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	<title>VR World &#187; Gamification</title>
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		<title>Gamification: An Explanation For Everything</title>
		<link>http://www.vrworld.com/2014/12/09/gamification-explanation-everything/</link>
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		<pubDate>Tue, 09 Dec 2014 00:21:59 +0000</pubDate>
		<dc:creator><![CDATA[VR World Staff]]></dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Gamification]]></category>
		<category><![CDATA[Sick Kids Hospital]]></category>

		<guid isPermaLink="false">http://www.brightsideofnews.com/?p=42842</guid>
		<description><![CDATA[<p>Technology and a deep sense of play go together.</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2014/12/09/gamification-explanation-everything/">Gamification: An Explanation For Everything</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img width="1195" height="801" src="http://cdn.vrworld.com/wp-content/uploads/2014/12/image-1-2.jpg" class="attachment-post-thumbnail wp-post-image" alt="image-1-2" /></p><p class="zw-paragraph"><span class="zw-portion">Gamification</span><span class="zw-portion"> is everywhere &#8211; in one form or another it is present in just about every website or app that we use. Part of this ubiquity stems from the loose definition of what </span><span class="zw-portion">gamification</span><span class="zw-portion"> actually is: You can label almost anything as gamification if you try hard enough. But more substantially, </span><span class="zw-portion">and more straightforwardly, </span><span class="zw-portion">the exploitation of users’ willingness to engage with short term reward mechanisms is visible in a billion different applications.</span></p>
<p class="zw-paragraph"><span class="zw-portion">Whether it is a star for buying a Starbucks, or an </span><span class="zw-portion">ebay</span><span class="zw-portion"> sellers’ rating, thos</span><span class="zw-portion">e little tokens of success are </span><span class="zw-portion">part and parcel of the gamification of our 21</span><span class="zw-portion">st</span><span class="zw-portion"> century lives. </span><span class="zw-portion">There is something about the displacement that a smartphone or a tablet allows that pulls on the playful side of our psychologies</span><span class="zw-portion">. As the cultural theorist </span><span class="zw-portion">Wieber</span><span class="zw-portion"> </span><span class="zw-portion">Bijker</span><span class="zw-portion"> points out, from our earliest days the first thing we do with any new technology that comes into our lives is to play with it.</span></p>
<p class="zw-paragraph"><span class="zw-portion">Technology and a deep sense of play go together. Given that starting point, it is hardly surprising that the logic of games is the dominant rational underpinning interactive technologies. We might not understand the intricacies of </span><span class="zw-portion">C++</span><span class="zw-portion"> coding, but if there’s a click through to a shiny new page as a step towards completing our transaction, we’ll instinctively want to complete it. It’s how we’re wired.</span></p>
<p class="zw-paragraph"><span class="zw-portion">What is more, in the open consumer market, this simple logic makes perfect sense of the astonishing </span><span class="zw-portion">commercial impact</span><span class="zw-portion"> of games and recreational apps. Hollywood’s passive </span><span class="zw-portion">audience model is old hat, out-sold and increasingly outdated; the video games industry alone is bigger, and that takes no account of the plethora of online gambling and other recreational games </span><span class="zw-portion">and social media forums </span><span class="zw-portion">that are equally significant cash generators.</span><span class="zw-portion"> Active participation </span><span class="zw-portion">has overtaken</span><span class="zw-portion"> passive reception.</span></p>
<p class="zw-paragraph"><span class="zw-portion">There are, of course, winners as well as losers in the way this base level of play is woven into our day to day lives. It makes the promotion of games pure and simple all the more straightforward. In a sense companies such as 32Red, William Hill and 888casino are seeing the tide turn handsomely in their favour. In a sense, the gamification of the internet generally means that much of their marketing has been done for them before anyone even </span><span class="zw-portion">thinks about taking a spin on</span><span class="zw-portion"> </span><span class="zw-portion">an</span><span class="zw-portion"> online </span><span class="zw-portion">casino</span><span class="zw-portion">.</span></p>
<p class="zw-paragraph"><span class="zw-portion">Critical social theorists would talk about this in terms of an ideological hegemony and a technological determinism. They would argue that we are being obliged to think and behave in ways that are shaped by the </span><span class="zw-portion">gamified</span><span class="zw-portion"> architecture of the technologies we live with. But that is partly because such intellectualising itself is out of step with the logic of gamification.</span></p>
