Saturday, April 13, 2024

The Gamification Of Everything

From UnHerd, April 13:

How games are used to control you 
You don't have to play by other people's rules 

For years, some of the world’s sharpest minds have been quietly turning your life into a series of games. Not merely to amuse you, but because they realised that the easiest way to make you do what they want is to make it fun. To escape their control, you must understand the creeping phenomenon of gamification, and how it makes you act against your own interests.

This is a story that encompasses a couple who replaced their real baby with a fake one, a statistician who cost the US the Vietnam War, and the biggest FBI investigation of the 20th century. But it begins with a mild-mannered psychologist who studied pigeons at Harvard in the Thirties. B.F. Skinner believed environment determines behaviour, and a person could therefore be controlled simply by controlling their environment. He began testing this theory, known as behaviourism, on pigeons. For his experiments, he developed the “Skinner box”, a birdcage with a food dispenser controlled by a button.

Skinner’s goal was to make the pigeons peck the button as many times as possible. From his experiments, he made three discoveries. First, the pigeons pecked most when doing so yielded immediate, rather than delayed, rewards. Second, the pigeons pecked most when it rewarded them randomly, rather than every time. Skinner’s third discovery occurred when he noticed the pigeons continued to peck the button long after the food dispenser was empty, provided they could hear it click. He realised the pigeons had become conditioned to associate the click with the food, and now valued the click as a reward in itself.

This led him to propose two kinds of reward: primary and conditioned reinforcers. A primary reinforcer is something we’re born to desire. A conditioned reinforcer is something we learn to desire, due to its association with a primary reinforcer. Skinner found that conditioned reinforcers were generally more effective in shaping behaviour, because while our biological need for the primary reinforcer is easily satiable, our abstract desire for the conditioned reinforcer isn’t. The pigeons would stop seeking food once their bellies were full, but they’d take far longer to get tired of hearing the food dispenser click.

Skinner’s three key insights — immediate rewards work better than delayed, unpredictable rewards work better than fixed, and conditioned rewards work better than primary — were found to also apply to humans, and in the 20th century would be used by businesses to shape consumer behaviour. From frequent-flyer loyalty points to mystery toys in McDonald’s Happy Meals, purchases were turned into games, spurring consumers to purchase more.

Some people soon began to consider whether games could be used to make people do other things. In the Seventies, the American management consultant Charles Coonradt wondered why people work harder at games they pay to play than at work they’re paid to do. Like Skinner, Coonradt saw that a defining feature of compelling games was immediate rewards. Most of the feedback loops in employment — from salary payments to annual performance appraisals — were torturously long. So Coonradt proposed shortening them by introducing daily targets, points systems, and leaderboards. These conditioned reinforcers would transform work from a series of monthly slogs into daily status games, in which employees competed to fulfil the company’s goals.

In the 21st century, advances in technology made it easy to add game mechanics to almost any activity, and a new term — “gamification” — became a buzzword in Silicon Valley. By 2008, business consultants were giving presentations about leveraging fun to shape behaviour, while futurists gave TED Talks speculating on the social implications of a gamified world. Underpinning every speech was a single, momentous question: if gamification could make people buy more stuff and work more hours, what else could it be used to make people do?

The tone was generally utopian, because back then gamification seemed to be mostly a force for good. In 2007, for instance, the online word quiz FreeRice gamified famine relief: for every correct answer, 10 grains of rice were given to the UN World Food Programme. Within six months it had already given away over 20 billion grains of rice. Meanwhile, the software-as-a-service company, Opower, had gamified going green. It turned eco-friendliness into a contest, showing each person how much energy they were using compared with their neighbours, and displaying a leaderboard of the top 10 least wasteful. The app has since saved over $3 billion worth of energy. And then there was Foldit, a game developed by University of Washington biochemists who’d struggled for 15 years to discern the structure of an Aids virus protein. They reasoned that, if they turned the search into a game, someone might do what they couldn’t. It took gamers just 10 days.

Even established corporations saw gamification’s potential. In 2008, Volkswagen debuted a campaign called “The Fun Theory”, based on the idea that “fun is the easiest way to change people’s behaviour for the better”. Piano stairs were installed at a Stockholm rail station to encourage people to use them instead of the escalator, leading to a 66% increase in stair use. Volkswagen also tried to gamify gamification itself, creating a contest for good game ideas. The winning idea was a “speedcam lottery”, where people who kept to the speed limit would be entered into a prize draw, funded by speeding fines.

It all seemed so simple: if we could only create the right games, we could make humanity fitter, greener, kinder, smarter. We could repopulate forests and even cure cancers simply by making it fun.

Unfortunately, that didn’t happen. Instead, gamification took a less wholesome route....

....MUCH MORE

If interested see also:

"The Gamification of Banking"