Jeremy Monken said:
I have an issue with this philosophy. It says nothing about the obstacles being enjoyable. It implies that simulating a hardship you choose to engage in makes something a game. By that definition, not getting my oil changed so I can deal with car repairs in the future is a game. Maybe that is a game, but it certainly doesn't sound very enjoyable.
Ehhhh... By that logic, I don't have to recognize any video game I
personally don't enjoy as "a game." There are many things I enjoy that other people might not understand as "enjoyable."
Over the last few years, gamification initiatives have been calling anything and everything a game. Rudimentary economies in the form of tickets, challenges and achievements that earn you additional points ... systems like these have been put in place in schools and businesses all over the world to make something boring seem fun
"Gamification" is extremely problematic, and I hate it more than most, but the problem isn't how they're using the word "game." They
are games. The tack on reward structures to existing obstacles in order to distract us from the usual tedium of these common tasks. Distraction. Diversion (which in many languages is the word for "entertainment").
It's just that they are
bad games. Not because of their simple mechanics, but because they are openly manipulative in how they
use those mechanics. They reduce the audience to rats in a maze, caring only for the cheese and not the satisfaction of besting the maze.
(Similarly,
The Notebook is a movie. It's just a
bad movie. Not because it's ineffective -- I cried like a baby -- but because of
how it achieves its effect. It runs down a shopping list of emotional triggers and checks each one off to produce teary eyes.)
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It might just be that I feel you're too protective over the word "game," like those people who try to say that
That's My Boy "isn't a movie," because of how awful a movie it is. Or it might just be that I'm not sure about
how you're drawing this distinction.
The Avengers is a great, fun, entertaining movie.
The Notebook is a transparent, manipulative crap-fest of a movie. But both are movies. They're intended to grab my attention for a couple hours and draw some emotional reaction from me.
A movie's goal is to get me to enjoy itself.
Now, you know what
isn't a movie? A commercial. It uses the same audiovisual medium, but its entire purpose is to get me to want something (and eventually buy it).
A commercial's goal is to get me to enjoy something other than itself.
And then there are grey areas. How about educational movies (like
Planet Earth), designed to "sell" something immaterial and free (knowledge, enjoyment of nature, environmental awareness)? Or movies that have a clear political message underneath the plot? Or how most 80's kids cartoons were really just a commercial for the toys, but fleshed out into a show -- which is it: good commercial, or bad show?
That grey area is where I see most "gamified" experiences. There is clearly an ulterior motive -- to get you to enjoy work, or to enjoy cleaning, or to enjoy surgery or something -- but people can also enjoy the reward structure itself. To me, they are
games being used badly.
As for this one: Push button, receive warm fuzzies. Boring, crappy game trying to manipulate people into feigning gratitude at each other? The case could be made. Most games are based on a "push button, receive widget" structure. Or we could argue that, because it's only goal is to promote something outside itself, it is "using game mechanics to manipulate people," and as such is not a game. (I'm more in the latter camp, myself. It uses the parts from a game, but it doesn't use them
as a game.)
But when we say "It's not a game," it's not because of how it's played or how it looks. It's because of how it's
used.