This week in class, we are going to discuss the issue of “gamification,” which broadly refers to the application of game features to non-game settings. There is one article to read, as well as a two Ted Talks. I’d like you to watch them (and answer the corresponding questions) in the order I have them listed below.

Unlike your typical Gameplay Assignments, I would like you to express your thoughts in complete sentences/paragraphs. Consequently, it might be good to take some notes as you read the article and watch the Ted talks, and then spend some time thinking about how you want to respond to each question.

First, watch the following Ted talk by game designer and researcher Jane McGonigal (20 minutes): https://www.youtube.com/watch?v=dE1DuBesGYM

  1. Dr. McGonigal gave this talk in 2010, when there was a lot of excitement around the idea of gamification. From the perspective of a college student nearly a decade later, do you think that Dr. McGonigal’s hopes for video games seem like an accurate prediction of the future, or were they overblown? Why? (1 pt)

Second, watch the following Ted talk by designer and gamification advocate Janaki Kumar (19 minutes): https://www.youtube.com/watch?v=6wk4dkY-rV0

  1. Ms. Kumar gave this talk in 2015, after the idea of gamification had permeated many realms of life and research. I’d like you to pick our two of the examples of gamification that Ms. Kumar offers—one that you find particularly compelling/interesting, and one that you are skeptical about. Briefly describe both of these examples, and then discuss what you find interesting (about the first example) and what leaves you feeling skeptical (about the second example). Why does one idea seem better than the other? (1 pt)

Finally, read the article (posted to Carmen) by researcher Ian Bogost called “The end of gamers.”

  1. Dr. Bogost is very skeptical about gamification. Reading this chapter, summarize one or two reasons for his skepticism. Do you think this skepticism is warranted? Why or why not? (1 pt)
  2. Think of a time where you experienced gamification first hand (in school, at work, or in life). Please describe this experience. Do you think that this was a successful application of gamification, or did it have issues? Please elaborate why you think so. (2 pts)

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