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Turnage Ethicspaper
Turnage Ethicspaper
In 2002, a programmer by the name of Nick Pelling sought a word to describe a process
that human beings have been performing for generations, yet had never put a name to. There
was no official term, at the time, for the process of taking elements of games, and utilizing them
within non-game contexts in order to enhance engagement, enjoyment, or learning. The word
that Nick Pelling eventually coined for his consulting firm, Conundra, was gamification. Though
an intriguing concept, the term did not truly gain traction until around 2011, according to Google
Trends. This was when interest in the term gradually began to increase over time - software
engineers and advertisers alike began to take a closer look at this phenomenon. Soon,
seminars were being held, entire classes in gamification designed and spearheaded by people
like Sebastian Deterding, who in particular has published several studies, articles and other
papers on the subject. Gamification has been heralded as a powerful experience if utilized in
the right context, according to Deterding and his cohorts, though he insists that gamification as it
is used now does a remarkably poor job of understanding where potential rewards come from,
meaning that designing with gamification in mind is not as simple as add badges,
achievements, and statistics (16). Rather, it is a complex process, but one that human beings
have been striving for without realizing it for a long time - the examples of competitive classroom
learning and, even further back, marketers selling stamps to retailers who used them to reward
With its long history and potential benefits, its no wonder that social media sites have
seen a rapid increase in gamification over the past five to ten years, heralding significant
change in how users interface with both the sites themselves. Social media sites are built off of
engagement - when users thrive and interact with one another, so too does the social media
networking site thrive. Occasionally, the gamification of these sites is simple; for example, as
explained by Pellikka, Facebook itself employs very little gamification in its base incarnation, the
closest analogues to game elements being Facebooks personal quiz to help one fill out their
profile information, as well as the metric of likes, reactions and comments on users posts
(21). Though simple, these concepts that Facebook utilizes to drive their user interaction are an
example of how gamification works. By encouraging users to interact with one another using
these scoring systems - getting a certain number of likes on a post may be seen as an
achievement, for example - Facebook increases engagement and user interest in the site. Other
social media sites utilize more blatant methods of gamification - continuing from the in-depth
examples given by Pelikka, Reddit.com offers a post ranking system, with users upvoting posts
they like, and downvoting posts they dislike, or feel do not contribute to discussion in that
particular subreddit - a forum of sorts for related media, with subreddits ranging from various
video games, to creative stories, to real life stories of schadenfreude and all things in between.
Reddit also offers trophies, which users can earn by participating in certain on-site events, and
badges, earned in much the same way. These achievements and ranking systems are indicative
of gamification in Reddits design - by giving users goals to achieve through interfacing and
connecting with others, Reddit utilizes gamification to motivate users to participate with the site
and fellow users alike, and many others have followed this model to great effect.
The pervasiveness of the internet has been well-established by this point - almost half of
the worlds population has access to an internet connection, according to ikrkci (1). The
popularity of social media sites has exploded in the past ten or so years, with Facebook alone
seeing nearly 2 billion active users as of March 2017 (Company Info). Thus, it is of utmost
importance to examine how social media sites engineer their product in order to engage
participation - and with engaging and encouraging participation being the singular goal of
gamification, it deserves to be scrutinized as any other portion of these sites. First, there is no
doubt that by employing gamification even at its most basic level in the context of their sites,
social media sites attempt to manipulate a sizable population, as stated before. The
manipulation may not be inherently malicious - companies do sometimes cut corners on the
basis of saving their profit margins, but rarely do companies consider motivating product
engagement as something done for any other reason than profit. But its hard to ignore the idea
that companies like Facebook, Twitter and Instagram are subtly influencing millions, even
billions of people through the use of simple gamification tactics. There is also the concern of
social media site addiction; some 55% of students in a 2011 study were engaged in social
media sites, and a different study found that 57% of the college students that they polled used
social media sites daily (Kuss). The pull of visiting these sites on a daily basis is, at least in
some part, due to gamification, as it encourages and rewards participation with others. Lastly, of
most concern to this particular paper is the propensity of social media sites to facilitate mental
illness, and how the cyclical nature of the interactions that gamification encourages can affect
users mental wellbeing. One study found that social anxiety may be able to be used as a
predictor for unhealthy internet usage - citing users ability to control and monitor their social
interactions in a way that they cannot in face-to-face encounters (Caplan, 240). This ability to
control and measure ones social interactions comes - in part, but not completely - from
gamification, which offers users the ability to quantify ones social interactions with numbers, as
a certain amount of friends or a certain number of comments. These three concerns together -
the ethical issue of large-scale manipulation, coupled with the propensity for addiction and
potential risk for enhancing already problematic behaviors - warrant a closer look at the
sites, and the routes that can be taken with regard to its implementation.
