Yesterday, Steve Bocska opined here on Gamification.co about what was to be – ostensibly – a discussion of designing gamification without using poins and badges.
Instead, what he wrote was a screed that questioned the ethics of many
gamifiers, assailed social games (really? is this 2011 again?) and
reached its climax with the oh-so-powerful suggestion that you “think
very carefully about what you’re trying to accomplish.” In the process
of trying to lecture this growing community on its ills, I think Steve
has made the point of one of our most prolific experts, Rajat Paharia, very clear: game designers – in general – just don’t understand gamification.
Many of the points that Steve makes are obvious to be sure (e.g.
points and badges aren’t enough), but he’s tilting against imaginary
windmills. Certified Gamification Designers already know that depth and
purpose matter, and through the courses we teach and workshops we hold
through our burgeoning industry, none of us can be accused of missing
that point. Game developers seem convinced that us simple business folk
can’t possibly wrap our minds around the idea that systems need
long-term meaning and value, that they must progress over time, or that
users’ intelligence should not be underestimated. After all, hasn’t the
games industry been the champion of collective intelligence and
business acumen in the past 40 years?
Part of the reason why I continuously insist that gamification is its
own discipline — separate from, but similar to, game design — is that
we have a major cross to bear. Our designs must not only be entertaining
(which is hard enough) but also help people change their lives for the
better, grow businesses, improve civic engagement, change the world, and
make work more productive. In short, our challenges are generally much
more complex, economically significant and — dare I say — meaningful
than the work that preoccupies most game designers.
It’s therefore more important than ever that we continue to refine
our education and certification curricula. The case-based and practical
approaches we’ve advocated work, and our industry
continues to grow at a rate unmatched by most others in recent times. We
are doing important and meaningful things, with generally high ethical
standards. Certified gamification designers are among the best creators
of experiences in the world, and with diligence this trend will
continue. — check out the cases presented at GSummit 2013 for some
examples. We have – in so many ways – transcended the surly bounds of
“game design”, and there’s no reason to turn back now.
That, my friends, is the point.
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