LEFT TO MY OWN DEVICES: Gamification stops
LEFT TO MY OWN DEVICES: Gamification stops
By Ed Zuger
March 30 2021
Summary
Either way it's "Game-ification," meaning to turn something into a game.
At Pennsylvania State University, in 2006, its student-produced newspaper appears to be the first to put it into print when it warned that "The 'gamification' of romance sends the wrong message to kids raised on video games." Excellent point.
The word's genesis was meant to describe how one effective and novel way to impart a lesson is to turn it into a game.
We humans tend to desire many facets of a gaming experience.
All along the way you can see that incremental measures provide satisfaction for many gaming desires.
Around 10 years ago software developers intentionally began incorporating gamification techniques into their development efforts, those beyond actual game development.
It described how half of the venture capital pitches seeking funding for software applications included some form of the root word, "Game." In turn, a new company, Badgeville, was created with $15 million in startup funds to provide gamification services to software firms.
How about gaming getting gamified itself? Not to go full meta on you, but in that sense we recently found that gamification has limits.
Robinhood's GameStop game during 30 days truly did provoke emotional responses.
With the consequences masked in the gaming features "Game over" took on a morbid meaning when one young investor believed he'd lost $750,000 so took his own life.
Reference
Zuger, E. (2021, March 30). Left to my own devices: Gamification stops. Retrieved July 13, 2021, from https://www.thetimestribune.com/opinion/columns/left-to-my-own-devices-gamification-stops/article_0762a447-4db2-55d2-a075-fa647167c0f9.html