Gamification: Why We Play & When We Should Stop Playing

Gamification

Today, I want to discuss the problematic nature of gamification. Gamification means making something more interesting, engaging, and interactive by adding a game-like experience to it. Gamification is used in virtually any aspect of life, such as sales, learning, and socialization. Intuitively, we love playing games as we receive pleasure from activities that stimulate our development, as evolutionary development leads to survival.

However, today I want to talk about gamification from the perspective of where it goes wrong in our lives. To do so, I want to address one of life’s biggest mysteries (at least to me), which is why so many people are so obsessed with sports. 

Step 1: Why People Obsess Over Sports

Take football (aka soccer), for example:

  • People watch it on TV;
  • Never miss a match;
  • Support a team, no matter if it is winning or losing;
  • Spend money to see their team play;
  • If the team changes, no problem, as long as the name is still the same;
  • Sometimes they pay for seasonal tickets and don’t miss an important game, which may cost them a fortune;
  • They know everything there is to know about their clubs: names of coaches, players, players stats, results for every game from up to 10 years ago, etc;

For some people, this behavior makes total sense, but for me, it’s a mystery. Certainly, we don’t have to talk exclusively about football fans, as the same can be said about tennis, basketball, boxing, cricket, rugby, formula 1, and many other sports. So what is happening?

My immediate assumptions are that:

  • People are earning (or want to earn) money from their sport (e.g., betting, playing, or being otherwise involved in it);
  • They are learning by watching, and are interested in improving their current (or future) game.

However, many people don’t have this immediate level of involvement, as they already know everything there is to know about the game (aside from playing it). All they are really doing is being a fan, which makes me wonder if they doing it for other reasons, such as:

  • It’s connected to their sense of identity (e.g., nationalism or patriotism);
  • It’s connected to their sense of belonging (i.e., being part of the group that identifies with the sport, such as their family, friends, and other fans).

The only thing I can imagine is that people like sports because evolutionary speaking we are wired to learn by watching other people do whatever activities (in our case watching the game). We also like the social aspect of these experiences, as being together with other people and seeing our team win (or supporting it if they don’t) makes us very happy. 

Yet, we already mentioned that people aren’t learning anything. Also, how much does our social camaraderie actually cost us? A seasonal ticket? All the merchandise we buy, while we can’t even afford to pay off our student debt? Certainly, there must be a better way to reach the same results. 

What other reason can there be for being a superfan? Any hardcore fans here? Please leave me your opinion in the comments.

Gamification is related to playing, learning, and progressing to the next level.

Step 2: The Real Reason For Gamification

In order to fully understand why we like games, we need to look back at our childhood. Back then, playing was a form of learning, with children (and even adults) of all species playing in order to further develop their life skills. For example, baby lions attack each other in order to improve their hunting skills. Human babies play with cars and barbies in order to understand the material world and develop interpersonal skills. In other words, we play in order to develop skills we will need later in life. 

However, the problem starts when people never stop playing. They play the same game over and over again, while actually there is no more learning possible from this game. For example, playing monopoly is all about knowing the rules, getting lucky with the throws, and understanding some tactics. To refine these skills, people may play several times, but eventually, the game loses its interest. No further learning can take place, so the game becomes discardable.

Certainly, there are few games that are an exception to this rule, such as chess or even football. In chess, for example, there is no end to mental gymnastics and tactical growth to make this game at any point obsolete. In football, we can also continuously grow in things like accuracy, speed, and endurance.

Step 3: The Next Game

Going back to watching football, what I don’t understand is the learning aspect of the game:

  • What are people learning?
  • Where is their growth?
  • How is fan “support” going to make this game any better, except by giving money to already fat clubs?

Overall, there should be an end to games once we mastered them, progressing to the next games to follow. In adulthood, for example, we may no longer play with toy cars, but drive a real car, we can start working on a business and raise children, which are completely different games to master. These games often offer perpetual growth and complete mental gymnastics. 

With every consecutive game, we need to realize that we are actually playing a game, learn its rules, and proceed accordingly. 

