abstract
Doing the right thing; gamification as a means to tuning human behavior
Olthof, T.P.,[1] and Eliëns, A.[2]
Keywords: gamification, virtualization, learning, space, reality
This chapter discusses how gamification, the use of game mechanics, game dynamics and game technology within the practice of our everyday lives is both the result of and a driving force in the convergence of physical and virtual worlds, in order to evaluate the promises and risks of gamification.
First, we look at the difference between everyday life and games. We’ll examine what virtualization is, and how human perception structures space in order to try and grasp (virtual) reality. We’ll see how the world that we experience is amap of possible actions, and that our relation to the world is a feedback loop. We examine how in the process of gamification, learning for individuals and groups is fueled by personalization of this feedback loop to allow for faster learning, and how this gamification in turn powers personal guidance in everyday life contexts.
It is of particular interest to us to carefully analyze how the process of gamification is intertwined with the human perception and construction of space, how this perception and construction of space determine our collective behavior, and how gamification can lead to more freedom and creativity, but also to more monitoring and restrictions (less freedom and less creativity).