Gamification, Behaviorism and Bullshit

by Jon on August 9, 2011

Ian Bogost’s essay “Gamification is Bullshit” has predictably raised the hackles of a wide range of people, most of who missed his point. Like Ian, I’ve pointed out that much of the “gamification” trend is driven by superficiality. As I wrote in the introduction to Game On:

…points are important. Badges can be helpful. Leaderboards are compelling. But these are simply the tools of game design: they don’t tell you what makes games actually work.

Skinner Box

Pigeons in Skinner Box

Games can teach a great deal to businesses, designers and marketers. This concept has come to be known by the unfortunate term gamification. The problem is that gamificiation is generally caught-up in one of the game industry’s overarching myths—the idea that games are nothing more than Skinner boxes (“push-button, get cookie”), a part of behaviorist psychology which has largely been passed by advances in cognitive and evolutionary psychology over the past 50 years.  It’s not to say that reward systems and frequencies aren’t important–it’s just that there’s a lot more going on inside games than the reward mechanism. The belief that games are just reward delivery systems has led to a lot of bad games, not only in “gamifications,” but in games in general.

As Bogost wrote, “bullshit” doesn’t necessarily mean something is wrong—it is that the practitioners of bullshit are more interested in getting their way by impressing each other. As HG Frankfurt writes in On Bullshit:

For the bullshitter…he is neither on the side of the true nor on the side of the false. His eye is not on the facts at all, as the eyes of the honest man and of the liar are, except insofar as they may be pertinent to his interest in getting away with what he says.

I don’t really like the term “gamification.”  Like the label of “serious games,” which Bogost likewise admits is a problematic category, it tends to encompass far too many variants—and within the category, one is likely to find both bullshitters as well as genuine practitioners. Nevertheless, labeling of emergent categories seems inevitable and gamification is the term we have.  What I’m calling bullshit on is the trend I’m observing in game criticism overall, which is to generalize categories of games while ignoring the individual differences between approaches, outcomes, products and people. I’ve seen this in criticism of gamification.  I’ve seen it in criticisms of social games. I’ve seen it in misguided analyses of “game addiction” and media studies of game-induced violence.

Developing any type of game is hard. Generalizations which lump entire categories of effort into an out-group which can be set up as the enemy aren’t helpful. This sort of criticism is similar to Roger Ebert’s grating insistence on the supremacy of film over games; the activism of Frank Thompson; the Frankfurt School’s theory of how culture industries are a conspiratorial capitalist enterprise intended to enslave the consumer; or those who see a division between low-culture and high-culture, the latter being defined by a higher degree of education, experience or financial means which, by economic constraints, limit culture participation to certain elites.

High Culture?

There’s a similar high-culture versus low-culture divide emerging within the game industry. It’s an ironic turn, given how games themselves tend to more frequently associate closer to the history of other low-culture industries such as television, comic books, movies, genre fiction, popular music—versus “serious” literature, symphony orchestras or fine art museums.  In the game industry, the “low culture” is currently social games, gamification and (maybe) mobile games—versus the high-culture of AAA hardcore games. Personally, I enjoy both and fail to see why we can’t find good product within each camp.  Indeed, I think innovation is occurring across the entire spectrum of products.

In his conclusion, Bogost states that “…those of you who would consider that games can offer something different and greater than an affirmation of existing corporate practices, the business world has another name for you: they call you ‘leaders.’” I’m persuaded by this argument, because leadership with games will happen with those who rise above the bullshit to understand what games really have to offer. At the same time, I believe the admonition would apply equally well to much of the game criticism that’s happening today: leadership in criticism will happen not by damning entire categories, but by performing the traditional job of criticism: identifying individual works that require better exposition–and illuminating the specific elements, techniques and theories that succeed or fail within a given endeavor.

