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	<title>E1n1verse &#187; gamification</title>
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	<description>WoW, Learning, and Teaching by Michelle A. Hoyle</description>
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		<title>Gamification: Good or Bad?</title>
		<link>http://einiverse.eingang.org/2012/09/09/gamification-good-or-bad/</link>
		<comments>http://einiverse.eingang.org/2012/09/09/gamification-good-or-bad/#comments</comments>
		<pubDate>Sun, 09 Sep 2012 11:39:23 +0000</pubDate>
		<dc:creator>Eingang</dc:creator>
				<category><![CDATA[gamification]]></category>
		<category><![CDATA[thinking]]></category>
		<category><![CDATA[gamification2012]]></category>

		<guid isPermaLink="false">http://einiverse.eingang.org/?p=796</guid>
		<description><![CDATA[The underlying philosophy of gamification seems reasonable but the implementation makes me view the term 'gamification' in a negative light.]]></description>
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<p><img src="http://einiverse.eingang.org/files/2012/09/deterding_gamification_framework.png" alt="Cartesian graph showing gamification fitting in upper right quadrant where x=partial game and y=games (not play)" width="250" /><br /> <span class="attribution">Credit: Diagram by Michelle A. Hoyle</span><br />Image: <a title="Jump to the Deterding reference" href="#deterding2011">Deterding et al&#8217;s (2011)</a> situating of gamification as being partially game-like and being more gaming than playing.</p>
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<p>Earlier this summer, I signed up for <a href="http://www.coursera.org/">Coursera&#8217;s</a> new <a href="https://www.coursera.org/course/gamification">gamification course</a>, presented by <a title="Kevin Werbach on Twitter" href="http://twitter.com/kwerb">Kevin Werbach</a> of the Wharton School at the University of Pennsylvania. In this brief reflection, I consider what makes gamification &#8216;good&#8217; or &#8216;bad&#8217; for me. I&#8217;ve included links back to the videos I&#8217;m referring to here, but you&#8217;ll need to be registered with the course in order to view them.</p>
<p>If you know me, you&#8217;re probably aware that I generally have a negative opinion of gamification, even though it can be easily and persuasively argued that <a href="http://wowlearning.org/">my research examines how to gamify higher education</a>. My negativity doesn&#8217;t stem from the use of game elements or game design techniques in non-game contexts in theory. It arises from the actual implementation.</p>
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<div class="su-pullquote su-pullquote-style-1 su-pullquote-align-right">In every job that must be done, there is an element of fun. You find the fun, and &#8211; SNAP &#8211; the job&#8217;s a game!</div>
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During <a href="https://class.coursera.org/gamification-2012-001/lecture/36"><em>Video 3.4: Tapping the Emotions</em></a>, Werbach quotes early gamification adopter <a title="Internet Movie Database's entry for Disney's 1964 movie Mary Poppins" href="http://www.imdb.com/title/tt0058331/">Mary Poppins</a>, &#8220;In every job that must be done, there is an element of fun. You find the fun, and &#8211; SNAP &#8211; the job&#8217;s a game!&#8221; I think he&#8217;s right. Mary Poppins put her fictitious finger on the heart of the matter. If we&#8217;re <strong>finding</strong> and promoting the existing fun elements in a given activity, then I&#8217;m OK with that. If we&#8217;re <strong>adding</strong> fun where it didn&#8217;t actually exist, then that&#8217;s where I start to have problems.</p>
<p><a href="https://class.coursera.org/gamification-2012-001/lecture/32"><em>Video 3.2: Think Like a Game Designer</em></a> explains how thinking like a game designer means you have two purposes: get your players player and then keep them playing. It goes on to explain that keeping them playing is not tricking them but genuinely engaging them. Again, I agree with this in theory. However, I find the practice is very much at odds with many businesses&#8217; objectives and their subsequent implementation.</p>
<p>I have issues when the emotions arising from fun, examined in <a href="https://class.coursera.org/gamification-2012-001/lecture/36"><em>Video 3.4: Tapping the Emotions</em></a>, are used to manipulate people in a way that primarily or wholly benefits the company without actually providing genuine engagement or without making the game about the player as is suggested in <a href="https://class.coursera.org/gamification-2012-001/lecture/32"><em>Video 3.2</em></a> as being a key element. The temptation to monetize things means those making the decisions think of the players as ways to make to money. That&#8217;s what I usually think of when the term &#8216;gamification&#8217; comes up and that&#8217;s the kind of gamification that leaves a bad taste in my mouth. What about yours?</p>
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<p>I&#8217;ll post some examples of &#8216;good&#8217; and &#8216;bad&#8217; gamification in the comments later. In the meantime, I&#8217;m wondering what your thoughts are on the following questions:</p>
<ol>
<li>Does the term &#8216;gamification&#8217; leave a bad taste in your mouth too?</li>
<li>What are some examples of &#8216;good&#8217; gamification in the Mary Poppins sense?</li>
<li>What are some examples of &#8216;bad&#8217; gamification?</li>
<li>Can specific elements that make an example good or bad be articulated?</li>
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<h2>References</h2>
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<li><a name="deterding2011"></a>Deterding, S. et al. (2011). ‘From Game Design Elements to Gamefulness: Defining “Gamification”’. In: <em>15th International Academic MindTrek Conference: Envisioning Future Media Environments</em>, September 28 &#8211; 30, 2011. New York, USA. ACM Press. pp:9-16. <a href="http://dx.doi.org/10.1145/2181037.2181040">doi:10.1145/2181037.2181040</a>. [Accessed September 7, 2012].</li>
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