Why Everything Is Becoming a Game
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’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
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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Companies that exploit our gameplaying compulsion will have an edge over those who don’t, so every company that wishes to compete must gamify in ever more addictive ways, even though in the long term this harms everyone. As such, gamification is not just a fad; it’s the fate of a digital capitalist society. Anything that can be turned into a game s
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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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McConnell used Skinnerian techniques to create rehabilitation programs for prisoners and psychiatric patients, some of which were successful. But his most ambitious scheme emerged in the early Eighties, when he witnessed people being captivated by video games like Donkey Kong and Pac Man, and realized their addictive mechanics could be translated t
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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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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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Finally, the fifth rule is to choose immeasurable rewards over measurable ones. Seeing numerical scores increase is satisfying in the short term, but the most valuable things in life — freedom, meaning, love — can’t be quantified.