://yukaichou.com/workplace-gamification/gamifying-company-politics-chous-corporate-matrix/?fbclid=IwAR1WaOal3Ikh9KRnd-dGH_uuNL0aOUlu1zGI3due0IryCOhNLyYNn-oLtu8

    • Yu Kai Tan 11/12/2018 at 16:15

      I think games in general, have always been a vehicle for learning. The alphabet song teaches children the letters of the alphabet. Dodge ball develops peoples hand-eye coordination. Strategy games teach people to look at the bigger pictures. Shooters help people develop their reflexes. Tycoon/Management games teach people how to budget. Etc etc.

      As long as a game has incorporated an element (or more) that is applicable to a certain real life situation, they can learn from it and apply it to real life.

      • Gaurie Shriemissier 12/12/2018 at 14:35

        I completely agree with you Yu Kai. Games can be extremely helpful and stimulate someone’s learning abilities. When I was little, my dad taught me an (Indian) math song, in which it was about religion and a god who did not know how to count, He prayed and sang and counted in a way that this was easy for children to understand. I remember my dad sang me that song and then we used to sing it together. I know this sounds silly, but my dad is Indian and incorporating religion and Hindi songs for children in one song is very clever thought of and really helped me understand basis math better.

  5. Dongqi 10/12/2018 at 14:10

    The Social Credit System in China might be a good example of influencing people to ‘behave properly’ through gamification:
    https://www.wired.co.uk/article/chinese-government-social-credit-score-privacy-invasion

    • Jelle Kuiper 10/12/2018 at 15:19

      This is definitely a good example of gamification. The huge difference would be that you do not have a choice to participate in the game or not. Everyone needs to participate.

      Also, although most of you probably have seen it already, I would like to recommend the first episode of the third season of the series Black Mirror. This episode greatly looks at how gamification in the ‘social credit system’- way can lead to dehumanized societies. (It is the one where people give each other starts)

      • Vincent Brussee 10/12/2018 at 15:38

        While I think the Black Mirror episode should indeed serve as a powerful warning to how gamification can be used in society to grave consequences, it is a terrible metaphor for the Social Credit System. People don’t score others (nor do your friends affect your own score, as many have wrongly suggested) and the scoring in the Social Credit System is 90% based on legal information and official documents, not some kind of opaque “good citizen” vs “bad citizen” rating system.

        As the following article states:
        ‘“anything that influences your points needs to be backed by official facts with official documents.” That reduces subjectivity and limits penalties to mainly breaking laws and regulations.’
        https://foreignpolicy.com/2018/04/03/life-inside-chinas-social-credit-laboratory/

        • Jelle Kuiper 10/12/2018 at 16:49

          Thanks for the revisions! Amittedly, I did not do research on the Social Credit System yet, so this are very welcome comments :)

    • Vincent Brussee 10/12/2018 at 15:34

      I would like to very quickly correct this: there is no gamification in the Social Credit System at all. This Wired article (and many others) contains many factual errors, confusing Sesame Credit (Alibaba’s financial credit scoring system) with the government-mandated system. I did an analysis of this once and there is no evidence at all that the nation-wide Social Credit System will include any form of gamification. Instead, the credit scoring works in about the same way a traditional “Western” credit report would look like, just using different factors to calculate the score.

      See this excellent article by Leiden’s own Rogier Creemers for a more factual analysis:
      https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3175792

      • Dongqi 11/12/2018 at 00:00

        Thank you for the enlightenment Vincent!

  6. Dongqi 10/12/2018 at 14:19

    As mentioned in this blog post, Chinese companies are also beginning to use game-like features in their platforms. Here’s an article on how some of these companies use gamification to interact with their consumers: http://www.madjor.com/en/knowledge/digital-lessons-china-gamification-ux-game-changer

  7. Dongqi 10/12/2018 at 14:26

    How does gamification in Asia compare to that of western countries? This article proposes that Asia will eventually become the leader in gamification: https://agate.id/asia-gamification-2020/

    • Vincent Brussee 10/12/2018 at 15:42

      That was also my original thought, but earlier this year I did research for the Dutch Ministry of Education into the use of gamification in education in China. My team’s finding was that gamification is actually rarely used in education in China, whereas it is slowly becoming more commonplace in The Netherlands. Looking around now, many companies have also made gamified systems, think of KLM’s new frequent flyer programme (https://www.klm.com/travel/nl_en/flying_blue/levels/about/index.htm) for instance. Therefore, we might not be as far “behind” as suggested (leaving alone the ethics of gamification for a second here)

      • Erik de Jong 11/12/2018 at 23:23

        To what amount do you think that is related to the focus in most Asian countries on memorization rather than analyzation? Very often gamification will lead to an expansion of skills rather than retaining knowledge.

