Gamication - a valid concept or a marketing buzzword? Lukas Gartlehner 6. Jan. 2015 Abstract In this paper the term of gamication is discussed by taking a closer look at game mechanics and best practices in gamied application design. The roles of Flow and immersion in game design and its impacts on motivation are explored. Furthermore the eects on intrinsic motivation and potential unethical use of gamied application are discussed in detail. 1 Introduction By now the term of gamication has reached mainstream media. With this change, the discussion on how to make use of it takes place not only in academic literature but also in common newspaper-magazines [1]. Although this term is now widely used, the conception of what gamication actually is varies with the context it is used in. One of the goals of this paper is to discuss the use and misuse of the term itself. Therefor the denition of gamication and its connection to games and game mechanics has to be looked upon. This will make it necessary to take a closer look on what games are and why they have a unique eect on human behavior. Furthermore, also the question of suitable contexts for gamication will be of interest. For that reason comparisons between the trends in self quantication will be investigated. Also the questions if gamication leads only to extrinsic motivation and what this could mean for gamied applications will be discussed. However, the overall question of this paper will be if gamication is a sound concept of design or just an overused marketing buzzword. 2 What is gamication? When the origin of the term gamication is discussed the name Nick Pelling usually comes up. Nick Pelling is the alleged inventor of the term itself. In 1981 he wrote his rst computer game [2], but his career path led him to working in the eld of business analysis and embedded systems. In 2003 he founded his own consulting company, named Conundra Ltd., which focused on making 1 user interfaces easier and more user friendly. The core idea behind this model of consulting was to design processes that were more eective by making the user experience fun. The targeted market, however, was mainly the interface design of hardware devices (e.g. mobile phones, vending machines or in-ight video) [3]. For the Gamicatoin World Congress of 2014 Nick Pelling was interviewed on his status as father of the term 'gamication ' and further on how the general understanding of gamication has changed. In this interview Pelling states 'Gamication' is clearly a word that gets used to describe multiple game-related trends all at the same time: digital is merely one strand of many. [4] This coming from the inventor of the term itself, who in his early work focused on gamied development of hardware interfaces, shows how the general understanding of the term has shifted. Furthermore this could mean that gamication as an idea is not bound to a digital medium, making it possible to use its mechanism in a real-world context. However, to dene a suitable gamication context it is necessary to rst nd a denition of the term itself. 2.1 Denition Sebastian Deterding proposes a very general denition of gamication when he says gamication is the use of game design elements in non-game contexts [5]. To further clarify his proposed denition he then tries to describe in detail each element of this denition. Games use specic rules, competition or specied goals as core elements. Furthermore, games do not have the constraint of being digital. Deterding further tries to describe game elements by their properties, but underlines the diculty of discriminating games from artifacts with game elements. He points out that the dierence between playing and using such is often set by a negotiated perception and is therefor not given by aordance. He also assumes that games are used primarily for the purpose of entertainment, from which we can derive that a non-game context can be every potential context that is not focused on entertainment. For the exploration of the term design, Deterding proposes to look at ve levels of abstraction. 1. Interface design patterns 2. Game design patterns or game mechanics 3. Design principles or heuristics: guidelines for approaching a design problem or evaluating a design solution. 4. Conceptual models of game design units 5. Game design methods [5] From Deterdings attempted denition of the vague idea of gamication we can derive several ideas. One being the already implied thought of Nick Pelling not to limit gamication to the domain of digital games. Another interesting point is the question of context. Since virtually every context aside entertainment is possible, the context itself holds no limitation. As a result it is necessary to nd other limiting constraints to rene the understanding of gamication. This means the question at hand is what makes a game a game. Which leads directly to the already mentioned goals and rules that most games consist of. If we think of any popular board game we could 2 try to subtract all given elements of the game one by one. If we remove a single element and the game is not playable anymore, it must be a vital part of the game design. To decipher what makes games playable it is necessary to nd and to describe these elements. 