{"id":2561,"date":"2018-12-10T10:00:03","date_gmt":"2018-12-10T09:00:03","guid":{"rendered":"http:\/\/www.politicseastasia.com\/staging\/3558\/?p=2561"},"modified":"2018-12-09T15:54:46","modified_gmt":"2018-12-09T14:54:46","slug":"the-politics-of-gamification","status":"publish","type":"post","link":"https:\/\/www.politicseastasia.com\/staging\/3558\/studying\/the-politics-of-gamification\/","title":{"rendered":"The Politics of Gamification"},"content":{"rendered":"<h2>A Discussion with Students at Leiden University<\/h2>\n<p>Games are powerful. They create a sense of flow, motivate us, and reward us. In short, they <a href=\"https:\/\/medium.com\/@amyjokim\/what-makes-games-so-engaging-2a06ca3eadf1\" target=\"_blank\" rel=\"noopener\">engage us like few other activities can<\/a>. Rarely do our work tasks, household chores, education assignments, or physical exercises stimulate similar levels of engagement. It is then hardly surprising that the power of games has inspired educators, researchers, entrepreneurs, tech designers, politicians, and many other \u2018serious\u2019 folks to deploy gamic elements to motivate behaviour. Such &#8216;gamification&#8217; practices take their cues from video games, table-top games, and gambling. They frequently use point systems, levels, and badges as rewards, and they dip into fantastic worlds and creative character development to try and change behaviour. Gamification, so the hope, will make employees more efficient. It will help retain customers longer, prompt students to learns more effectively, and inspire citizens to fulfill their civic duties.<\/p>\n<p>The idea of gamification has inspired no small amount of optimism. Echoing the kind of solutionism that Silicon Valley entrepreneurs are famous for (see Morozov 2013 for a critique), advocates frequently celebrate gamification as a fix to modern social problems. Jane McGonigal (2011: loc351), for instance, makes a spirited case for how gamification can help us change the world:<\/p>\n<p>&#8216;&#8230;if we take everything game developers have learned about optimizing human experience and organizing collaborative communities and apply it to real life, I foresee games that make us wake up in the morning and feel thrilled to start our day. I foresee games that reduce our stress at work and dramatically increase our career satisfaction. I foresee games that fix our educational systems. I foresee games that treat depression, obesity, anxiety, and attention deficit disorder. I foresee games that help the elderly feel engaged and socially connected. I foresee games that raise rates of democratic participation. I foresee games that tackle global-scale problems like climate change and poverty. In short, I foresee games that augment our most essential human capabilities\u2014to be happy, resilient, creative\u2014and empower us to change the world in meaningful ways.&#8217;<\/p>\n<p>Changing the world in fun ways \u2013 that is a lofty promise indeed. And yet not all students of gamification are as positive about its social effects. Ian Bogost famously claimed that \u2018<a href=\"https:\/\/www.theatlantic.com\/technology\/archive\/2011\/08\/gamification-is-bullshit\/243338\/\" target=\"_blank\" rel=\"noopener\">gamification is bullshit<\/a>\u2019 \u2013 that it is \u2018a grifter\u2019s game\u2019 aimed at manipulation and exploitation. Others relate gamification to the near ubiquitous algorithmic surveillance practices that characterize our societies; these critics argue that powerful actors use gamified techniques as methods of social engineering. As Casey O\u2019Donnel (2014: 355) puts it: \u2018Why simply surveil when you can shape or influence those being surveilled to behave\u201cproperly\u201d?\u2019<\/p>\n<p>This week\u2019s debate with graduate students at Leiden University will unpack the complex topic of gamification and look at it from two angles. First, we will move the discussion to the East Asian context: what can East Asian gamification practices tell us about the phenomenon? For instance, much of South Korea\u2019s mobile communication integrates gamified elements, raising questions about how such elements <a href=\"https:\/\/www.researchgate.net\/publication\/305722082_The_Gamification_of_Mobile_Communication_in_Seoul_South_Korea\" target=\"_blank\" rel=\"noopener\">crowd out the subversive potential of play<\/a>, and how they might <a href=\"https:\/\/www.researchgate.net\/publication\/292074052_The_Gamification_of_Mobile_Communication_among_Young_Smartphone_Users_in_Seoul\" target=\"_blank\" rel=\"noopener\">reproduce existing power structures<\/a>.