        On the other hand, I have seen some insane examples of people who memorized combo’s/routines in games and could perform them at insane speeds (for instance at arcades).

        • Vincent Brussee 12/12/2018 at 15:03

          I think it is mostly caused by the very rigid structure of education in Asia, ie the gaokao etc that do not give any room for flexibility

  8. Jelle Kuiper 10/12/2018 at 15:36

    I am sorry the website I linked to is in Dutch, but it was too interesting to just pass by.

    This article talks about an app designed for employees of the Dutch most important supermarket brand Albert Heijn. In this app, the employees are divided on the basis of the department they are working in (meat, cheese, bread, etc.) All departments function as individual companies with a certain amount of shares. The sale numbers of a certain product influence the share value. The employees can win the game by having the highest share value of the day. The app also encourages the employees by posing little challenges (I guess something like, let 50 guests taste this or that).

    I think this is a form of extreme gamification in which employees are directly set up against each other to be the winner of the day. It definitely could have positive effects, but also negative effects could emerge. What do you think would be the positive and or negative effects of this kind of large scale gamification?

    https://dutchgameawards.nl/2017/appie-aandeel/

    • Vincent Brussee 10/12/2018 at 20:42

      I think it’s important to differentiate between gamification (using game elements in a non-game setting) and serious gaming (i.e. creating a game to mirror a professional context). I believe this game has no real-life implications, does it?

      • VIncent Brussee 10/12/2018 at 20:51

        Actually, upon closer reading: do I understand correctly that the sales figures in the app are based upon actual real-life sales figures of real-life products? In that case, it clearly ventures into the gamification area. My bad!

        It seems like something that has mostly positive effects because 1) it’s not mandatory and 2) while it measures real-life performance, it does not set any goals/rewards to this except some virtual badges. This means it does not really create extrinsic motivation (i.e. pressure to perform, exploitation) but hinges primarily on increasing intrinsic motivation.

        • Yu Kai 11/12/2018 at 15:08

          I am a bit on the fence in this regard. Yes, the only rewards are virtual badges or achievements, but virtual or not these rewards can have a significant impact on people’s attitudes and behaviors.

          A friend of mine has a company that give Chinese language courses to businesses. They devised a digital approach that includes experience points, achievements etc. When first introduced to the program most people think of it as a very childish system, some have even called it ridiculous. However when those people noticed that one of their colleagues had an achievement that they didn’t have (like finishing a particular class, with a particular score), they often stayed late, or worked during their breaks to catch up and/or overtake them.

          So clearly the created competition is a great motivator, but I do think that there is an increased pressure to perform. People might think that if they are lagging behind the rest of the team they might be looked down upon, pressuring to catch up.

          To be clear, I don’t mean to say that all gamification is bad. In fact, I am personally very much in favor of it. But that doesn’t mean that we shouldn’t consider the negative impact it might have.

          • Vincent Brussee 11/12/2018 at 17:01

            I agree: I think the main factor here is the addition of leaderboards or other ways that people can comapare scores. Leaderboards are great motivators, but mostly from an extrinsic idea. Gamification that enhances intrinsic motivation is great, but once it only adds pressure to perform through comparisons it starts becoming exploitative.