2.2 How games work Contrasting Deterdings 5 levels of abstraction for design in games Gabe Zichermann proposes the MDA Framework as a method of understanding game design. In this framework the letters MDA stand for: • Mechanics • Dynamics • Aesthetics He describes the mechanics as functioning components that allow the designer to guide the players actions, dynamics as the interaction of the player with the underlying mechanics of the game and aesthetics as how the player feels during the game. He further points out that mechanics and dynamics are, in certain cases, interchangeable [6]. Compared to the abstraction model of Deterding, Zichermanns MDA Framework provides only a rough classication for elements of game design. However, both ways of looking at game design point out the importance of game mechanics. In his article Dening Game Mechanics Miguel Sicarts approach is that Game mechanics are methods invoked by agents for interacting with the game world. [7] In his attempt to nd a denition for game mechanics, Sicart points out that in a practical game context it is often hard to distinguish between the game and the mechanics of the game. But he further states [...] it is possible and useful to understand game mechanics as dierent from game rules, and in that understanding, we can more clearly describe how games can be designed to aect players in unprecedented ways.[7]. So although Zichermann points out that game mechanics and game dynamics are often interchangeable, Sicart states that it is important to nd denitions for elements of game mechanics, since this helps us to understand how and why games work. 2.3 Game mechanics construction kit The website Techcrunch published an article about the alleged Zynga Playbook [8]. Zynga developed the game Farmville in 2009 and managed to keep 35 million people playing monthly just two months after its release [9]. This socalled playbook is a collection of game dynamics terms, although game dynamics might be interchangeable with game mechanics for most of the terms on the list. Many of the terms listed in this playbook can be found on other sources [10] as a guideline on how to implement social games and gamied applications. Zichermann gives a more general overview on tools to implement game mechanics and uses the categories Points, Levels, Leaderboards, Badges, Challenges 3 and Quests, Social Engagement Loops, Customization and Dashboards as the core tools for gamication ([6], Chapter 4). Points A very simple concept of motivation is to give the user points for successful actions. The term on the Zynga list that ts the most would be achievement. This incentive can be found in most of all games since it gives a quantication of accomplishment and allows comparison of individual gameplay with others. Levels The term Progression Dynamic of the Zynga playbook describes best what levels are about. The user should have the feeling that his playing leads to a certain development of the game as a whole. The practical implementation can go from a classic jump-and-run leveldesign where each level represent a world full of obstacles to overcome or it can be represented by the level of a character in a role playing game. Either way, the implementation of levels represents a progression over time. Leaderboards Zichermann describes two types of leaderboards. The no-disincentive leaderboard that shows the players name in the middle of the leaderboard, even if that is far below the top ranks. Further he describes the innite leaderboard, that allows the user to switch between various views, showing the accomplishments of friends, the ranks close to the personal score and the ranks of the top players, letting the user decide what he wants to see. Disregarding the actual implementation, the core idea of leaderboards is to enforce the terms pride and status, to use terms of the Zynga playbook. The user should gain motivation by entering a competition, even if the game itself is played in single-player mode. Badges Badges, or equivalent rewards such as top-contributor lists that are used to recognize a user's contributions on a site [11]. The online question and an- swer forum stackoverow.com is an example for a well working badge system. Users will get badges for helpful answers, depending on factors like frequency, acceptance and amount of answers given [12]. In ([6], Chapter 4) Zichermann points out that the term badge in the context of showing an achievement can also be found in the automotive industries, where the class and price of a car can be seen by looking at the small plate on the rear of the car, which is also called badge. Furthermore, structures of visible achievement in the Boy Scouts or the Military are also based on such a reward system. The badge obviously is a concept that preexisted long before digital incentives took advantage of the 4 term and concept. The idea, however, remains the same. Make contributions visible to create dierences in status and encourage others to contribute as well. Challenges and Quests Both terms dene mostly the same idea, which is to reach a certain goal. According to [10] challenges rely on a given time limit in which a certain goal has to be reached or on a competition, as opposed to Quests that oer some kind of a journey towards the goal that has to be reached. However the details of these term may vary, both rely on the idea of a given task that has to be accomplished in order to proceed. In many games this is a way to ensure a story will be told by leading the player from one point in the game world to another. Furthermore, this also works well in combination with the concept of levels. The accomplishment of a quest can be a necessary prerequisite for entering another level in the game. Cooperative Quests play a special role in games that rely on social embedding. If a game is played by a community of people, quests can be designed so they can only be completed by several players working together ([6], Chapter 4) . This raises the motivation for the individual to be part of the team, since only the combined contribution of several players will allow the group to accomplish the task. Social Engagement Loops Gabe Zichermann describes the concept of social engagement loops as a possibility to build up long term commitment to a game or an application. This means that in the design process of an application this kind of usage has to be taken into account. The question is not just how does a user interact with the system, but