Step 4: Be Careful With Fake Achievements

Modern online games, such as Call of Duty and World of Warcraft, are very engaging. They offer a smilingly infinite amount of content, whereas players are incentivized to constantly discover where else these games will take them. These games offer:

  • New levels
  • New weapons
  • New enemies
  • New skills
  • New quests
  • New stories
  • New maps
  • Rewards
  • Experience points
  • Multi-player engagement
  • Etc.

In terms of learning experience, this seems to make a lot of sense. People are discovering their potential and becoming better human beings because of it. At least it should work this way if it wasn’t for a caveat. 

The caveat is that all these experiences actually make it seem like a game is offering something new, while in reality, it offers minimal growth at best. For example, a new weapon makes us wonder how much better we will perform against the same (or different) monsters, players, or on new terrain. However, in reality, it is all the same. Players are still doing the same 1 or 2 moves. They just do them slightly differently. 

Furthermore, fake achievements exist not only in games but in the real world, in places, such as our universities, where students believe that their diplomas actually say something about their real world abilities to perform certain tasks. They also exist in our bank accounts, whereas people believe that their net worth is somehow connected to their self-worth. Certainly, it is not. 

Step 5: Sunk Costs & Mental Detox

Unfortunately, often it is hard to just stop playing, as we spend an incredible amount of time, money, and energy (i.e., the sunk cost) playing them. In other words, we continue playing these games, because it is unthinkable to stop playing them. Yet, we can’t always stay in the past so occasionally we are forced to move on with our lives, regardless of how it makes us feel. Certainly, it is better to do it sooner rather than later.

Personally, I remember crying over a game I was about to delete, feeling like a junky the next few days, and going through withdrawal-like symptoms just because I was leaving this game behind. Having the game available wasn’t an option anymore as I would continue playing it regardless of my better judgment. 

This experience made me realize that the more we do something, the more it becomes us, the less able we become in simply discarding them, like open mental windows (almost like in a browser), which slow down the computer if they become too much. This is why it is imperative to keep our minds as clean as possible, closing these windows, and allowing our brains to focus and perform at its best capacity. 

Step 6: Frustration & Sore Losers

Additionally, have you seen a sore loser? They play as if their self-worth is connected to their game. Win or lose, they keep on playing, as losing is unacceptable (even if it happens regularly), and winning offers a small emotional boost to an already fragile personality. They play with their egos, not realizing that it is just a game. Their lives resemble an emotional roller coaster, even if they are too stubborn to admit it. Certainly, they have low self-esteem. Don’t be such a person.

A quick way to see if you are like this is to see how you react to wins and losses. Are you overly happy with wins? Are you overly frustrated with losses? In an ideal case scenario, your heart should remain steady regardless if you win or lose. Otherwise, you may just be a sore loser.

Step 7: Gamification at Work

My first job ever was in a financial company in the role of marketing trainee. There, my former boss told me that my job was to make our product « sexy » in the eyes of the consumer. Indeed, there was nothing particularly sexy about selling financial solutions to everyday people, but paraphrasing a quote I remember:

« To succeed in business, we need to make a dull company entertaining, and an entertaining company dull. » 

As such, people spend approximately one third of their lives at work. Yet, very few people think of their work as particularly entertaining. Actually, happiness at work seems to be a rather new concept, as many companies are still catching up with the fact that their employees’ happiness is important to their bottom line. This is not to mention that at the end of the day employees are human beings instead of commodities owned by these companies, so people want to feel happy with this one third of their life. 

As such, we need to take happiness at work a bit more seriously, making it a bit more playful and fun, as everyone will be happier because of it: from consumers to the shareholders. 

Step 8: The Cost of Opportunity & The Games to Play

Today, games are created for all ages, and as we progress we are continuously playing different games. The trick is to realize that we are actually playing a game and when we master a certain game, not wasting any additional time playing it, moving on to the next game and the next. 

We also need to watch out for fake achievements, as the modern world is becoming progressively more complex and sometimes it’s hard to say when we are winning and when we are wasting time.

In other words, we should be aware of the cost of opportunity in everything we are doing, as often we are too fixated on doing something, while there is something even more fruitful, that we are supposed to be doing.