          • Erik de Jong 11/12/2018 at 23:28

            The gamification of language learning is a really interesting development, which seems to work out extremely well. I have personally used different apps/websites to learn Chinese/Taiwanese, and they often come with a similar system with experience and achievements. Even though I play alone, it still feels like a great motivation even when it is as simple as maintaining your daily streak

    • Viola 12/12/2018 at 11:27

      I think this type of gamification in the workplace can definitely have positive effects, in the sense that it motivates employees to work harder. However, according to the following article, this type of gamification apparently gives people a negative feeling about their job. The argument for this is that by offering employees external rewards or XP for doing their work well, you create the sense that their work without these rewards is not enjoyable enough. The pleasure they get out of doing their job is apparently not enough. Therefore I think this type of gamification also has negative effects.

      https://www.newstatesman.com/sci-tech/2012/11/gamification-does-it-make-business-more-fun-or-it-just-exploitationware

      • Jelle Kuiper 12/12/2018 at 13:22

        This seems to me like an important note. The gamification innovation maybe only works for some people, but other people would find it annoying or, as the article supposes, rather disencouraging. That is why it is important, as Vincent earlier mentioned, that these kind of apps are not mandatory. Only if you want to participate in such activities, you can. If you do not, no consequences would follow.

    • Joost van Oostenbruggen 12/12/2018 at 15:02

      I am curious to see what this does to teamwork. I believe that a bit of competition is healthy, but too much might involve some badass bashing from both sides.

  9. Yuanting 10/12/2018 at 20:57

    That was a really interesting article, Jelle. It seems like the winners are not able to cash out their “virtual gains” into a real bonus. I wonder what effect it would have if it was the case. The article already mentions that sales have risen due to its implementation. I think it’s a good way to stimulate employees, because it quantifies their achievements and motivates them to gain points. But I am not sure about the long-term effectiveness without some monetary benefits for the werkers since it is so blatantly in the interest of the supermarket. I don’t think it should have too much downsides as well. I think it would be comparable to tips in restaurants. Waiters are more inclined to provide good service in order to earn extra cash. Could that be regarded as gamification as well?

    • Yu Kai Tan 11/12/2018 at 16:30

      I think that depends on your definition of what a ‘game’ is. To me, the most important thing about a game is that the game is inherently fun. Even if you lose, or fail to reach a certain goal, you still had fun doing it. Though getting tips is fun, not getting them often feels bad. Especially if you had worked your butt off to get it.

      Furthermore, tips are not entirely based on your skill or performance. Even if you have done every thing perfectly and you have provide a 5-star service you still might not get a tip because of external reasons you had no impact on. They might principally refuse to give tips, they might not have the financial means to give you a tip etc.
      For these reasons I personally wouldn’t consider tips as gamificiation.

  10. Tommey Theunissen 11/12/2018 at 12:11

    To reflect upon the gamification of the course Politics of Digital East Asia, I initially expected it to have a positive impact on the experience of the course as it is something new and quite adventurous. However, as time went on it seemed to be a bit more of a window dressing as most assignments still felt the same as those from other courses. Personally, I think that this could be due to a lack of the representation of your progress in the “game”. What makes these kinds of gamic systems very engaging is the way your progress is represented through for instance an ‘XP’ bar or seeing the message “you leveled up!” Perhaps if there is a direct way of seeing your progress in level and XP during the course and perhaps being confronted by it, the gamic elements would be more engaging for the participants.

    A relevant example for me would be the learning programme called Memrise, which rewards you for clearing word lists and represents your progress directly on something akin to an XP bar and a level badge. https://www.memrise.com/app/

    • Yu Kai Tan 11/12/2018 at 15:23

      Though I do agree that adding some visual representation of our progress would make the course more engaging, I don’t agree the gamification is merely windowdressing.

      In my personal experience, I really enjoyed the game mechanics of this course and really felt the effect it had on me. Even though we didn’t need to, I ended up doing most, if not all, of the assignments. That was mainly because we got EXP which made it felt like we were working towards some greater goal. In weeks that I didn’t have that much time I still did the assignments because I felt that it was a waste of EXP if I didn’t. Furthermore, even if I felt that, due to the time constraints, I wouldn’t be able to do a good job on an assignment, I did it anyway because at least I was adding to my final grade.

      • Vincent Brussee 11/12/2018 at 16:59

        That is also exactly how I felt. I did end up calculating what my score in regular grades would be for each assignment, but I always felt like I was working towards a greater something (namely the 1000-xp level 40) rather than towards each individual grade.

        • Erik de Jong 11/12/2018 at 23:31

          The only downside I felt there was in the course was that it felt like an illusion of choice. Yes, you could choose which assignments to do, but in the end it was still better to just do all of them. It might have been more interesting if you were able to branch out a bit, and really make a sort of ‘specialization’. On the other hand, this might limit the amount of different skills one is able to improve on.