how can the design motivate the player to come back. Zichermann describes that this can be accomplished by a motivating emotion which leads to re-engagement. This emotion is then triggered by a social call to action. His example is the message service Twitter, that by letting the user know his or her previous posts were mentioned by other users, trigger this re-engagement. ([6], Chapter 4) The idea of appointments that have to be kept in order to succeed can be an implementation of both social engagement loops as well as cooperative quests. The players have a certain obligation to keep up their engagement, since other depend on their participation. This is a concept that multiplayer online games often use, but that also works in a social gaming and gamication context [10]. Customization The aspect of customization is the only item in Zichermanns list that has no direct counterpart in the Zynga Playbook. Customization is implemented in an application to give the user the possibility to change their account specic details, whether it is an avatar or a landing page, to make it more personal. 5 As a result the user is more likely to be commited to his or her personal page, since time was invested to create something that reects the own personality in a certain way. A common and very easily implemented method is to allow the user to add a custom header image to a users page. But Zichermann also points out that it is important not to overwhelm the user with to many options to congure their proles or avatars. 3 Gamication Best Practices After laying out the groundwork for gamied applications we now have a denition of tools that can be used to add game like behavior to non game applications. To make it clear how these tools can be implemented, we take a closer look on some successful products that claim to be gamied. The projects listed in this section are chosen to exemplify how diverse the purpose and target audience of such a product can be. Each project is described and further briey analyzed regarding the game mechanics that can be found in the implementation. 3.1 TM Meter Health Sciences - Bayer's Didget In 2010 the pharmaceutical company Bayer released the socalled Didget Meter. This device is supposed to help diabetes patients to monitor their blood glucose levels. The device is a standalone testing unit, but it oers the possibility to connect with a Nintendo DS handheld gaming device. [13] Connected with this device it acts as a game that integrates the testing of blood into the gaming experience. The overall idea of this device is to make it easier for children with diabetes type 1 to monitor their blood levels [14, 15]. As the platform that is used to host the game is a dedicated gaming device, the aordance of the device itself (pushbuttons, steering cross) implicates that this is a game and it is very likely that children playing with this device will recognize it primarily as such. The game itself is an adventure game that allows the player to walk around with an avatar and complete quests by challenging opponents. If the device is used without being connected to the Nintendo DS, it logs each test of glucose levels throughout the day. Both the game and the device can be used independently. But by uploading a well maintained log history extras in the game can be unlocked. These are minigames and prizes for the avatar [16]. 6 Figure 1: Bayer Didget - as standalone device and connected to the host (Nintendo DS) [13] Obviously by adding tasks into the game that have to be completed by the player the aspect of challenges and quests, as mentioned in 2.3, are integrated in this concept. Furthermore by adding points, achievements and bonuses (minigames) the mechanism of reward for consistent play is implemented quite clearly. What makes this device so interesting in terms of gamication is that it uses a game platform to piggyback a pharmaceutical device. Often the topic of gamication is approached by adding a game layer to a regular, non-gamied application. In this particular case the game device preexists the gamied application and is used as a host that allows the user to approach a serious topic in a less serious, maybe even fun, way, thus reframing the context of use . 3.2 Sports - Nike+ and Runtastic Achievement is an integral part of sports and therefor several companies have tried to improve their business models by providing a gamied view on these achievements. The companies Nike and Runtastic are amongst the most successful ones in terms of active users, but also in terms of creativity, by creating a wide variety of devices and software applications to supplement these goals. Nike + The sportswear manufacturer Nike has started the Nike+ product eld in 2006. The rst product series featured a sensor integrated into the shoe that was able to connect wireless to an iPod. This combination of technologies enabled the user to log the distance traveled in each run and allowed to upload that 7 data to an online account, providing statistical information about the training. To calculate the consumption of calories, the average pace for a run or the overall distance traveled per week can be considered as important information for enhancing the training. Later developments feature the socalled FuelBand, which is a wristband equipped with sensors to measure movement and provide information for a wider range of athletic activities (e.g. aerobic) where the mere information about distance traveled is not sucient [17, 18]. But the connection to an online community can be seen as a new feature with the very distinct purpose to maintain or even enhance the level of motivation and dedication that the users have towards their sport. Figure 2: Nike+ Community Site - listing achievements of user from all over the world [18] Since Nike claims to have more than 11 million active users in their