<p class="zw-paragraph"><span class="zw-portion">The hostile stance </span><span class="zw-portion">of those critics </span><span class="zw-portion">ignore</span><span class="zw-portion">s</span><span class="zw-portion"> the base level </span><span class="zw-portion">appeal that the like</span><span class="zw-portion">s</span><span class="zw-portion"> of </span><a title="" href="http://ca.32red.com/" target="_blank" data-href="http://ca.32red.com/" data-type="1"><span class="zw-portion link">32Red</span></a><span class="zw-portion"> </span><span class="zw-portion">satisfy so successfully</span><span class="zw-portion">. Rather than gamification changing the way we think and live, the </span><span class="zw-portion">real truth</span><span class="zw-portion"> is that </span><span class="zw-portion">we are creating a </span><span class="zw-portion">gamified</span><span class="zw-portion"> world in our own image.  The critics are simply pontificating into the wind.</span></p>
<p class="zw-paragraph"><span class="zw-portion">But the logic of gamification is not restricted to what happens online. More and more the playful side of our nature is being </span><span class="zw-portion">addressed as a way to improve educational results &#8211; Bill Gates has even set up a </span><a title="" href="http://kidscreen.com/2011/04/28/bill-gates-supports-digitalization-gamification-of-learning/" target="_blank" data-href="http://kidscreen.com/2011/04/28/bill-gates-supports-digitalization-gamification-of-learning/" data-type="1"><span class="zw-portion link">school project</span></a><span class="zw-portion"> to more fully assess the possible benefits &#8211; as well as some radical medical uses. For example, Toronto’ </span><a title="" href="http://www.commercelab.ca/a-checkup-on-pain-squad-the-canadian-app-that-gamified-health-care/" target="_blank" data-href="http://www.commercelab.ca/a-checkup-on-pain-squad-the-canadian-app-that-gamified-health-care/" data-type="1"><span class="zw-portion link">SickKids</span><span class="zw-portion"> Hospital</span></a><span class="zw-portion"> is trialling an app that uses gamification to help cancer sufferers relate their experiences to their medics.</span></p>
<p class="zw-paragraph"><span class="zw-portion">Such examples show why is gamification increasingly used beyond the world of marketing and game design. It may work as a means to engage and capture the interests of site users and games purchasers, but it goes a lot deeper than that.</span></p>
<p class="zw-paragraph"><span class="zw-portion">The basic logic is in direct contrast to the old Victorian idea that people should learn what they are told and should sit in ordered and disciplined ranks to be indoctrinated by their ‘betters’. The </span><span class="zw-portion">rationale</span><span class="zw-portion"> is that if you give people the licence to find their </span><span class="zw-portion">own</span><span class="zw-portion"> solutions to problems &#8211; in whatever field &#8211; they will not only deliver novel and effective </span><span class="zw-portion">answers</span><span class="zw-portion">, they will also develop the skills to repeat that exercise with the next problem they are faced with. The logic of gamification is, fundamentally, one that stresses the power of the individual. </span><span class="zw-portion">It’s not about sitting robotically in line.</span></p>
<p class="zw-paragraph"><span class="zw-portion">Of course, gamification is criticised by an older, more conservative generation who swill look askance at what they see as a dumbing down of contemporary culture and as some sort of a corruption of the moral order. It is hard to think of a better proof of </span><span class="zw-portion">gamification’s</span><span class="zw-portion"> fundamental value </span><span class="zw-portion">and </span><span class="zw-portion">its historical </span><span class="zw-portion">significance</span><span class="zw-portion">. </span><a title="" href="http://mashable.com/2013/05/17/gamification-buzzword/" target="_blank" data-href="http://mashable.com/2013/05/17/gamification-buzzword/" data-type="1"><span class="zw-portion link">Gamification</span></a><span class="zw-portion"> is a lot more</span><span class="zw-portion"> than just a few </span><span class="zw-portion">rewards for ‘success’ as you work your way across the </span><span class="zw-portion">pages of a website or get yourself a coffee.</span></p>
<p>&nbsp;</p>
<p><em>Photo credit:<span class="zw-portion"> </span><a title="" href="https://www.flickr.com/people/highwaysagency/" target="_blank" data-href="https://www.flickr.com/people/highwaysagency/" data-type="1"><span class="zw-portion link">Highways Agency</span></a></em></p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2014/12/09/gamification-explanation-everything/">Gamification: An Explanation For Everything</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
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