<\/p>\n<p>Meanwhile, Japan has long been at the forefront of intelligent game design. Over the past decades various enterprises in Japan have built innovative gamic mechanisms into their digital offers. The <a href=\"https:\/\/www.webintravel.com\/let-gamification-begin\/\" target=\"_blank\" rel=\"noopener\">Japanese tourism industry<\/a> is a good example of this, but so are the activities of, for instance, Coca Cola\u2019s Japan division or of Japanese retailer Muji (game designer Kenji Ono has <a href=\"https:\/\/www.kocca.kr\/knowledge\/seminar\/__icsFiles\/afieldfile\/2012\/09\/07\/b0gmyBO53ffN.pdf\" target=\"_blank\" rel=\"noopener\">compiled a range of examples<\/a>). How do innovations in Japan\u2019s gaming industry connect to such practices?<\/p>\n<p>Finally, gamification is also <a href=\"https:\/\/www.warc.com\/content\/paywall\/article\/admap\/the_growth_of_gamification_in_china\/105889\" target=\"_blank\" rel=\"noopener\">on the rise in China<\/a>, where companies like <a href=\"https:\/\/www.fastcompany.com\/3065255\/china-wechat-tencent-red-envelopes-and-social-money\" target=\"_blank\" rel=\"noopener\">Tencent<\/a>, <a href=\"https:\/\/agate.id\/asian-gamification-examples\/\" target=\"_blank\" rel=\"noopener\">Baidu, or Alibaba<\/a> have baked game-like features into their platforms. An open question remains how such examples might inspire the Chinese state to gamify parts of the social credit system it is working on \u2013 a topic that has caused much <a href=\"https:\/\/www.independent.co.uk\/news\/world\/asia\/china-has-made-obedience-to-the-state-a-game-a6783841.html\" target=\"_blank\" rel=\"noopener\">hysteria in foreign reporting<\/a>, even as China scholars are trying to intervene into the debates with <a href=\"http:\/\/sciencenordic.com\/china%E2%80%99s-social-credit-system-really-dystopian-si-fi-scenario-many-fear?fbclid=IwAR1efHn_YVodkhp19oySYzrHpMdV46E0XdCizSORJKd8LeeYm5YnQ36ZuRg\" target=\"_blank\" rel=\"noopener\">more nuanced arguments<\/a>. What can we learn about gamification from these complex East Asian examples and from the controversies they have inspired?<\/p>\n<p>Secondly, the participants of this debate experienced gamification first-hand, throughout the past semester. In my course \u2018The Politics of Digital East Asia\u2019, I have used gamified elements to change the learning environment. This exposed participants to the kind of mechanisms that we now increasingly find in social media, e-commerce, and e-government. What was it like, to be awarded \u2018experience points\u2019 rather than traditional grades? Did anything meaningful change when assignments became \u2018quests\u2019, and when participants could decide for themselves which quests to pursue and which to ignore? Can gamic elements inspire learning and reduce the fear of failure that so frequently characterizes higher education, or are these elements simply window dressing? Can the experience of gamified learning heighten our awareness of algorithmic surveillance and the incentives that govern information societies, or is gamification in education merely a subtle and potentially sinister way to socialize learners into neoliberal value systems that emphasise personal responsibility, efficiency, and competition?<\/p>\n<p><a href=\"http:\/\/www.politicseastasia.com\/staging\/3558\/wp-content\/uploads\/2018\/12\/Gamification_TermPaper_400x300.jpg\"><img decoding=\"async\" class=\"aligncenter size-full wp-image-2566\" src=\"http:\/\/www.politicseastasia.com\/staging\/3558\/wp-content\/uploads\/2018\/12\/Gamification_TermPaper_400x300.jpg\" alt=\"Gamification Term Paper Leiden\" width=\"640\" height=\"480\" srcset=\"https:\/\/www.politicseastasia.com\/staging\/3558\/wp-content\/uploads\/2018\/12\/Gamification_TermPaper_400x300-200x150.jpg 200w, https:\/\/www.politicseastasia.com\/staging\/3558\/wp-content\/uploads\/2018\/12\/Gamification_TermPaper_400x300-300x225.jpg 300w, https:\/\/www.politicseastasia.com\/staging\/3558\/wp-content\/uploads\/2018\/12\/Gamification_TermPaper_400x300.jpg 640w\" sizes=\"(max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p>Join us in the comment section to explore these exciting issues surrounding play, games, and gamification.