community [19], this program is widely used as a proof for the success of gamication. This community allows users to set goals for themselves, to earn achievements or to simply log the distance covered. The Nike+ website features live tick- ers that show combined global statistics of this community, like the worldwide amount of calories burnt. The combination of social engagement, challenges and leaderboards can be implemented in this context easily since sports in real life communities works on the same principles - who participates in the training sessions, who improves the most, who will win the next competition? Those are the questions a trainer or teammate would ask another member of the team in order to reinforce the motivation to achieve a certain goal. Asking those questions in an online community seems to have a similar eect. Runtastic A dierent approach on using game mechanics in the context of athletics was taken by the Austrian company Runtastic. The product with which this company entered the market was a smartphone App that allowed the users to mon- 8 itor and evaluate their runs. However, the product portfolio of the company developed in a similar direction as the portfolio of Nike+. One part is the strong integration of online communities and social networks. The app allows the user to share details about their runs on Facebook and other social media sites. The idea of competition, leaderboards and social engagement is also immanent in the design of Runtastic products. Another similarity with Nike+ is that Runtastic added customized hardware, like bluetooth heartrate monitors and wristbands, to their product series [20, 21]. Of course this is a business decision that does not directly correlate with the idea of gamication, but since the examples of Bayer and Nike also use custom hardware, it seems that the use of hardware artefacts oer a higher user acceptance. We may assume that those artefacts are cut out to be used for a very special purpose and therefor these devices are not only recognized as the small computers they are, but become toys in a game that is embedded in the users reality. This approach of design plays with the users expectation. In the Didget Meter a dedicated gaming device is used to put medical treatment into another context, in the context of sports the additional hardware is used to provide sensor data. The sensor hardware could also be tted into a little black box, but instead wristwatches and shoes are used because, for most sports, they are already part of the known context. 3.3 Research / Crowdsourcing - EteRNA The publicly funded EteRNA project, in the contrary to the previously mentioned examples of gamied applications, does not make use of any special purpose hardware. Developed by the Carnegie Mellon and Stanford University, this online game lets players build RNA chains by clicking onto molecules and changing their type and combination. The game is built as a simple puzzle, there is a desired outcome for each level and the user can play around with the structure in order to complete a task. What makes this application special is that the data generated by the players will be logged and is actually used in research. Many RNA transformations are complex to render by an algorithm, but human users may see an intuitive, easy solution that can not be calculated by a deterministic algorithm [22]. 9 Figure 3: EteRNA - Solving RNA design problems as a puzzle [22] The fact that this existing problem can be reframed in a game context that easily, lies in the structure of the problem itself. This is already a puzzle, so the game mechanics are already there. The problem in implementation is on the level of useability, because the knowledge required to fully understand problems of RNA design is quite high, but the actual task of solving an isolated design problem is not bound to this knowledge. EteRNA is also an example of a very fair implementation of a gamied application, since the player is not a potential customer that has to be tied to a brand, but the player is oered a free game in exchange for the data that is generated while playing. But EteRNA also makes use of the same mechanics and dynamics that the previously discussed products do. EteRNA oers a wide selection of challenges that allow the user to earn points according to the level of diculty. After each completed level the position on a leaderboard for the players solution is immediately listed and the game also oers a connection to the players Facebook account. 3.4 Education - Treehouse Similar to sports the cultural perception of education is widely associated with achievement and progress. So these already existing dynamics can be used to enforce the motivation of students to reach a certain goal. Treehouse is a browser based eLearning tool that oers training for IT and business related topics. The topics are called tracks and each track has several stations that mark a level of comprehension of a topic. 10 Figure 4: Treehouse - eLearning enhanced with levels and skillpoints [23] These tracks are similar to the quests a player completes in a game. In the course of a track the user can gain achievements, which are implemented as badges and underline his or her learning curve. In this case the process of learning new skills is reframed into a game by putting rules in place that lead the student from one level to the next [23]. In this approach the motivation of reaching a certain level of prociency is already existing, the goal is to focus this motivation towards a visible improvement, which is done by the game mechanics of levels. 