Why Orcs Don’t Need Gamification

So you’re an orc foreman in the Mines of Moria. And one day a hip young marketing rep from a gamification startup shines her flashlight in your eyes and says:

“Our platform can increase employee motivation by using points and badges to reinforce more productive behavioral feedback loops.”

And you tell her:

“Lady, I’ve got dwarves in chains. That’s my feedback loop.”

The main criticism of gamification, from game designers, researchers and journalists is that it can be used to manipulate and exploit its subjects. A recent piece in the Economist echoes this concern.

They compare many of the games beloved by the gamifiers, such as “World of Warcraft”, to slot machines, with rewards carefully doled out in order to keep players hooked.

Gamification advocates acknowledge this hazard and offer strategies to avoid its misappropriation. But I don’t think they make our case forcefully enough. So I’ll state for the record that on the scale of dangerous things, gamification ranks somewhere around TV remote controls. I mean, you could probably bash someone to death with a remote control, but if you’re in the throes of a homicidal rage is that really the blunt instrument you’re going to reach for?

By the same token, rewards and leader boards are never going to be the first choice of repressive methods for enterprises out to oppress their workforce. Can you say Feudalism, Industrial Revolution, robber barons, blood diamonds, human trafficking…? Employers, whether a single scrooge or a state-run economy, whether a legitimate business or criminal gang, have pretty much perfected the stick part of carrot-and-stick.

What’s needed are ways for enlightened employers to motivate and engage their employees, to make their work more productive by making their tasks meaningful and even fun.

Gamification fills this need and may even be the best solution, especially as digital technology and social media continue to expand and transform our lives.

Our orc, on the other hand, hardly needs another hammer in his exploitation toolbox.

The Economist Levels Down

As a longtime reader of the Economist I was disappointed by the November 16th blog entry anonymously posted under the nom de plume “Schumpter.”

More Than Just a Game: Video Games are Behind the Latest Fad in Management dismisses For the Win by Kevin Werback and Dan Hunter and, by extension, the growing field of gamification.

Werbach is a professor at the prestigious Wharton School of the University of Pennsylvania, whose catalog offers courses neither on Phrenology, Mesmerism or Beanie Babies. So it’s surprising they would suddenly be teaching fads. Wharton and the Economist are both pillars of the business establishment.  One of them must be wobbling.

Our anonymous writer states:

“Video games now have the dubious honour of having inspired their own management craze. Called “gamification”, it aims to take principles from video games and apply them to serious tasks.”

But one of the principles of video games is role-playing, and hiding behind a dead economist (Joseph Schumpterer 1883 – 1950) is more than halfway to having an avatar. Does the Economist not know it is employing gamification at the same time it is deriding it?

Does gamification merit the hype that has quickly surrounded it? The idea is only a couple of years old, but it has already spawned a host of breathless conferences, crowded seminars and (inevitably) TED talks.

Our writer fills his text with loaded terms: “fad”, “dubious honour”, “management gurus”, “hype”, “breathless conferences”. He even manages to put down TED!

But it gets worse:

Some video-game designers are opposed to the idea on principle, arguing that gamification is really a cover for cynically exploiting human psychology for profit.

I thought the term for cynically exploiting human psychology for profit was “Capitalism”? And since when did the Economist have any problem with that?

Level-headed management types, meanwhile, say that many of the aspects of gamification that do work are merely old ideas in trendy new clothes.

So our guys are “gurus,” while their guys are “level-headed.” Foolish me for thinking all management types were anything other than, well, management types. As for gamification appropriating old ideas, Werbach and Hunter admit as much, and I myself have written that gamification started in the Book of Genesis, when Adam and Eve leveled down for eating the apple.

What is new is the ability of digital technology and social media to make gamification rigorous and pervasive. We had time before clocks, but clocks made time rigorous and pervasive.

The problem is that, after the authors have finished instructing their readers in what not to do, the concept of gamification is left looking somewhat threadbare.