<\/p>\n<h3>References<\/h3>\n<p>McGonigal, Jane (2011), <em>Reality Is Broken: Why Games Make Us Better and How They Can Change the World<\/em>. New York: Penguin Books.<\/p>\n<p>Morosov, Evgeny (2013), <em>To Save Everything, Click Here: The Folly of Technological Solutionism<\/em>. New York: Public Affairs.<\/p>\n<p>O&#8217;Donnell, Casey (2014), &#8216;Getting Played: Gamification, Bullshit, Rise of Algorithmic Surveillance&#8217;. <em>Surveillance &amp; Society<\/em>, 12(3), 349-359.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A Discussion with Students at Leiden University Games are powerful.  [&#8230;]<\/p>\n","protected":false},"author":1,"featured_media":2565,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"image","meta":{"nf_dc_page":"","footnotes":""},"categories":[45,46,50,49],"tags":[43,62,212,67,321,319,60,320,323,322,324],"class_list":["post-2561","post","type-post","status-publish","format-image","has-post-thumbnail","hentry","category-research","category-studying","category-theories","category-vispolcom","tag-china","tag-digital-media","tag-digital-technology","tag-east-asia","tag-games","tag-gamification","tag-japan","tag-korea","tag-neoliberalism","tag-play","tag-surveillance","post_format-post-format-image"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The Politics of Gamification - Politics East Asia<\/title>\n<meta name=\"description\" content=\"Gamification is changing how we behave in complex information systems. 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In this debate, our grad students at Leiden will discuss gamification in East Asia.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.politicseastasia.com\/staging\/3558\/studying\/the-politics-of-gamification\/\" \/>\n<meta property=\"og:site_name\" content=\"Politics East Asia\" \/>\n<meta property=\"article:published_time\" content=\"2018-12-10T09:00:03+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/www.politicseastasia.com\/staging\/3558\/wp-content\/uploads\/2018\/12\/Gamification_950x480.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"950\" \/>\n\t<meta property=\"og:image:height\" content=\"480\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Florian Schneider\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Florian Schneider\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"5 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/studying\\\/the-politics-of-gamification\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/studying\\\/the-politics-of-gamification\\\/\"},\"author\":{\"name\":\"Florian Schneider\",\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/#\\\/schema\\\/person\\\/a140bd5ce2c4c52fdeb2b628bc80a1bb\"},\"headline\":\"The Politics of Gamification\",\"datePublished\":\"2018-12-10T09:00:03+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/studying\\\/the-politics-of-gamification\\\/\"},\"wordCount\":911,\"commentCount\":77,\"image\":{\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/studying\\\/the-politics-of-gamification\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/wp-content\\\/uploads\\\/2018\\\/12\\\/Gamification_950x480.jpg\",\"keywords\":[\"China\",\"digital media\",\"digital technology\",\"East Asia\",\"games\",\"gamification\",\"Japan\",\"Korea\",\"neoliberalism\",\"play\",\"surveillance\"],\"articleSection\":[\"Research\",\"Studying\",\"Theories\",\"Visual and Political Communication\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/studying\\\/the-politics-of-gamification\\\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/studying\\\/the-politics-of-gamification\\\/\",\"url\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/studying\\\/the-politics-of-gamification\\\/\",\"name\":\"The Politics of Gamification - Politics East Asia\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/#website\"},\"primaryImageOfPage\":{\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/studying\\\/the-politics-of-gamification\\\/#primaryimage\"},\"image\":{\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/studying\\\/the-politics-of-gamification\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/wp-content\\\/uploads\\\/2018\\\/12\\\/Gamification_950x480.jpg\",\"datePublished\":\"2018-12-10T09:00:03+00:00\",\"author\":{\"@id\":\"https:\\\/\\\/www.politicseastasia.com\\\/staging\\\/3558\\\/#\\\/schema\\\/person\\\/a140bd5ce2c4c52fdeb2b628bc80a1bb\"},\"description\":\"Gamification is changing how we behave in complex information systems. 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