    • Joosje Smit 11/12/2018 at 23:14

      I was just thinking about memrise as well! However, their level up tactics is more like a “hey congrats you leveled up please buy the full version with a nice 50% off which sounds like a good deal but we offer it to you all the time” .

    • Blom 12/12/2018 at 13:10

      Memrise is indeed an interesting example. However I feel that with memrise, aside from earning badges, there doesn’t seem to be a clear goal (in my opinion). You dont earn any benefits by leveling up.

      The motivating factor for me with learning a language through memrise is the “high score board” mechanics, where you can compete with your friends who can earn the most XP.

  11. Luis 11/12/2018 at 16:05

    Most of us have probably already used Duolingo, a language learning app that uses some gamification techniques.

    The app categorizes different skills, where you can level up (number of crowns). Usually, in order to move to the next skill, you need to reach a specific level in the current skill.

    Here is an interesting review about the gamification in Duolingo:
    http://www.gamification.co/2015/08/12/gamified-design-review-a-in-depth-analysis-of-duolingo/

    Personally, I think the app is good to learn some basics of a language. I had troubled to keep up a stable frequency. When I used Duolingo, I binged-played it for a week, but afterwards got annoyed of the notification and completely stopped playing.

    • Laura 11/12/2018 at 17:04

      Aw dang, I was about to post about duolingo, you beat me to it!

      There are according to duolingo currently 2.38 million Chinese people learning English through this website, which is a lot.

      Personally I think duolingo probably has a slight positive effect on learner’s English skills. I mean, learning through duolingo is probably more efficient than just cramming vocabulary (which I have heard from Chinese friends is what they’re required to do in class), but on the other hand, duolingo’s translations can be very unnatural at times. I wouldn’t say this website can teach you to speak a language fluently (and I say that as someone who’s finished multiple language trees), but it’s a good start.

      And duolingo is motivating and that’s not unimportant, because sure, it probably would be better to learn English in some other more boring way, but let’s be honest, you’re not going to do that. Doing duolingo is better than doing nothing.

      And one important thing: duolingo is for free. Anyone who has a smartphone can download it and learn English. A lot of poor people in China still have smartphones, so that is pretty significant.

    • Julie 12/12/2018 at 13:52

      I agree with you that the basics of the app are good, but my major criticism of it is that it doesn’t teach you the cultural nuance of the language you’re learning. On top of that, I agree with your dissatisfaction with the notifications. The e-mails they sent almost guilted you into using the app again, which I thought was very annoying.

      • Erik de Jong 12/12/2018 at 14:02

        But then the question is, is it even possible to use an app to learn cultural nuances? I think it would be nearly impossible to get a full comprehension of a language without an actual person teaching you the correct usage of words. Otherwise you end up with a long list of words that you have memorized (which is still better than nothing)

  12. Laura 11/12/2018 at 17:43

    Be warned, personal opinion incoming.

    I think gamification’s greatest asset is simultaneously it’s greatest flaw. Games motivate us to keep going when we would otherwise have given up already or gotten bored and simply quit. I think this leads us to sometimes keep going longer than we should. Games are designed to be addictive. They are designed to keep you on their platform for as long as possible. Here’s a (really interesting, I promise) TED talk on how social media does the same thing. https://www.youtube.com/watch?v=jT5rRh9AZf4
    Facebook and Gmail gamifie your experience of their interface without you noticing it, in order to keep you watching their ads for as long as possible.

    Here’s a company boasting that they managed to get 30.000 people addicted to their website. People who now spend several hours a day on their shopping website, generating content that is very valuable for that company, for free:
    https://www.techinasia.com/talk/gamification-30000-people-addicted-ecommerce-app

    • Viola 12/12/2018 at 11:42

      That Ted Talk is really interesting. I never though about social media as a game. I have lots of friends, especially those a little younger than myself, who feel they are addicted to social media. They waste lots of their time scrolling through useless posts and worry about the amounts of likes they get on a post. These likes are of course a similar reward system as you have in games. I never thought of this before. Some of my friends have managed to delete their accounts, others still feel like they can’t give up on it.