The problem with gamification isn’t the term, or its objectives, but how it is applied. As I’ve noted above, it’s the behaviorist approach to games that channels inquiry away from the harder problems of immersion, cooperation and competition that is so important to creating successful game experiences. Behaviorism was popular in psychology because it seemed to offer some easy answers–some of which do work (such as certain forms of conditioning) yet which is built on an erroneously reductive premise that ultimately failed to be supported empirically. The behaviorist model of game design goes way beyond gamification; it’s the same model that has caused a long list of expensive MMORPG products to implode. Rather than focusing on the differences between the high-culture versus low-culture camps within the game industry, truth would be better served by an exploration of the underlying methods and theories which undermine the art and craft of game creation.

Thank you for reading this article. Please follow me on Twitter to hear more from me on innovation, games and entrepreneurship. If you'd like to learn how games can transform your business, also check out my book, Game On: Energize Your Business with Social Media Games.

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{ 14 comments… read them below or add one }

Kami HuyseNo Gravatar August 9, 2011 at 10:53 am

Really found this to be an interesting read. As a marketer interested in applying gaming principles to campaigns to delight, entertain and attract people, I can see how shallow this can all get.

I think that as any category starts to mature it faces the same challenges, some will do a great job and some will not, and some will do both. ;-) At any rate, I remember the same discussion about social media when it was emerging. Anytime companies start to try to make money there is a high probability that purists will find the efforts lacking.

What I really took to heart was your plea to turn from a merely behaviorist approach (something I am trying to do as well when raising my kids) and instead get to the heart of gaming, which includes tackling “immersion, cooperation and competition.” In other words, accessing the true magic,

As you and Ian assert, “leadership with games will happen with those who rise above the bullshit to understand what games really have to offer” has resonance.

Do you have any examples of companies that have done this well?

charles amadonNo Gravatar August 9, 2011 at 1:02 pm

great points Jon. Thanks!

Saeed GatsonNo Gravatar August 9, 2011 at 3:53 pm

I have to admit that I’m skeptical of gamification. Though the concept is pretty interesting, there still something missing for me in most implementation. I agree that by focusing on more aspects of what makes games great they will be more effective in delivering a message.

Anyways, I really enjoyed this post. You’ve gained a follower with this one.

RituNo Gravatar August 9, 2011 at 4:42 pm

Great explanation. I think Ian’s post stops just short of making a leap and saying that game elements is now a fall back marketing tool to create customer ’stickiness’. When I ask most entrepreneurs the question- what will make people come back to their website, majority of them tell me that they are thinking of adding a gamification angle to keep getting people back.

I agree that gamification brings out the human values of competitiveness, trust, credibility. But I don’t think gamification by itself creates a long lasting business advantage. Some day people will get tired of playing these games…

David FisherNo Gravatar August 9, 2011 at 9:51 pm

Thanks so much for this post Jon. Oddly, the moment I read Ian’s blog today I thought of you and wondered what your take on this would be.

Greg BorensteinNo Gravatar August 9, 2011 at 11:09 pm

Great post that captures a lot of the subtleties of Ian’s argument. I especially like that you’re pointing out the danger of turning an anti-gamification rant into a new essentialism within game design (something I think Ian also addressed here, though in a longer and maybe less accessible form: ).

However, I think you’re missing a little bit of irony in Ian’s use of the word “leaders”. When the business world calls people “thought leaders” I find that it tends to have a bit of dismissive sneer to it — as in, ‘That’s fine for Mr. and Mrs. Smarty Pants, but to use it in the Real World we’ll wait for someone to reduce it to a buzz word.’ I think that Ian’s twisting the knife a bit at the end there, trying to warn against straight reversing the trend and trying to sell some more complex, full-spectrum version of games into the marketing buzzworld. That world’s logic, it’s “bullshit” in the full philosophical sense, resists any logic richer than that of buzzwords. It’s looking for slogans and tags and “leaders” that you only have to follow on Twitter. From Ian’s other work, I think he’d argue that a full formulation of the rich possibilities of games as systems and as spaces for free play and aesthetic expression will always fail to function as a useful marketing formula, that it will resist crumbling into “bullshit”.