connectivity and presence online are so pervasive and often necessary to job or school
participation that the devices used to maintain that connectivity are carried around in peoples
pockets. Though it is not yet listed in the DSM-V as a true disorder, according to CBS News,
excessive use of social media plagues the lives of many - up to 13% of the US population, as
estimated by the same source (Augenbraun). While the excessive use of sites alone does not
necessitate negative consequences on the part of the user, it is not wise to ignore such a non-
marginal group of people even if not all of them experience negative and life-altering
consequences because of it. Sites drive that desire and motivation to return in part by
incorporating gamification into their business model; only some experience the negative effects,
but those who are affected are affected powerfully. One woman, in a statement to the authors of
Online Social Networking and Addiction, replies Im an addict. I just get lost in Facebook.
when asked about why she does not see herself able to help her daughter with her homework
(Kuss). This concerning lack of control when faced with the reinforcing behaviors of social
media sites falls in line with the findings from another study that measured the effects of
excessive social media usage. Social media obsession was shown to have a high correlation
college students, and in up to 50% of said students caused a cognitive preoccupation with both
Conflicts between work, family and social media arent the only troubles that arise when
confronting the matter of social media site addiction. One paper describes a phenomenon its
authors call Facebook Depression, a very real phenomenon whereby children and teens who
depression (OKeefe, 802). Children, affected by the reinforcement given to them in part by
gamification of the social media sites that they frequent, are learning to feed off of that
reinforcement and the reinforcement from their peers on those social media sites. In truth, social
media sites have been found in multiple studies to assist in the development of, or exacerbate
the symptoms and suffering from, various mental illnesses, with the most common ones
affected being depression and anxiety symptoms. One study found a positive correlation
between what it deemed pathological internet use and social anxiety, which they took to
suggest socially anxious individuals may be slightly more vulnerable to pathological internet
use (Prizant-Passal). From this, we can gather that there may be a correlation between
gamification elements and the drawing of already mentally at-risk people into problematic
behaviors with regard to social media site usage. It is clear that gamification, while not the only
tool in social media sites arsenal to keep users interested, is a powerful tool nonetheless.
In the vein of solutions, there are a couple different main routes that social media sites -
and the users, as the general populace - could take with regards to gamification. In order to
analyze these potential solutions properly, we must place them within the context of two differing
ethical frameworks to analyze their risks and possible benefits, as well as the reactions from
and best interests of those affected by the solutions. By examining these potential solutions
from the perspective of multiple ethical frameworks, we hope to gain a more well-rounded view
of the issue as a whole, as well as a better perspective on which solution might be better suited
First, there is the solution - or, perhaps, non-solution - that social media sites simply
continue on as they are now, with no regulation of gamification and no restriction on the
simply let social media sites run free and do as they please, gamification has been the target of
scrutiny over how much true interest it drives due to poor implementation by many sites. One
article from the BBC covers how the analyst firm Gartner stated that 80% of gamification
applications will fail to deliver because of poor design (Fleming). There is also the concern
that, due to the small gamification aspects of sites like Facebook and Instagram being so core
to their model - as it would be difficult for these sites to remove things like like counts or repost
counts - it would be nigh impossible to remove gamification from many parts of the internet as it
is seen today.
Secondly, there is the solution of lobbying for increased scrutiny and control over how
sites would implement gamification. Although the Federal Trade Commission has regulations on
how advertisers on social media sites can interface with their users and on endorsements,
neither the FTC nor the FCC have any limits on how social media sites themselves can
encourage certain problematic behaviors. This solution would call for increased regulation of all
things that would potentially encourage these behaviors. Though it would not do a great deal to
affect behemoths like Facebook or Instagram whose gamification is so central to their business,
this solution would especially serve to curb those sites that encourage and reward users
through the use of things like virtual currencies, and giving increased abilities to mass-interact or
trophies for doing so. By cracking down on these type of skinner box-style sites that keep users
in a feedback loop of positive - and, in some cases, negative - reinforcement, these sites
perpetuate harmful behaviors, as discussed previously in the examinations of social media sites
effects on mental health and wellbeing. Regulation would ensure that the usage of these sites
Next, we will examine these two potential solutions from the viewpoint of two different
ethical standpoints. The first standpoint that has been chosen is the self-interest, or ethical
egoism approach. Ethical egoism is described as the normative theory that the promotion of
ones own good is in accordance with morality (Moseley). Under ethical egoism, it is considered
the most moral to strive for ones own self-interest above all else. While at odds with duty-based
codes of ethics as seen in Kantian style ethics, it holds some merit when looking at one solution
in particular.
