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"Tech stakeholders and analysts generally believe the use of game mechanics, feedback loops, and rewards will become more embedded in daily life by 2020, but they are split about how widely the trend will extend. Some say the move to implement more game elements in networked communications will be mostly positive, aiding education, health, business, and training. Some warn it can take the form of invisible, insidious behavioral manipulation."
"In a gamified world, corporations don't have to reward us for our business by offering better service or lower prices. Rather, they can just set up a game structure that makes us feel as if we're being rewarded. McGonigal goes even further. She talks about an "engagement economy … that works by motivating and rewarding participants with intrinsic rewards, and not more lucrative compensation." This economy doesn't rely on cash—rather, it pays participants with points, peer recognition, and their names on leader boards. It's hard to tell if this is fairy-tale thinking or an evil plot."
Nomic is a game created in 1982 by philosopher Peter Suber in which the rules of the game include mechanisms for the players to change those rules, usually beginning through a system of democratic voting.
Today I am happy to bring you the long-awaited interview with Ian Bogost who is currently an Associate Professor at Georgia Tech Institute at Technology, a co-founder of Persuasive Games, and a board member at the educational publishing house Open Texture.
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