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GAMIFICATION CRITICAL APPROACHES edited by Jarosław Kopeć Krzysztof Pacewicz Gamification. Critical Approaches Edited by: Jarosław Kopeć, Krzysztof Pacewicz Commission for Techno-Humanities Warsaw 2015 gamification.al.uw.edu.pl Proof-reading and Editorial Assistance: Marilyn Burton. Review: Radosław Bomba. Layout: Jarosław Kopeć, Krzysztof Pacewicz. Cover Design: Krzysztof Pacewicz. Book Cover Illustration: fdecomite, (https://www.flickr.com/photos/fdecomite/5387635270). Cover Illustration Under Licence: CC BY 2.0 Character Count: 279 831. Published by: The Faculty of “Artes Liberales”, University of Warsaw, Poland. Funded by: The “Artes Liberales” Institute Foundation. ISBN: 978-83-63636-44-9. Text Licence: Images under various licences, noted in the captions. CONTENTS INTRODUCTION................................................................................................. 6 LET’S PUT PROGRAMS IN OUR MINDS. THE IDEOLOGY OF GAMIFICATION. CASE STUDY OF HABITRPG...................................................... 9 Jarosław Kopeć THE DOPAMINE LOOP AND ITS DISCONTENTS. ANALYSIS OF “GAMIFICATION BY DESIGN” AS BIOPOLITICAL POWER/KNOWLEDGE...........27 Krzysztof Pacewicz GAMIFICATION: PLAYING WITH NEUROSCIENCE............................................ 40 Aleksandra Przegalińska GAMIFICATION AS CREATION OF A SOCIAL SYSTEM...................................... 56 Michał Smoleń GAMIFIED VS. NON-GAMIFIED SPACE IN VIDEO GAMES: A BIOPOLITICAL APPROACH.............................................................................69 Jakub Wencel GAMIFIED GAMEPLAY: GAMIFICATION IN GAME DESIGN...............................83 Mateusz Kominiarczuk AFTERWORD: GAME OF THE TERMINALLY PROSTHETIC SUBJECT......................99 Szymon Wróbel AUTHORS....................................................................................................... 113 INTRODUCTION Jarosław Kopeć Krzysztof Pacewicz From schools, through workplaces, healthcare, travel, and marketing, to everyday leisure activities and even sex, life is becoming more and more gami'ed. Yet the de'nition of gami'cation is still volatile. All the authors in this book try to grasp the meaning, the sense and the consequences of this accelerating trend. Gami'cation is widely perceived as a magic bullet – a universal solution to a variety of con- temporary problems, not only e.cient and cheap, but also infusing our world with lots of “fun”. In place of this laudatory attitude, this volume presents a critical approach. The emphasis usually put on the fun-factor does not explain anything; in fact it conceals the social, political and cultural consequences of gamifying all spheres of our lives. It is our aim to explore this dark side of gami'cation. Jarosław Kopeć regards gami'cation as a trend aiming at in'ltrating society with the ideology of algorithmisation. Applications for gami'cation of particular parts of everyday life (Endo - mondo, iKamasutra, Life is a Game) are employed as cases for study. The main case, HabitRPG, is interpreted as gami'cation in its purest form, and therefore it stands as the core example for interpretation of gami'cation’s ideology. Krzysztof Pacewicz analyses the famous Gamication by Design by Zichermann and Cunning- ham as an example of biopolitical power/knowledge. The “anthropology of gami'cation” – an eclectic and pseudo-scienti'c variant of behaviourism – is exposed as a crucial element of the proposed techniques of power. It is also argued that the gami'cation strategies of manage - ment advocated by the book incorporate simplifying procedures and disciplinary techniques to ensure that players play by the rules, and thus could have a substantial e>ect on social be- haviour patterns if widely adopted. Aleksandra Przegalińska addresses the relation between neuroscienti'c self-quanti'cation devices and quanti'cation/gami'cation procedures. The main example is Melon – a head- band and an accompanying app to measure focus on a daily basis. Przegalinska exposes the dual nature of links between gami'cation/quanti'cation regimes, on the one hand, and neur - oscience (in particular neuroimaging) on the other, with its ability to present our neural activity as transparent. Both gami'cation and quanti'cation aim at general behavioural change, resulting in outcomes perceived as positive. The analysis shows how these regimes in- terfere with neuroscience in order to become even more persuasive and, essentially, success- ful. Michał Smoleń argues that instead of simply adding a fun factor to boring activities, gami'ca- tion creates a new, highly controllable social system. By using game metaphors and mechan - ics, a designer can in@uence the behaviour of a subject, but also make him or her easier to su- pervise and more