      After listening to his Ted Talk I feel like the gamification of social media is influencing all of us, without us even noticing it. This gamification definitely has a negative impact on many young people right now.

  13. Yuanting 11/12/2018 at 18:40

    That reminds me of the site Khan Academy. It is a website focused on the gamification of educational courses. Originally, it centred on mathematics, but throughout the years subjects like physics, chemistry and even world history. I think it is the best application of gamification I have ever seen and it is incredibly well-constructed and effective. A vast subject like mathematics is broken down into skills trees so you know which subject you need to master before you can move on (e.g. you start with simple arithmetic, once mastered you continue on to algebra and eventually can choose to branch out to calculus and various other areas). There’s a progress bar which indicates the completion of a subject, has badges/achievements (e.g. answer 10 questions correctly in a row, complete the algebra series, master 10 skills etc.) and also measures your streak (how many days in a row did you log in and do exercises ?).

    I agree with Tommey in that I thought the gamification of this course was not very personally engaging for me, because there was no visualisation like present on Khan Academy. I still regarded quests as weekly assignments and XP as grades albeit broken down.

  14. Joosje Smit 11/12/2018 at 23:11

    Like Lucrezia mentioned above, and OP (dr Schneider) in his blog post, politicians are using games or elements of gaming to try to connect to the younger citizens.
    This is especially true in South Korea, where professional gaming is very big. The elections in 2017 were very much game inspired, and Moon (winner of the elections) even released custom maps for Starcraft (a super fun Blizzard game imho). One of his opponents, Sim Sang-Jung visualized her debates as Overwatch battles.

    I think this is a really great way to make politics more ” fun” for the younger citizens, to try and make them interested. However, while Sim Sang Jung’s tactic still showed her main points, Moon didn’t really explain his stand but just gave out freebies..

    Find more info and visuals in this clip: https://www.youtube.com/watch?v=ZbJ6rK9oCso

    • Joosje Smit 11/12/2018 at 23:18

      By the way, not only the candidates and their teams went on the “popular” tour, the major news channel SBS (Seoul Broadcasting Station) also covered the elections in particular way: as Game of Thrones (https://www.youtube.com/watch?v=YsMvRC6A3pI) and Harry Potter (https://www.youtube.com/watch?v=tzC71Gn8xF8), with the candidates of course being members of different houses and such.

      What do you guys think about this? Is gamification something good and fun which we should celebrate, or is it also making a bit light of more serious issues or subjects? Like I said in my prior comment, Moon explained little to nothing about his plans for policies and such, giving out his freebie like a bribe. But it got a lot of attention. Thoughts?

      • Britt Blom 12/12/2018 at 14:17

        I understand that they want to cater more towards the younger generation of voters, and I do not think that means of gamification is a bad way to go about it. However, if it does not contain plans for policies, than I do not think it is suited for such a campaign. It surprises me that they did not get any backlash.

        It reminds me of the last elections in the Netherlands when politicians suddenly opened a vlog-account on YouTube….

    • Joost van Oostenbrugge 12/12/2018 at 15:04

      Another fun way to understand more of politics is the game: http://positech.co.uk/democracy3/

      Though, this could also promote some more obscure ways of how to do politics ;-)

  15. Luis 12/12/2018 at 00:26

    Even the Starbucks app borrows some ideas of gamification for its reward system and it seems to be quite successful in the US.

    Apart from giving you the opportunity to order a “Pumpkin Spice Latte”, the app lets you earn stars through fulfilling tasks (or bluntly said quests). Stars can be collected for instance, through letting you order a specific drink within a timeframe that the app tells you.

    Source: https://medium.com/@the_manifest/the-success-of-starbucks-app-a-case-study-f0af6709004d

  16. Viola 12/12/2018 at 10:46

    Gamification in China is not only limited to companies like Tencent and Alibaba. Luxury brands also profit from this modern way of engaging customers. Through gamification, these brands promote themselves, collect data and ask their customers for their input, as explained in the article below. I wonder when these same brands will start using these gamification strategies in Europe.

    https://www.retailnews.asia/how-are-luxury-brands-leveraging-gamification-in-china/

    • Julie 12/12/2018 at 13:46

      I think this could work in Europe, but the problem would be that we have no equivalent to WeChat that would immediately immerse us with these options. So they would have to do these kind of things through creating either their own apps or through something like Facebook games. I think it will be hard to reach the same amount of people when the normal userbase is less strongly connected to these kinds of apps as opposed to WeChat users.