But Wharton isn’t a vocational school. I no more expect to learn how to create a gamification platform by taking Professor Werbach’s Coursera Gamification course, (which drew over 80,000 participants) or by reading For the Win, than I expect to learn how to become an economist by reading the Economist.

Featured on #SGE: How GameMaki came back from the brink to become a blueprint for Singapore’s startups

“Startups in Singapore are caught in a bind. While located in the heart of Asia, the city has a minuscule domestic market and is surrounded by countries with varying levels of internet adoption.

Developed economies like Japan and South Korea, while tech-savvy, pose language challenges. China, meanwhile, plays by its own set of rules. US and Europe aren’t a walk in the park either. Nonetheless, Singapore-based startups aiming at developed markets do have several possible paths to pursue.

Gamemaki offers one blueprint. It looks like a Silicon Valley style startup on the surface. Its most visible product is a mobile social network where denizens earn points for completing fun, real-life challenges. Not exactly a certain money maker.

But beneath the fun and youthful image is a serious side: It offers a gamification platform for large corporations. Limiting labels like B2B and B2C don’t quite apply to GameMaki. The company straddles both spheres in an interesting way.

Singapore is its cash cow, one that it is milking to good effect through personal connections. On the other hand, the fun stuff, GameMaki’s reason for being, largely happens in the United States. It’s sort of like an office worker who does all his fun stuff outside his 9-to-5 daily routine.”

Read more about it here: http://sgentrepreneurs.com/2012/11/14/why-gamemaki-could-be-a-credible-blueprint-for-singapores-tech-startups/

PRESS RELEASE: GameMaki powers the fun for ACE Entrepreneurship Week, in collaboration with MoneyTree and Centsless

The two days event at Kallang Leisure Park will be gamified with an AEW game powered by GameMaki on 9th November, with already over 300 players and 1000 completed challenges within 3 days. The game also features more than 25 merchants and an iPhone 5 grand prize.

SINGAPORE, 8 Nov 2012 – Gametize Pte Ltd has teamed up with MoneyTree Singapore and Centsless to launch a white label game app powered by GameMakiʼs gamification platform. The app, which has garnered already over 1,000 completed challenges two days before the event, is available on iOSʼs App Store or Google Play by searching “AEW2012”.

Using the AEW2012 app, players from the schools and the public are challenged to answer quizzes and questions such as “invent a new ice-cream flavor”. They can also participate in fun, social photo missions and scavenger hunts such as by scanning QR code in specific merchant stores in the shopping mall. Points and virtual items that translate to real world incentives, such as discount vouchers and lucky draw chances to win an iPhone 5, can be earned through these activities and “check-in” for talks. Players can also vote for their favorite school teams using the app.

“AEW2012 is the largest scale game powered by GameMaki so far, involving 33 schools, 26 merchants, and partners like SPRING and Leisure Park Kallang mall. Our challenge is to not only increase digital engagement of the primary and secondary school audience, but also their family and friends”, says Keith Ng, CEO of Gametize. “This is made easier thanks to some of the industryʼs most creative minds in MoneyTree and Centsless to conceptualize a 360 degree experence. We are encouraged by early positive results and we expect the game to deliver good fun and maybe a blood bath competition!”.

Damon, the CTO and co-founder of Gametize, will also share his entrepreneurship from 4-5pm at Thai Express. He will be joined by the team with 15 iPads at the booth, pre-loaded with the app and catered for non-smartphone users for two days, sponsored by SGPad.

PDF version is available here.

Continue reading

Gamification is Not Dangerous

(credits to  http://www.dailyhaha.com/_pics/no-game.htm))

As a novelist I’ve always been intrigued by the idea that art and entertainment can effect changes in behavior. It’s a belief that’s been around for centuries. For example, the Puritans opposed dancing because they believed it would cause fornication. The latest incarnations include rap music, violent video games and online porn.

With the rapid grown of gamification it too, no doubt, will soon come under attack. Critics and lawyers and government officials will claim a teen’s suicide was caused by a lowering of his status level, or a homicide resulted from a dispute over virtual rewards.

Continue reading