Academia.eduAcademia.edu

Gamification as Creation of a Social System

2015

The growing popularity of gamification techniques in marketing, user engagement and workforce management makes it important to broaden our understanding of this issue. I argue that instead of simply adding a fun factor to boring activities, gamification creates a new, highly controllable social system. By using game metaphors and mechanics, a designer can influence the behaviour of a subject, but also make him or her easier to supervise and more prone to being used as part of big data. She can initiate competition between some players and silence other potential conflicts. This social system creation resembles the establishment of markets as spheres of economic activity, researched by economic sociologists. Nonetheless, gamification forms a system particularly suited to the designer's interests, granting her full control over institutions and rules, which makes consideration of underlying power inequalities especially crucial. One of the most popular introductions to the 'eld, Gamication by Design: Implementing Game Mechanics in Web and Mobile Apps by Gabe Zichermann and Christopher Cunningham (2012), de'nes gami'cation as "the process of game-thinking and game mechanics to engage users and solve problems" (pp. XIV)-generally in non-game contexts, such as marketing, workforce management, education, health and so on. But while this description, supported by a couple of established case studies of famous applications, would usually allow the user to distinguish between gami'cation and "regular" game or other social practices, deeper consideration leads to a number of important questions. For example, is gami'cation a recent phenomenon, originating around the time of the emergence of the term in 2000, and boosted by the particularly game-loving Generation Y (Bunchball, 2012), or has it been around since antiquity, always present as a playful element of education and upbringing: rhetorical debates,