  17. Viola 12/12/2018 at 11:06

    New brands are using gamification strategies to compete with longer existing popular brands. A good example for this is Luckin Coffee, which is trying to compete with Starbucks on the Chinese market. The new coffee brand is trying to win over customers by rewarding them for downloading their app, for buying a certain amount of consumptions and for referring to friends. In this way it encourages customers to keep coming back and to bring in new customers. So, it is engaging their customers in an online way that Starbucks is not yet using. Although Luckin Coffee still has a long way to go to beat Starbucks, it is definitely becoming a successful player on the Chinese market.

    https://www.liquidbarcodes.com/coffee-goes-cashless-in-china/

    • Julie 12/12/2018 at 13:50

      This is a very clever strategy. Small rewards to win over customers to enter the market is very effective. On top of that, if their prices are lower than Starbucks, which is particularly expensive for regular coffee in my opinion, they could beat them sooner rather than later. Of course you would have to factor in the luxury brand status of Starbucks.

      This article discusses brand loyalty and growing your brand with these kinds of reward programs (in Dutch sadly):
      https://www.loyaltyfacts.nl/case/scoren-met-digitale-loyaliteitsprogrammas/

    • Joost van Oostenbrugge 12/12/2018 at 15:12

      I do believe this might already be outdated, Starbucks is having a similar
      program: (https://www.starbucksforlife.com/#login)

      What I do believe is that pricewise there is a lot to win!

  18. Julie 12/12/2018 at 13:42

    Technically, Pokémon Go is a good example of gamification of physical exercise and normalizing the healthy habit of going outside for gamers who tend to spend a lot of time indoors.
    I remember when this game first came out and everyone and their mother was outside engaging in physical activity, catching Pokémon and meeting new people.
    https://www.forbes.com/sites/jvchamary/2018/02/10/pokemon-go-science-health-benefits/#a3fa0f53ab0b

    • Erik de Jong 12/12/2018 at 14:05

      I mostly remember when places like KFC and McDonalds had constant hot spots (I forgot the real name) and people would sit there all day looking at their phone. I think you can only motivate people up to a certain amount, and even then it is hard for people to maintain an ‘unnatural’ rhythm

    • Britt Blom 12/12/2018 at 14:25

      Pokémon Go was also looked at as a sollution for the hikikomori problem in Japan. Albeit a very temporary sollution since the hype is kind of over. I wonder if a similiar game could be a sollution for the long run.. would be interesting

      https://bigthink.com/mind-brain/hikkomori-japans-modern-day-hermits

    • Joost van Oostenbrugge 12/12/2018 at 15:05

      Closest moment to world peace, as they say ;-)

  19. Joosje Smit 12/12/2018 at 15:21

    This Japanese research also studied the use of gamificiation in everyday tasks, specifically housekeeping tasks. Using some kind of mechanism on the vacuum cleaner to measure speed and such, housekeepers/housewives could level up while cleaning. They saw a very positive effect of the gamificiation.

    https://www.google.com/url?sa=t&source=web&rct=j&url=http://kakeiken.org/journal/jjrhe/109/109_05.pdf&ved=2ahUKEwis-ObgvZrfAhVRJFAKHbHLB3QQFjABegQICBAB&usg=AOvVaw0RFiVk6MhpCqi3E9zVZBtw

    • Britt Blom 12/12/2018 at 16:44

      Thank you for sharing this interesting article. I never expected that gamification would be used for everyday tasks such as house cleaning. (This would maybe useful for studenthouses in Leiden…). I wonder if it is very effective, I didn’t find their findings very convincing.

  20. Britt Blom 12/12/2018 at 16:45

    I noticed in articles that there is a growing interest in Japan for gamification with regards for the education system.
    http://www.intellilink.co.jp/article/column/itsm-sp.html

    I never thought of gamification of education before participating in Dr. Schneider’s course. I found the mechanics during the lecture very motivating, earning XP and trying to level up for a better grade.

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