Nicholas LovellNo Gravatar August 10, 2011 at 3:01 am

Great post, Jon, and much less angry than Ian’s.

I’m really interested in those changing trends in psychology. Are you aware of any good books that provide an overview of these trends in psychology for a non-psychologist?

Federico FasceNo Gravatar August 10, 2011 at 5:47 am

Great piece, I’m totally with you, especially on the behaviorism part.
Some weeks ago I wrote a small piece which could be of interest. It’s partly a rant, but I tried to think about motivation and human behavior in a rather different way. I hope you don’t mind if I link it there, I would really like your opinion about this: http://insertcoin.kurai.eu/1047/beyond-gamification/

Darren TomlynNo Gravatar August 10, 2011 at 6:54 am

I’m sorry Mr Radoff, but in this particular case, you are wrong.

This problem goes far deeper than it may at first appear…

The problem with the word ‘gamification’ is ENTIRELY due to its label, which is based on an inconsistent use of the the word game, which is the built on its inconsistent and not fully recognised and understood definition, which is based on an lack of recognition of how it is used, which is then, further based on a lack of recognition and understanding of part of the basic rules of English grammar – WHAT concepts types of words are used to represent, in conjunction with HOW they are used.

The actual root of this problem lies with the inconsistent definitions of the words noun and verb.

The term gamification is used as an application of game-theory. The problem with game-theory, is that it’s about far more than just GAMES. It’s really about mathematical models of COMPETITIVE behaviour is a structured environment.

But competition is NOT the behaviour the word game ultimately represents. Competition, is instead, merely part of the application of the behaviour the word game happens to represent, instead. Since this type of noun is not fully recognised as representing applications of behaviour, (things that happen), we have problems.

Competition is, of course, the same type of word – representing an application of compete. Unlike the word game, however, what competition represents does NOT have to be created by humanity in order to exist. For this reason, applying game theory as an application to model, promote and enable competition and competitive behaviour, has nothing to do with the word game in itself. For this reason, the term ‘gamification’ that is used to label such a thing, is a complete misnomer – and THAT is the cause of the problem you (and Ian) have.

JonNo Gravatar August 10, 2011 at 9:16 am

@Greg – Good point. Thanks for spotlighting this subtlety.

@Darren – I’m familiar with “game theory” (as I am certain Ian is). The mistake in your reasoning here is that you are suggesting that all games are subclassed within formal Game Theory. Mathematical models of cooperation/competition including things like Nash equilibria, etc. sometimes have applicability toward the art-objects we call “games,” just as they have application to many fields of study including biology, ecology, economics, and so forth. However, just as biology and economics can not be reduced entirely to game-theoretical modeling, the art of games cannot be reduced to game-theoretical modeling either. I think many people often get confused by the distinction between games as art/entertainment (everything from ancient backgammon to World of Warcraft) vs. the Game Theory modeling that originated within economics.

I agree that “games” in the game-theoretical sense includes phenomena that are not created by humans (example: models of recriprocal altruism that arise due to evolution). However, the study of game design includes not only such mathematical models–but the semiotics, evolutionary psychology, narrative, etc. that underlie effective game creation. Indeed, many games are not even competitive; while one could indicate, correctly, that formal Game Theory also addresses cooperation–it does not address purely achievement-driven or purely immersive games.

Sebastian DeterdingNo Gravatar August 10, 2011 at 7:02 pm

Jon,

I fully share your view – separating the idea from current implementations, combatting the rebranding of behaviorism as game design, combatting knee-jerk reactions against whole genres (I tried to make a similar point regarding social games, http://j.mp/cOG2Ng).

