Continuing its long tradition of reporting on trends long after they've become trendy, The New York Times has a big story today on gamification: "a business trend — some would say fad — that aims to infuse otherwise mundane activities with the excitement and instant feedback of video games."
[D]igital technologies like smartphones and cheap sensors have taken the phenomenon to a new level, especially among adults. Now, game concepts like points, badges and leader boards are so mainstream that they have become powerful motivators in many settings, even some incongruous ones. At a time when games are becoming ever more realistic, reality is becoming more gamelike.
A lot of gamification is aimed at getting us to buy junk. The BBC quotes one critic within the gaming industry:
Ian Bogost, co-founder of the game design company Persuasive Games, ... calls Gamification a “marketing gimmick”. And, in another blog post, took his critique one step further, describing it as "exploitationware" and “bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business ..."
But some people are trying to harness the trend for good instead of evil. From the Times: