Sunday, September 21, 2014

Gamification and the Electronic Whip

One buzzword in tech journalism gaining popularity over the past several years is “gamification,” the concept of applying game design practices to make every day or boring tasks more enticing.  I don’t want to be the one who has to vacuum the Stute office, but if I’m awarded a badge or experience points which I can rub in the faces of the rest of the staff, I will.

Experience points, or “XP” are a concept originating with Dungeons and Dragons.  D&D was created by Gary Gygax and David Arneson in the early 1970’s.  Both were active in the wargaming scene, where model soldiers and other units are moved around a battlefield in a combat simulation.  Dungeons and Dragons presented a shift away from massive armies of Civil War soldiers or Orcs, instead focusing on smaller groups of fantasy heroes.  With less units (eventually being reduced to one per player in later editions), it became practical to track their individual attributes.  Heroes would gain experience points (abbreviated as XP) for completing objectives (slaying monsters, exploring tombs) and after reaching a threshold, they would increase in level, gaining and improving abilities.  This experience point model is used by most gamification systems, with the user as a ‘hero’.

When we feel a sense of accomplishment, it comes from the brain releasing a neurotransmitter called dopamine.  Making numbers go up (our XP/level in a video game, or in other gamified systems) releases dopamine and, for lack of a better term, makes us feel good.  Gamification provides both short term gratification (A ding combined with a flashing +100xp feels great) and the promise of greater reward to strive for (‘When I fill up the experience bar, my level will increase, it will play a cool song, and then I’ll do it again!’)  It can also be used to drive competition (‘I did twice as many math problems as Scott did last night.  I’m going to catch up to his level in a few days’).

Of course, there are several downsides to the technology.  Not even getting into the many questions about why we enjoy gamification, and if we should (Does an action lose its meaning if it’s performed for a reward?  Is exploiting the way we feel achievement ethical?) , there are immediate real world issues manifesting themselves.  Take a look at this article about Disney’s use of gamification for their hotel employees:

TL;DR:  Disney hung monitors in laundry rooms, comparing workers’ productivity rates.  Workers below the expected rate have their names highlighted in red.  Workers are scared of the increased monitoring and what will happen when they stay below expected productivity, and what will happen when Disney increases the expected work rates.

This raises the ethical questions of an employer’s right to know how his or her employees work.  Surveillance based gamification systems allow much more insight into a worker’s effectiveness.  While it’s not feasible to have a manager follow around each employee, measuring the volume of laundry folded is a much easier task.  Does an employee have a reasonable expectation that their work output is private?  Group projects can breed animosity between team members without any monitoring.  Is it better to turn them into competitors, trying to outdo each other?  I don’t have the answer; I’m not sure there is a definite one.


In my future posts, I intend to explore more gamification concepts, as well as other fields.

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