prone to being used as part of big data. She can initiate competition between some players and silence other potential con@icts. This social system creation re- sembles the establishment of markets as spheres of economic activity, as researched by eco- nomic sociologists. Nonetheless, gami'cation forms a system particularly suited to the de- signer’s interests, granting her full control over institutions and rules, which makes consider- ation of underlying power inequalities especially crucial. Jakub Wencel bases his chapter on a crucial distinction between gami'cation and playfulness. He analyses the complementary and necessary relationship between gami'ed and non-gami- 'ed areas and elements in modern video games using the philosophical tools rooted in the modern tradition of studies on biopolitics. Subsequently, he de'nes gami'cation as a device that is set up to “take over” non-gami'ed areas of playful, undetermined interaction. Gami'c- ation-as-biopower preys on disorderly, but productive and creative bodies. Mateusz Kominiarczuk analyses how videogames become gami'ed. Commonly accepted de'nitions of gami'cation explicitly prohibit the “gami'cation of games”, stating that even if it occurs, it is either impossible to distinguish from regular “game design”, or else limited to achievements. However, careful examination of design trends observed in games published 7 after 2010 indicates otherwise. A case study of the development of the Diablo and StarCraft series shows that the “gami'cation of games” trend is quite real, and not limited to achieve - ments. In the afterword, Szymon Wróbel asks the following question: if the world is but a game, if the cosmos is a playground, what would the rules of such a game be? Would they be similar to the laws of nature as currently understood? Or perhaps it is only la comédie designed as a theatre play? Critical approaches to gami'cation are vitally needed, not only to understand how present so- cieties are transforming, but also to know how to react. We hope that the essays in this volume can contribute to the debate. 8 LET’S PUT PROGRAMS IN OUR MINDS. THE IDEOLOGY OF GAMIFICATION. CASE STUDY OF HABITRPG Jarosław Kopeć This text explores and attempts to interpret gamification as a trend aiming at infilt- rating society with the ideology of algorithmisation. Applications for gamification of particular parts of everyday life (wealthiness, sex, work, habits) are employed as cases for study. The main case, HabitRPG, is interpreted as gamification in its purest form; therefore it stands as the core example for interpretation of gamification’s ideology. Introduction Gami'cation is a phenomenon deserving of critical approach as it becomes more and more popular and is often discussed in an overtly positive manner. In the following text I make an attempt to discuss and interpret it using certain methodological approaches based on Latour’s (2005, 2009), Chun’s (2005) and Manovich’s (1999) writings about how humans and non-hu- mans interact to build a common collective. I see gami'cation as a dangerous phenomenon and I try to analyse its ideology. First, I recon- struct basic concepts, which are important for my argument. Having done that, I proceed to discuss particular cases of gami'cation, namely Endomondo, iKamasutra, Life is a Game, and the main case, HabitRPG. In the 'nal remarks I tie my thoughts together and present my inter - pretation of the phenomenon of gami'cation: gami'cation is about programming humans’ consciousnesses and is an aspect of the projection of computer ontology onto culture itself (Manovich, 1999). The ludic MM&As and what theY all mean Matthew Fuchs (2012) de'nes gami'cation as “penetration or in'ltration of social sectors” by “game-design elements”. The best way to study this process is by studying the interfaces, be- cause they are the places where games and players meet. It is not so much computer hardware or the computer’s software, and to a dis - putable amount only the user, that determines direction and pace of gamifica- tion, but in the first instance the interfaces that mediate in between human and machine (Fuchs, 2012). The interfaces are the mediators between (wo)men and machines. Although Fuchs is referring to videogames, his concepts are also usable when describing systems closer to other kinds of games. In this text I will not go deeper into this issue but will limit myself to cases from the audiovisual segment of games. Fuchs understands interfaces as material objects used for communicating with machines, such as gamepads, keyboards, or cameras used for tracking a player’s movement. But he also notes that “playfulness can never be owned by the object alone”. He uses the example of LEGO bricks thrown in front of a person in an Egyptian temple in 2000 BC, imagining