However, one issue Ian teases out that you don’t address is the rhetorical/political dimension: If the overwhelming majority of implementations of gamification is bad (= behaviorism sold under the ruse of game design) – and I submit it is –, and if the bullshitters own the discourse – and I submit they currently do –, then any argument you make in favour/defense of gamification (“there are also good examples” etc.) will be reappropriated by them as either “See? X also thinks gamification is good” or “We fully agree with X that not all implementations work, but that doesn’t apply to our implementations, of course”.

That is the dilemma I face as well: I see big potential in the idea, but I see how any support of the idea by way of using the word gets oh-so-easily hijacked as support of the implementations and bullshitters I don’t support.

So short of naming names (which is just bad style and can be torpedoed as an ad hominem argument), what do you do? You try and disrupt the thing wholesale in a manner that can’t be appropriated. You try to discredit the very word that they use as a lever into companies. That’s the move Ian is making. Would you suggest a better strategy?

Darren TomlynNo Gravatar August 11, 2011 at 3:41 pm

@Jon

“The mistake in your reasoning here is that you are suggesting that all games are subclassed within formal Game Theory.”

No I’m not.

I think you’ll find that I agree with most of what you said, but not quite all of it.

The word game, as a noun, based on how it is used – TODAY – has a specific meaning. The reason why we’re having problems here, is that a) it’s meaning is not fully recognised or understood, and b) its meaning, (based on how the word is used), is not fully consistent with its use in the term game-theory and what that represents, and so any applications of game-theory that are also inconsistent with the definition of the word game itself, that are still considered to be, or have something to do with, games, will cause problems – hence the arguments about/problems with the term ‘gamification’.

Yes – the problem with game-theory, is that, although it CAN have a lot to do with games, it represents mathematical modelling of more basic behaviour than the word game itself represents – in fact, it can generally leave out a lot of the behaviour the word game represents an application of – and so is really part of a game’s APPLICATION, rather than its definition. Yes, it can help us understand how the basic systems of some games work and function, but not all, precisely because such behaviour is not always covered.

Based on how the word is used today, there are ‘three’ basic games:

A race
‘Structured combat’
Competitive throwing/movement for accuracy/precision, distance/time (duration).

Yes, game theory will help you understand HOW and WHY they work and function, but not WHAT it is that makes them a game – the actual behaviour of the player(s) – because that never exists until the game is actually played.

Games are naturally of human creation – (we can’t say much about the thoughts and intent of any other creature) – since the one element they require that must be, is a set of rules. They then require a time and place to exist in, and something for a person to do in order to compete. Without competition, games are merely work or (structured) play.

To put it another way:

Games are about people competing in a structured environment by writing their own stories.

I suggest you read my blog, and also the replies I made here in addition to this:

http://www.gamasutra.com/blogs/ChristianMcCrea/20110810/8167/A_Declaration_of_Independence_From_Gamification.php

JonNo Gravatar August 12, 2011 at 10:04 am

@Darren You won’t hear any objection form me regarding the importance of stories in games! But although I think stories a big part of games, I don’t think that games are exclusively about “writing their own stories,” and there are also plenty of games that don’t require competition. I do agree that a “structured environment” of some kind is a requirement for games. I’ll likely write about this in my own future blog post.

Darren TomlynNo Gravatar August 14, 2011 at 11:27 am

Jon

Yes, competition is a requirement – don’t forget about or miss the presence and role of indirect competition! (MANY people make that mistake!)

If a game is NOT competitive – it’s not a game, it’ll be another activity mis-labelled as such. Even PUZZLES can be recognised as being competitive, (indirectly).

http://www.gamasutra.com/blogs/DarrenTomlyn/20110417/7450/Part_4_Competition_And_Competitions.php

ALL of the the exercises etc. I know of that are used within game theory are competitive – just not always directly – (indirectly against those who created them). The problem I have, is that if you study the actual behaviour that these exercises use competition to enable and promote – it’s not always consistent with being a game.

Hence the problems with ‘gamification’.

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