
This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. Video games have come a long way, from Atari's pinging, monochromatic Pong to the garish mayhem of Grand Theft Auto and the stylish sophistication of Beatles Rock Band. And it is no longer just teenagers that are hooked, audiences both young and old can't seem to get enough. But while "video-game addict" has become a common term, are these games really physically and psychologically addictive? With video game sales in the billions and anxious concerns about their longterm effects growing louder, this volume brings something new to the discussion. It is a research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, it gets to the heart of gaming's powerful psychological and emotional allure, the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
One day I became interested in game development itself, and started reading about the psychology of why we play video games. I became fascinated by a book called "Glued to Games"[1], which looked at the question through the lens of self-determination theory. It suggested that we play games to satisfy our basic human needs for autonomy, competence, and relatedness. As I read the book, it suddenly became clear to me why I spent so many years of my life playing video games; I wasn't getting those needs satisfied anywhere else. Where would I have turned for that same fulfillment if I didn't have video games? Perhaps nowhere. In that way, games saved me. They kept me alive.
[1] https://www.amazon.com/Glued-Games-Video-Spellbound-Directio...
Point 1 is that Zichermann (who wrote Games-Based Marketing) misrepresents the research into motivation. Whether this is maliciousness or incompetence is up for debate (personally I think the latter with a dose of arrogance). You can see Deturding shred his O'Reilly book, where he goes into this in a lot of detail [1]. One point that is made in the blog post is that most people are socializers, according to Bartle player types. Nick Yee has already shown those player types to be largely useless outside of MUDs, and Bartle never claimed them to be otherwise. In addition, there is no evidence that most people are socializers, and Zichermann doesn't cite this claim. I've not been able to find anyone who's tracked down any research which shows that this is true.
It's odd that the author mentions Pink's Drive at the end, as it's pretty much the anti-thesis of Zichermann. Drive advocates intrinsic motivation, Zichermann is all about extrinsic. If you don't get a trinket, it isn't worth doing. Extrinsic motivation erodes intrinsic motivation. And that's why Bogost slams gamification in the first place: the trinkets you get are valueless, and present no expense to the company. At least frequent flier mile rewards do something.
Point 2 is that this post makes no mention of the quality of interaction. When you play with small percentages of large absolute numbers, you're going to find a small minority of people who respond to this. Enough to fill a leaderboard. But what are they doing? Are they really rating stuff? Are they just hitting 5 stars on everything? We know that HITs in the Mechanical Turk suffer from poor interactions, and those people are getting paid (an extrinsic reward worth more than a leaderboard place, no?). What about the other 99% that aren't on the leaderboard?
Point 3 is that, as gradstudent pointed out, context is highly important when discerning work from play. The research shows that artists, for example, make better work when they aren't being paid. Even if you change nothing in the environment but making the piece contracted, the quality of the work suffers. People know when they're working and when they aren't (this was in Drive). A leaderboard in Space Invaders might be fun, but a leaderboard at work is a really good way for middle management to find the worst 10% of performers, and becomes a tool for control, and people recognize this instantly.
So yes, gamification is bullshit. It's so much bullshit, that Jane McGonigal, who popularized the use of such things, has had to back away from the term as it's so poisonous, and she's using "gameful" instead.
What this all came about from was "People play games more so than doing other things, why is that?" Gamification took all the wrong elements. Games are all about feeding intrinsic motivation with tight feedback loops. Self-determination theory and Reiss' 16 Intrinsic Motivations provide much better frameworks for understanding games. Rigby and Ryan's Glued to Games looks at SDT, and Radoff's Game On has a section of the 16 motivations.
For anyone interested in achieving the stated goals of gamification, but is concerned on how to do it right, should probably read Radoff. It's the most honest, and legitimate, treatment of the subject I have yet found, by someone who actually wears the game designer t-shirt and the businessman suit with equal comfort.
[1]http://gamification-research.org/2011/09/a-quick-buck-by-cop...
The theory outlined in Glued to Games (Ryan & Rigby, 2011) suggests that games we perceive as “fun” are actually satisfying our basic needs for competence, autonomy, and relatedness.
If you satisfy your need for competency by playing video games and don’t get that need met anywhere else, then you’ll keep coming back, despite the developers trying to squeeze money out of you every time you log on.
