Now for the Bad. Gamification was/is a fad. Even consultants who had no game design experience were making big money by walking into companies and effectively saying "Want to spruce up your workplace? PUT SOME POINTS ON IT!"
Some game designers had noticed the trend and decided that gamification was a dead-end; a cynical ploy to swindle unsuspecting companies and consumers out of money. However the critique itself was rather cynical. What is being described is bad gamification. Is it not possible to use game elements in a way that is not abusive or deceptive to the player? Of course there are!
Now for the Good. Several researchers, and even consultants, have identified that there is a problem with how gamification has been implemented. They have realised that focusing on a limited reward structure rather than creating avenues of meaningful play will doom gamification to being what Bogost thinks it is: a cheap marketing ploy.
Now comes the Difficult part. How do we make meaningful gamification and serious games? Essentially this has been my area of research for the past year. And after three papers, and a few presentations and discussions, I believe that I am near to having an answer.
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