Why Everything Is Becoming a Game
Game features are even more pervasive in the digital world. In little over a year, the Chinese shopping app Temu has exploded in popularity thanks to its “play to pay” model: as users browse deals they’re presented with puzzles to solve, roulette wheels to spin, and challenges to complete, which reward them with credit and special offers. Unsurpris
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All the things a gamified world promises in the short term — pride, purpose, meaning, control, motivation, and happiness — it threatens in the long term. It has the power to detach people from life itself, rewriting their value systems so they favor the recreational over the real, and the next moment over the rest of their lives.
Gurwinder • Why Everything Is Becoming a Game
But this was just the beginning. Many in the managerial class saw the success of social media and wondered how they could use gamification for their own ends. The Chinese Communist Party was among the first to apply the principles of social media to the real world. In several towns and cities, it began trialing social credit schemes that assign cit
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B. F. Skinner believed environment determines behavior, and a person could therefore be controlled simply by controlling their environment. He began testing this theory, known as behaviorism, mainly on pigeons. For his experiments, he developed the “Skinner box”, a cage with a food dispenser controlled by a sensor or button.
Gurwinder • Why Everything Is Becoming a Game
Kaczynski had made lightly; he’d developed an entire philosophy to justify it. Influenced by techno-dystopian writers like Aldous Huxley and Jacques Ellul, Kaczynski believed the Industrial Revolution had turned society into a cold process of production and consumption that was gradually crushing everything humans valued most: freedom, happiness, p
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Kaczynski’s actions, though unforgivable, can teach us as much about gamification as his philosophy. His red herrings lured people away from what they actually sought, and, as we shall see, this is the greatest danger of gamification.
Gurwinder • Why Everything Is Becoming a Game
Liv Boeree said: “Intelligence is knowing how to win the game. Wisdom is knowing which game to play.”
Gurwinder • Why Everything Is Becoming a Game
explains why so many young men have lost themselves in video games, and are no longer in employment or relationships. The false signals they’re getting from video game progress, combined with the sexual reward of online porn, are convincing their dopamine pathways that they’re winning in life, even as their minds and futures atrophy.
It’s easy to pe
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Thus, the McNamara fallacy, as it came to be known, refers to our tendency to focus on the most quantifiable measures, even if doing so leads us from our actual goals. Put simply, we try to measure what we value, but end up valuing what we measure.
And what we measure is rarely what we mean to value. As Skinner showed, the goals of games — points, b
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