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You - Can - Deny - Seriousness - But - Luca Morini
You - Can - Deny - Seriousness - But - Luca Morini
Luca Morini
Abstract
The present article will discuss how in recent years serious games, gamification and related purposive
approaches to games and play have seen an extremely widespread adoption by a variety of institutions,
both corporate and public, as means of engaging with users and gathering data on and through them,
aimed at “improving” marketing, education, healthcare or workplace management. This explosive
spread has elicited a diverse set of academic and theoretically inclined responses which will be touched
on and discussed throughout this contribution, highlighting a plural set of critiques built on trans-
disciplinary pedagogical, political and philosophical grounds. However, in parallel to the above
mentioned academic response, the growing gaming literacy within large parts of the public has brought
to the spontaneous emergence of resistance to gamification and purposive games in general. These
practices, that the contribution will discuss through a series of theoretically linked vignettes, question
and resist the cultural implications of all purposive approaches to play and games. Having gone
through the above mentioned perspectives, the participants will then be engaged in a role-play activity,
where they will be encouraged to engage critically with a particular, and to devise ways to subvert the
constraining and purposive game elements away from their intended purpose and toward true, free
play. This will help participants to adopt an active role in engaging with the challenges and the
contested politics that will characterise the “Ludic Century”.
*****
Your toothbrush can sense that you’re brushing your teeth. Ding, five points for that. Oh, and
you brushed your teeth every day this week. Ding, 20 points for that. And the toothbrush and
toothpaste company love this, because it means you’ll buy more toothbrushes and toothpaste.
Anthropologist Casey O’Donnell pushes the criticism of this dystopian vision further, arguing that
these applications can lead users to give up control and judgment to opaque automated systems of
arbitrary design, something that he finds especially dangerous as pertaining gamification of the
workplace, transformed in a site of total surveillance.
These remarks bridge us to last strand of criticism I defined eco-systemic, and is well expressed by
Sebastian Deterding in his talk “Designing against Productivity”, where he discusses how most
gamification systems are integral part of a culture aimed at maximizing productivity at the expense of
the plurality of human experience. Deterding’s accusations echo anthropologist and system thinker
Gregory Bateson’s criticism of conscious purpose (1972) as something that can deny us vision of the
larger patterns and processes which constitute and make sustainable the environments we live in.
The core of the argument here is not so much against the shallow characterisation of productivity itself
offered by gamified approaches, which has been already touched on in the quantification oriented
criticism. The core of the issue lies in how the focus on productivity comes at the expense of every
other aspect of human life, and, even most relevantly, on the systemic side effects of this single
mindedness itself, effects that we can see reflected in our social, political and environmental crises, and
that adopting the techno-deterministic gaze of gamification will only aggravate (see Selwyn, 2013).
You can deny, if you like, nearly all abstractions: justice, beauty, truth, goodness, mind, God.
You can deny seriousness, but you can't deny play. And in acknowledging play, you
acknowledge mind.
The intent, here, is precisely to acknowledge the minds of those who employed play to deny
abstractions such as gain and efficiency through the subversion of purposive gameful systems,
illustrating three specific cases which showcase ways in which the first three above discussed streams
of academic criticism are actually embodied in spontaneous, game literate, participatory practices of
resistance and disruption.
The most known case of pervasive cheating in a gamified application is that of FourSquare (as
discussed by Glas, 2011), a platform which allowed users to “tag” themselves in the real world and
obtain badges and achievements based on the type of locations attended (e.g. a “I’m on a boat!”
achievement) and the frequency of attendance thereof (e.g. “Mayor” status for the user who “checked
in” most frequently at a specific location). Here the “lack of concern with truth” touched on by Bogost
created opportunities for pervasive cheating, in the form of creative mis-tagging of locations and in
deceptive behaviour in self-position reporting
It has to be said that FourSquare’s designers’ very open policy as pertaining cheating, explicitly
favouring participation to rigour (ibid.), and the reliance of the platform on community tagging on
locations, always left the door open to cheating, and even embraced it. This, however, still allowed
playful cheating users to make the game backfire onto the non-gamers who would exploit the platform
for real world gains. The most notable example is that of cheaters disrupting practices of in-game
marketing, and therefore FourSquare’s links with corporate entities, by using their “unfairly” obtained
achievements to freely access benefits and gifts, the self-servingly deployed rethorics of sociability and
advertising subverted through play.
A similar case, which bridges us to include the psychological strand of critique, is that of cheating in a
Students Orientation app, Orientation Password, as discussed by Fitz-Walters & Tjondronegoro
(2011), which tasked students with exploring the campus facilities and rewarded them with a plethora
of achievement. While response to the app was positive, citing usefulness and engagement, here is the
psycho-anthropological, extrinsic motivation based approach of the gamified application that backfired
in some cases. Even though, differently from simply checking in with FourSquare, there would be an
intrinsic motivation for the students to play through the game in the intended way (that is, getting to
know how to navigate the University grounds), its focus on outcomes in lieu of processes prompted
some students to abuse the lenient GPS criteria, exploiting technological and infrastructural constraints,
to check at multiple locations at the same time, bypassing most of the app’s intended, real world
contents. While the study did not collect the subjective impressions of these cheating students, their
choice is still notable, in that they actively sought a way to elude the game system, even to their active,
immediate detriment, in a refusal to submit to the game implicit imperatives while still appearing
extremely successful in its explicit objectives.
In a similar note, a third, extensive field of cheating in purposive gaming pertains especially fitness
related applications (among which we can count the very different implementations of Nike+, FitBit,
StepByStep and Zombie Run!). While promoting fitness can be considered in itself a laudable
objective, Whitson (2014) discusses how this links not only with widespread self-quantification, but
also with a kind of bio-power (see Foucault, 1990), that is, a technique to implement control of the
bodies, and orient them to specific objectives, in this case an hegemonic aesthetic of efficiency and
productivity. Cheating in fitness application (as discussed in Cercos & Mueller, 2013, and Gal-Oz &
Zuckerman, 2015) takes a plurality of forms, among which tricking step-counting devices by applying
them to bike wheels, retroactively changing objective to obtain achievements, or even simply shaking
the device to make it mismeasure distance walked. What all these practices have in common is that
they “game the system” (Deterding, 2014), finding different, creative pathways to the achievement of
objectives that do not comply with the bio-political imperative to productivity and fitness, and entail an
increased awareness of its structure and technological implementations.
Though this cases can fruitfully work as examples of resistance practices, it is undeniable that research
in the field is still quite scarce (in compliance with a general lack of research on “failed”
implementations of any technique), but while the above cases and applications of gamification thereof
look generally benign, we can imagine dangerous scenarios that involve the above touched on
“gamepocalypse”, a complete eco-systemic pervasivity of gamification practices. These hypothetical
scenarios will constitute the basis for the conclusive section of this paper.
“to cheat, not to play the game that reflected the norm, indicated that there was another world,
the world of deception, in which people did not play the game, your game, but their own.”
This is, ultimately, our challenge, as scholars and educators: to resist the simple vision of the norm, and
make known that there are always other worlds, other games that can be played. Even if it requires
breaking the rules.
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