The Unintended Consequences of Gamification
https://shkspr.mobi/blog/2012/10/the-unintended-consequences-of-gamification/This is a necropost - resurrected from the now defunct blog of a previous employer. Sadly, most of the screenshots have fallen down the memory hole. So use your imagination. We'd launched Drive To Improve which put a "blackbox" in drivers' cars and gamified their safe driving.
I’ve recently taken part in the DriveToImprove Beta. My car now has a small device installed in it, which measures my driving. It reports back to me my location, whether I was speeding, and if I’m braking or accelerating too harshly. It also gives me a great little dashboard showing how well I’m doing and how I compare to others.
Bringing “high scores” to real life is part of a trend known as “gamification“.
DriveToImprove has the usual aspects of modern gamification – badges, a leaderboard, and the ability to track your progress.
As I was driving home one day last week, a child ran out in front of my car. I had only a split second to react – slam on the brakes and risk losing points for “Harsh Braking” or continue on, risk hitting the child, but maintain my perfect score…
It’s a real dilemma – safety vs score.
Of course, no one would think like that, would they? I certainly didn’t!
But gaming incentives have a funny effect on our brain. Games are fun – and that makes them highly emotionally manipulative.
That use of scores, rewards, and fun can manipulate us in all sorts of negative ways. Games can encourage us to hate, to harm our bodies, to join a cult, it can cause you to annoy your friends – in some extreme cases, the pleasure associated with playing a game can take over someone’s life until they literally play themselves to death.
So, when designing systems which utilise gamification, we have to be aware that the human brain is susceptible to all sorts of tricks – and we have to be really careful when we subvert them.
We know from feedback on our community that sometimes rapid acceleration is necessary. So is it always a good idea to penalise users for it?
Although we work hard to make sure that the game aspect of the products we create never take priority over safety, it’s impossible to predict what effect our stimulating of the brain’s pleasure centres will have. After all, earning rewards in a game can have the same effect on the brain as cocaine!
What’s great about the test-and-learn approach we take at The Lab is that it gives us time to see the consequences of our developments. We can remain focussed on adding value to our applications, while remaining aware of any unintended side-effects.
I found this video from Eran May-raz and Daniel Lazo a startling and amusing look at what may happen if we let gamification run away with itself.
#gaming #necropost
The Unintended Consequences of Gamification
This is a necropost - resurrected from the now defunct blog of a previous employer. Sadly, most of the screenshots have fallen down the memory hole. So use your imagination. We'd launched Drive To Improve which put a "blackbox" in drivers' cars and gamified their safe driving. I’ve recently taken part in the DriveToImprove Beta. My car now has a small device installed in it, which measures my d…