3.5 Productivity - The Email Game This gamied application clearly stands out in comparison to the applications discussed so far. The Email Game focuses on the very trivial problem of many unanswered emails in the users inbox. The program itself can be integrated into existing Gmail mailclients. By answering, archiving or deleting mails before time runs out, the user gets rewarded with points, which act as incentives for higher productivity. A timer counting down from 3 minutes implements the game mechanic of a challenge in this scenario [24]. Figure 5: The Email Game - award users with points for clearing the inbox 11 The context of answering Emails has no elements of a game hidden that the application can build upon. The mere addition of a counter to the inbox adds an element that we know is being used in many games, but awarding points for being fast at any given task is a very crude approach to this topic. This application poses questions that are of relevance for the overall discussion about gamication. The rst one being is it possible and furthermore desirable to add game mechanics to every topic, no matter how mundane, just to improve motivation? After all people are motivated to achieve certain goals because they set those goals for themselves. But what happens if every part of daily life is split up into goals, how will this aect the individual perception of goals that are worth to be working towards? The other question that arises in this specic example is if the task of answering mails is positively aected by this tool. Of course the productivity can be measured easily by looking at how many Emails are answered in a certain time period. But the quality of this work can hardly be measured. In case an Email contains inconclusive content because it is answered in a hurry, this can lead to unnecessary followup conversations. Clearing the inbox in a rush could also lead to misinformation or inadequate deletion of conversations. It is quite unclear if this gamied application is an improvement in its eld. 3.6 Recruitment - America's Army On the outskirts of the spectrum of gamication lies a game produced and published by the U.S. Army. America's Army is a 3D shooter like many others, a tactical infantry combat simulation that puts the player in the role of a soldier. In the missions of America's Army the objectives are to retrieve stolen materials, secure buildings or deal with an ambush that targets your group. The website of America's Army features a leaderboard for all-time highscores and free to download comics that complement the game experience [25]. Figure 6: Americas Army, leaderboards and free comics on the website to encourage participation in the game community [25] None of this is exceptional in any way, since the genre of shooters is full of titles that claim to provide realistic battle experience. But in this specic case the purpose makes the dierence. Since the game is published for free on the popular gaming service Steam [26] it gets a certain attention in the gaming community. According to the U.S. based statistical company Statista 29% of 12 gamers are below 18 years of age, another 32% are at least younger than 35 years [27]. Furthermore 52% of all gamers in the U.S. are male [28]. It comes as no surprise that among the people playing computer games the share of young people is higher and further that there is a slightly higher percentage of male gamers. This of course is a very good match for the target group of the armed services recruitment, but as a result this also arises questions of ethics. If children and young adults play army simulations with an online community that ranks the best soldiers in a leaderboard, their perception might be that they play a rst person shooter like any other. But by using the online community that ranks the best soldiers in a leaderboard and has a direct link to www.goarmy.com, the recruitment platform of the U.S. Army, they might be more susceptible to be urged into a career in the armed forces. Is it justied to use motivational enhancement of such kind to lead young people towards such decisions? Of course emotions like power and excitement have always been used by military recruitment in order to inspire young people, but a rst person shooter adds an uncomfortable amount of belittlement of violence to this idea. 4 Why games reinforce motivation The discussion so far focused on how game mechanics can be applied to various contexts. So the questions asked were if gamication can be applied in any domain, if it is desirable in terms of quality of services and overall in terms of moralities. But since many companies are willing to invest in gamied applications it seems necessary to ask why these methods help to increase motivation. Why most people enjoy playing games is a question for psychological studies and will exceed the scope of this paper. However, certain aspects of that question will be discussed in this section. 4.1 Immersion and Flow Based on the work of Mihaly Csikszentmihalyi the term of Flow [29] is quoted many publications that try to explain why playing is part of human nature and why it has such unique eects on the human perception. Flow describes a state of mind that is focus on a certain activity with full of involvement and enjoyment. According to Csikszentmihalyi's book it is an essential part of human nature to be active and involved. Contrary to what we usually believe, moments like these, the best moments in our lives, are not the passive, receptive, relaxing times - although such experiences can also be enjoyable, if we have worked hard to attain them. The best moments usually occur when a person's body or mind is stretched to its limits in a voluntary eort to accomplish something dicult and worthwhile. Optimal experience is thus something we make happen. [29] This idea of Flow has become inuential for studies that take a look on computer games and their immersive characteristics. So the terms immersion and Flow are closely related when it comes to virtual environments. Brown and 13 Cairns [30] worked towards a denition of the vaguely dened term of game