By looking at the do nothing approach through the lens of ethical egoism, we find that
pursuing ones own self interest works in favor of both the social media sites themselves, as
well as the users themselves. Social media sites, above all else, strive for profit and the
bettering of their own services that they can earn more money from advertising and marketing
through their platform; the more people they reach, in turn, the more profit they make, and the
more they better their own interests. The idea that pursuing ones own self-interest is the most
moral decision one can make works favorably for the social media sites themselves. In addition,
it speaks to a certain mindset about social media addiction - that those who are addicted, to
anything as much as social media sites, cannot be helped by others without first helping
themselves. By striving to better themselves and pursue their own self interest - indeed, if that
interest lies in keeping ones family and work relationships hale and whole - then users would be
able to recognize when their behaviors are problematic and take steps to stop themselves from
perpetuating those behaviors. Assuming that users would be able to do such a thing, it follows
that under ethical egoism, deregulation of gamification would be an ethical choice to make.
However, when viewing the regulate gamification approach through ethical egoism, we
find flaws. Companies limiting themselves or being limited by governmental regulations is not
within those companies or the governments best interests; the government likely does not wish
to spend money on the reinforcement of those regulations, and companies have little interest in
promoting less engagement because of restrictions applied to them by something such as the
FCC. The only party which benefits from this viewpoint in the regulation approach are the users
themselves, who will find it less difficult to maintain proper relationships and good mental health
when gamification cannot be used to hook them into such excessive time spent on social media
sites. Thus, under the code of ethical egoism, regulating gamification would not be an ethical
choice.
The second ethical standpoint we will look at is Utilitarianism, or the common good
approach. Utilitarianism is defined by looking at the effects of an action, and deeming something
morally right or wrong depending on the bad and good that results from taking that particular
course of action (Nathanson). Rather than look at the action itself as good or bad, as ethical
egoism did, we must look at the effects of such a decision made with regard to gamification in
a utilitarian code of ethics. Although the companies themselves would benefit from turning a
blind eye to the effects of gamification, the number of people benefited by this decision is
comparably small when it is considered against the not-miniscule number of people who spend
excessive amounts of time on social media sites. Refusing to do anything to help these people
out of the rut they find themselves in with regard to social media is, in some ways, perpetuating
the harm done on these people, and thus refusing to regulate gamification is not an ethical
On the other hand, the regulation of gamification poses a different set of problems;
though regulation would in turn serve to help those who might be considered addicted, in truth it
would impact those people negatively as well. Increased scrutiny over social media sites and
regulation on what they can or cannot do to bring in and engage users works against the
interests of those who may not spend excessive amounts of time on social media sites - those
who have a healthy relationship with the tool of gamification would lose tools and features on
the sites that they love, because of some others susceptibility to social media addiction. In
addition, the comparatively few people employed by and who own social media sites would be
heavily impacted; by reducing the amount of motivation for users to continue to engage with a
site, they may lose revenue or have to restructure entirely how their site works, depending on
how heavily it is based on gamification. So, while the refusal to regulate social media
gamification is not a purely ethical choice, neither is the choice to regulate it. One must consider
who might be the most important or most affected party in order to make such a decision
The course of action that I would choose is, in effect, the course of non-action. As a
game designer, I may be biased; but I believe that gamification, like all other methods of
engagement, is merely a tool to be used by these companies. Gamification is no more evil than
adding friends or holding contests or giveaways - it is a method of engagement with a site, and
though it may correlate somewhat with addiction, it is not the sole cause of it. Gamification
needs the right combination of motivators to work - a site needs good design within its
gamification in order to really reap the benefits of the concept, rather than merely sticking levels
or tiers or titles on various behaviors. While gamification is a tool that sites use to increase
engagement, its important to look at social media sites as a whole to learn how to best combat
the demons of addiction and unhealthy usage habits. By putting support systems in, similar to
support systems available for other damaging addictions like alcohol or tobacco, we can better
help those who are suffering from social media addiction, rather than persecuting the sites
directly for behaviors by users that the sites are not entirely at fault for. In conclusion, though
gamification is a powerful, and sometimes scary tool, it is just that - a tool, and no more, and in
order to combat social media site addiction, we must properly support those affected by it, and
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