Picture of Roman Russo: Author of Optimal Happiness

Roman Russo: Author of Optimal Happiness

Roman Russo wasn't always happy and struggled with his own negative emotions, anxieties, and depression, until one day he pledged to resolve this part of life, whatever it took. The journey took 6 years, but it was worth it. Today, Roman considers himself to be one of the happiest people alive, part of the 1% of the happiest elite, and he now teaches others a working and universal happiness formula to reach a similar goal. He offers his best advice on Optimal Happiness social media, newsletter, blog, and books, and teaches a complete and unconditional happiness formula in his online courses.

1 thought on “Gamification: Why We Play & When We Should Stop Playing”

  1. Reading, I can see that you’re a gamer, so first I want to make it clear I have compassion. Me, some would say I’ve been obsessed with gaming, but I’ve managed to cut it off to 1~2 days a week and even then only when I feel like it, when there’s no game I want to play in particular. So I’m no longer “addicted.”

    That said, we don’t play games just to learn. We play just because.

    There’s a whole science to why we play games. The sense of learning, growth, and eventual accomplishment you described is only one of 4 reasons. Certainly vaild, the reason I keep playing chess (to hone my logic skills), but certainly not the only reason.

    Another is roleplaying, where we play to feel engaged to our avatar/character to become identified briefly with something we could otherwise “never” be. You can’t deny fantasizing, some are more susceptible to this than others, but it’s human nature.

    Still another is the randomness of games, the aspect of engaging in an orderly chaos expecting a beneficial result, not truly knowing the outcome. It’s also the root of a sense of adventure in general, where we engage in games to explore and discover the unknown. In a negative sense, it’s why some people gamble to put it bluntly, and why lootboxes are insanely popular.

    And then there’s the social aspect. Having fun with others, of course, but also engaging in player-creator dynamics as with other art mediums, and auxillary social commentaries which comes from narrative/experimental games.

    —-

    To be honest, I’m not a sports fan either, so I can’t speak for them directly. But before I cut off all (entertainment) Youtube, I used to watch a lot of gamer channels, as well as certain national figures in League of Legends which is popular in my country.

    If you disregard the accomplishment aspect of gaming for a brief moment, and look at it from the other 3 reasons why we play games, it makes a bit of sense. Sports/games are already without direct consequences to real life. Watching others play is a sort of indirection of an indirection. An avatar “controlling” or at least observing another “avatar” so to speak.

    You fantasize being that “avatar”, the real life player, for whatever reason. Are they popular? Vocal? Energetic? Entertaining? Funny? Or do you just want to watch them suffer a torment you’re curious about but you’d rather not? You don’t lose that sense of exploration/discovery (or gambling) watching others play. In fact, now you have a new sense of exploration: apart from how the game is going to turn out, how will the player react to the game, and how will I react to that player reacting to the game? If there are multiple people watching the broadcast (chat, friends, etc), how will we react to the player and each other?

    It’s heavily social. All in all this is possible because humans have the ability to empathize and sort of… “grok” other people so to speak. It’s heavily dependent on the social aspect of gaming as well.

    At the end of the day, we can’t underestimate mankind’s ability to engage in disinterested interest. It’s innate.

    It’s also why I can write this comment. Wink.

    The problem is that they’re not always “productive” at least not in the modern sense. The highest achievement anyone can attain is to direct that natural focus towards so-called practical measures.

    So hopefully this would be useful to someone.

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“The problem is that of optimization,” states Roman Russo, author of Optimal Happiness: The Fastest & Surest Way To Reach Your Happiest Potential. There is plenty of advice on how to be happier or less sad, but no one is speaking about how to become the happiest we can be. And this is the difference that makes all the difference. By not looking at our maximum potential for happiness, we fall short of achieving it. After all, we all have hundreds of ideas on how to be happier or less sad, but most people still feel like they are not living their best lives. As such, Optimal Happiness explores the question of how to be the happiest we can be, regardless of who we are, where we are from, and what our life circumstances are. It proposes a complete and unconditional formula for happiness and explains how you too can become happy today and forever, inviting you to join the 1% happiness elite and become one of the happiest people alive.

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