immersion. They conducted interviews with gamers and built up on existing denitions of immersion. Although a clear, short denition could not be found in their research, their work is driven by the question of how much a gamer can be present in the virtual environment of a computer game. They dened 3 stages of involvement that are • Engagement • Engrossment • Total Immersion In the level of engagement the player is willing to concentrate on a certain game or matter. If the player learns the rules of a game and invest a certain amount of time, he or she gets engaged in the game. If the immersion gets more intense, the engagement becomes engrossment. In the stage of engrossment the combined game elements have a direct eect on the players emotions. In the third stage, the total immersion, a player is present in the game. The participants in Brown and Crains study described this stage as (...) being cut o from the world you actually inhabit [30] . So the immersive character of games is the reason why playing a game can create a fullling emotional experience. In an ideal design and setup the gamers are almost disconnected from their physical reality and become part of the simulated environment of the game. But while immersion describes how involved a gamer is while playing a game, Flow describes the level of positive excitement that encourages the gamer to engage further in the game. Figure 7: B. Cowley et al., the USE schema as an attempt to dene how the user experience is interconnected with ow and immersion [31] 14 B. Cowley et al. proposed the USE framework in order to identify the elements that add up to a game experience that establish this Flow. In this framework the system segment is the hardware and software aspects of the game. For the Nike+ wristband this would be the wristband itself but also the software on the device and also the server software that enables the user to connect with other Nike+ users. The examples of Treehouse or The Email Game might not have dedicated hardware, but the use of standard hardware would put mouse and keyboard in system segment. The user segment of this framework points the interesting fact that even if someone plays the same game in a similar context and setting the individual experience will most likely be dierent for each person. There are various topologies on how to categorize players by their way of playing and their expectations towards a game. In [31] the four groups mentioned are the conqueror, the manager, the participant and the wanderer. While the conquerors prole is dened by win-at-all-costs, the manager is driven by the details of the logistics of a game and driven by the development of better skills. The wanderer, on the contrary to both the conqueror and the manager, is motivated by the enjoyment of the game and seeks a fun experience. The participant, in this denition, enjoys the social component of games and the involvement in an alternate world. badgeville.com., a gamication wiki, classies individuals into four player types, namely achievers, explorers, socializers and killers. While the denition of the achiever seems to overlap widely with the denition of the conqueror, the other groups are only partial matches. The killer, however, has no equivalent in Cowleys framework. But the human behavior is by far to complex to be put into four types of patterns. The user segment in this framework is important in order to create the awareness that not all methods can be applied with the same impact on every targetgroup. It will, however, not be enough to get a comprehensive image of the potential audience. In the USE framework the experience segment is the part where immersion and ow are located. Flow, as derived from Csikszentmihalyi idea of this state of mind, is part of an experience that starts out with some kind of participation. The experience is a process that leads from participation to engagement and further to immersion. When engagement and immersion trigger each other in the right way, the player is positively excited about his or her doing and experiences Flow. [31] 15 Figure 8: Flow channel diagram, the dimensions of experience [31] What we can derive from this framework for the discussion on gamication is rst of all that one method of gamifying might not have the same eect on everyone. A positive trigger that works well for one individual might lead another player into the area of boredom or anxiety. Taking The Email Game as an example, it might work well for the productivity of many to have a ticking clock to enforce faster decisionmaking, but it is also quite possible that this is only recognized as a source of stress to others and further causes the risk of being counterproductive. Another important aspect that Cowley brings up in the USE framework is the interaction between participation, engagement, immersion and Flow. Games usually try to ease the player into the experience using intro sequences, tutorials and sidestories. Ideally this causes curiosity and leads to participation. This way the loop of engagement and immersion is started by the users initial interest. EteRNA also uses tutorials to trigger this initial interest. Of course the tutorials are also a necessity in this context, since the idea of the game has to be explained. Nevertheless this makes it easier for the user to nd interest and engage in the game. 4.2 Self-quantication and pointication Self-quantication: The act of actively or passively performing self-evaluation through test, comparison and experimentation of personal data sets gathered through information technology. [32] Sports and health sciences were already discussed in detail in the previous sections and the close proximity to the topic of self-quantication is evident. Sjöklint tried to nd evidence of change in the decision-making process due to the use of self-quantication and in her work discusses the similarities with gamication. She points out that there are two ways self-quantication is implemented, one being by the pull eect, which means the user has some degree of inuence over the data provided. The other being the push-eect, which is a passive process where the user receives numbers on his or her interface that can not be controlled. Sjöklint further describes the push eect as passive selfquantication or pointication. The term of pointication stems from gamica- 16 tion and also aims towards higher user engagement in online communities.