This is a fantastic video discussing Gamification Basics comparing the engagement of real-world leisure activities that use advances in science, to our work and educational systems which have not advanced.
The argument is that businesses are using Behavioral Modification techniques (B.F. Skinner) to increase our engagement and that we’re becoming less productive at work in school because of the difference.
They’re careful to be clear that there is a potential for “good” and “bad” when gamification is applied to any of the three areas.
Listen for these key phrases:
- Crisis of engagement in the real-world
- shape our consumption beneficial to them
- be wary because somebody out there is going to try to use it against you
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