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This is a follow-on piece from an article Bogost wrote in Gamasutra [1]. It doesn't make a lot of sense unless you are aware of Bogost's previous commentary. H
by Lewisham 15y ago
This is a follow-on piece from an article Bogost wrote in Gamasutra [1]. It doesn't make a lot of sense unless you are aware of Bogost's previous commentary.
His main point is that gamification is an empty relationship: nothing of value is exchanged by either party. That it "works" is an unfortunate product of our psychological wiring, and is thus more aptly described as "exploitationware."
It's important to note that Bogost has worked for many years on serious/persuasive games as a means of exposing systems. Allowing users to interact with those systems as a means of persuasion or education is, as far as he's concerned, a more enlightening experience.
[1] http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php http://www.gamasutra.com/view/feature/6366/persuasive_games_...
- aik 15y agoExplitationware? Put that way, isn't every extrinsic motivator an exploit? Bonuses at work, financial targets set by others that are your responsibility, grades in school from the perspective of the student, "awards" in Khan Academy, all advertising, etc. Do you agree?