[32] Pointication is a mere reductionist view on gamication, using only points and leaderboards to increase motivation. However, by dierentiating between push and pull eects the question arises whether and how gamication inuences the intrinsic or extrinsic motivation. In his master thesis Larsson conducted interviews with users of various running apps (e.g. Nike+) to explore how this eects the motivation of the users. In his conclusion internal motivation is needed in order to maintain an athletic training over time. But the concept of running apps is clearly based on external rewards. His interview showed that without the use of their running apps the runners would not stop their training. Al- though the intensity would maybe decrease, they would not quit their training. This indicates by implication that without a certain basic intrinsic motivation to build upon a gamied application might not be enough to sustain interest in that matter. [33] 4.3 Intrinsic motivation Do points, levels and leaderboards harm intrinsic motivation? [34] was the question that Mekler et al. based their study upon. In related work indication of negative eects on intrinsic motivation was found and therefor this hypothesis was tested in an online experiment. A simple task of adding a tag to a given image had to be completed in an online tool. The performance was measured by counting how many tags each participant added and how much time was spent doing so. One group had an online tool that featured a leaderboard, one group could collect points and another group could achieve by completing levels. The control group used a tool with no game-like incentive at all. Figure 9: Comparison of productivity for gamied and non-gamed applications [34] The productivity of the leaderboard and level users exceeded those of the users who could only gain points. For the control group the measured produc- 17 tivity was far below the other groups. But the hypothesis that the intrinsic motivation was being eected negatively could not be supported by the experiment. What is to be critiqued about this study is that it only reects short term usage of a tool. But what happens if an application that is strongly dependent on game elements is used over a long time? How will users react once the motivation eects of game elements wear o ? Zichermann, however, approaches the discrepancy between intrinsic motivation and extrinsic reward system in a dierent way. In an article on gamication.co he states that classic extrinsic rewards, which can be incentives of any kind, but above all cash incentives, work against intrinsic motivation. He further states that intrinsic motivation leads to better results when it comes to long-term engagement, but that it is hard to nd suitable triggers for intrinsic motivation, since this varies a lot between individual and may not be logical. His design approach is to combine both triggers for intrinsic and extrinsic motivation. (...) the best systems of motivational design speak to the intrinsic motivation of the user while also providing extrinsic rewards that they value that are both monetary and non-monetary (or tangible and intangible). [35] While this design approach might work quite well, it seems questionable in terms of ethics. Zichermann proposes to use external rewards to facilitate the buildup of intrinsic motivation. This design shows certain similarities to respondent conditioning and if implemented without thought reduces the human mind to a behavioristic black box. 5 Manipulation and misuse 5.1 Bernays - Propaganda It is chiey the psychologists of the school of Freud who have pointed out that many of man's thoughts and actions are compensatory substitutes for desires which he has been obliged to suppress. A thing may be desired not for its intrinsic worth or usefulness, but because he has unconsciously come to see in it a symbol of something else, the desire for which he is ashamed to admit to himself. A man buying a car may think he wants it for purposes of locomotion, whereas the fact may be that he would really prefer not to be burdened with it, and would rather walk for the sake of his health. He may really want it because it is a symbol of social position, an evidence of his success in business, or a means of pleasing his wife. [36] 1928 Edward Bernays laid out the groundwork for the decades of marketing to come. In his book Propaganda he meticulously deconstructs why people make decisions, whether it is a decision on what to buy for breakfast or who to give ones vote in the next election. As stated in the best practices section, the possible elds of application for gamied applications are not homogenous at all, so many implementations may be valid designs that improve preexisting applications. But as gamication is widely used in the context of improving productivity of employees and loyalty of customers it seems that there is a 18 tendency towards the misuse of gamication as a tool for manipulation. In the list of best practices the game Americas Army seems emphasize this tendency best, since it is a game that promotes the military recruitment by reframing it with emotions of excitement and fun. But also simple oce applications could put users under emotional stress, since a leaderboard creates not only winners. What will happen to employees if they refuse to gain more points in order to see their name in the top of the list? It is quite likely that applications will be designed in a way so they keep up the feeling of Flow during use. To keep users experience in an active loop of engagement and immersion users might become subject to manipulation by design. Adding incentives that are designed to build up intrinsic motivation step by step, to continue the thought process of Zichermann [35], could become a tool of control and in terms of a systemic view a means of centralized steering of a system. 