
For the majority, there is no healthy relationship with ‘technology’ — in the smartphone and modern web sense — until technology stops trying to make them into addicts.
That said, I’m more sanguine about gamification than the author. There are indeed many games to choose from, but the ones that are most concerning that those we have little choice but to play, whether they’re from our employers or in our schools and colleges, or built into devices and platforms like the Apple Watch and iOS.
If you’re interested in this subject, I wrote a book critiquing gamification called “You’ve Been Played” - the NYT called it illuminating and persuasive!
https://www.hachettebookgroup.com/titles/adrian-hon/youve-be...
I've been designing games for twenty years, and I'm CEO at Six to Start, the co-creators of Zombies, Run!, one of the most popular examples of gamification to date. I also originally trained as an experimental psychologist and neuroscientist.
The most prevalent forms of gamification, including the ones mentioned in this link, are ultimately based on behaviourism as a theory of motivation. It's not that points and badges and levels don't work – clearly they do, particularly for some people – it's that there are other ways people motivate themselves and others, and the better forms of gamification harness them.
I think I have a unique perspective on the topic as CEO of a games company (Six to Start), designer of a fitness game with 10 million players (Zombies, Run!), and being a former neuroscientist.
Gamification is significantly more widespread and influential than commonly thought. We’re aware of it in our own corners of life and work, but less aware of how it’s being used on, e.g., truck drivers, gig economy workers, school students, video game players, and more.