5.2 Exploitationware In an article on gamasutra.com Ian Bogost argues that the discussion about gamication has to be reframed. One of his key arguments is that the creation of good games is a dicult task, since it is hard to specify what makes a good game. But by using the term gamication it is indicated that it is possible to add a portion of whatever makes games special to any other application, thus making it gamied. He emphasizes the importance of rhetoric in this matter, by comparing the use of the sux -ify in general. If it is possible to humidify dry air, then it is possible to gamify any kind of application, making it fun to use all of a sudden. He further points out that by the use of game mechanics in dierent context companies and organizations (...) replace real incentives with ctional ones. Real incentives come at a cost but provide value for both parties based on a relationship of trust. [35] Bogost proposes the reframing of the idea by choosing a name that reects the underlying agenda of gamication. Since fraud software is usually dened by the sux -ware (malware, spyware), the rhetorical opposition to gamication could be exploitationware [37]. 6 Discussion Although there seems to be a certain consent when it comes to the formal denition of gamication, when practical implementation are explored the frictions in the denition become quite visible. It is not always clear if an application is using game mechanics in a non-game context or if it is a game that servers a second, maybe hidden, purpose. Americas Army does not t into Deterdings denition of gamication [5] to well, but after all the game is in a way a recruitment campaign that reaches its target audience perfectly and therefor makes use of the idea of gamication. However, it is evident that in many cases the practical use of gamied applications outperforms applications in terms of productivity and loyalty. This 19 indicates that gamication will not go away any time soon and that the questions it poses have to be dealt with. The questions if it is desirable to make every dull program fun to use has an obvious downside. How will the perception of dull tasks shift once the gamied design has spread in all spheres of life? There will still be tasks that can not and will not be fun after all, and when it comes to already implemented gamied applications the eects of the game could wear of easily, making it necessary to constantly keep adding incentives to maintain motivation. Eventually this could create a new work ethic that is in constant fear that it will run out of sticks and carrots. In a larger scale gamication seems to work well in the context of new forms of communication and quantication. Joseph Vogl describes the shift in per- ception as a shift from the homo oeconomicus towards the rational fool [38]. Instead of using economic reason to make decisions that improve the individual situation, this is a model of decisionmaking that is best compared to statistical methods in heuristics. Decisions are made so the outcome is most likely to the individual advantage. This leads to politics and organizations constantly checking target groups and incentive programs to maximize their eciency. In return, individuals are constantly evaluating their own decisions. The amount of likes on a Facebook post or the amount of calories burnt in training are all unquestioned indicators that have to be maximized. The generation that is now 25+ of age grew up with videogames and leaderboards, it comes as no surprise that the same mechanics work very well as incentives for this generation. Ian Bogosts proposal to reframe the idea of gamication on a linguistic level by calling it exploitationware may be a little drastic, but could provide a valuable change of perspective. 7 Conclusion Since gamication in practical implementation is often ambiguous and consists of simple elements like points or leaderboards, it seems to be more accurate to call gamication an idea instead of a concept. Many similar concepts overlap with this idea, so in many cases pointication or quantication might be alternative terms that provide a more accurate description of the mechanics in use. The ethical dimension of gamication has to be discussed in every context of use to prevent deliberate misuse. While helping children with diabetes to check their health regularly is clearly a positive aspect of this idea, the use in other domains like military recruitment might be considered problematic or even unethical. projects. Overall, a responsible use of methods should be the goal of gamied Besides the context of use this also includes the way of implemen- tation, which means gamied applications should not be built on the ideas of classic conditioning and should not feature a hidden agenda. By deconstructing existing applications and making visible whats beneath the surface we can come to a dierentiated understanding of such applications, making it possible to nd more accurate terms like persuasive games, gameful design or even exploitationware. 20 References [1] H. Aichinger, Zocken für die Firma, 2014. [2] Retro Isle, Retro Isle - Author Spotlight. [Online]. http://www.retroisle.com/autspotlight.php?n=Nick Pelling Available: Orlando M. Pilchard [3] N. 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