In a blog post by Greg Luterbach (February 1,
2013), he suggested that gamification has permeated many aspects of popular
society including professional sports, consumer goods, entertainment and social
relationships. Since this
infiltration of gamification was not as obvious to me, I decided to challenge
myself to look for examples of gamification in aspects of society other than
the context of formal education.
Within just a few days, I had recognized the presence of gamification in
all of the domains that Michael had suggested; the sports channel TSN promoted
an online challenge for viewers to predict the winning outcomes of hockey games
(TSN Game Predictor Hockey Edition),
Hasbro sponsored a contest where the public could help decide on a new playing
piece, and a commercial was broadcast highlighting the tasks performed by the
contestants on an upcoming episode of the Bachelor.
It was the latter example that really got me thinking about
how gamification had changed the paradigm of prime-time television
programming. When Survivor made its debut in 2000
it immediately appealed to the public viewing audience as it featured regular
Americans facing-off against one another in a variety of tasks towards the
ultimate quest of being the Sole Survivor and the winner of a million
dollars. Since then a host of
reality television shows have come to dominate the airwaves, including The Amazing
Race, Fear Factor, American Idol, So You Think You Can Dance, Dancing With
the Stars, America’s Got
Talent, Wipe Out, Big
Brother, The Bachelor,
and The Bachelorette.
While these programs are all games in their own right, there
are many other social dynamics at play; finding love, co-habitating with a
diverse group of people, following ones’ dreams to achieve stardom, overcoming
personal fears, and participating in world-wide cultural practices. The shows contain many of the elements
of ‘good games’ such as separate tasks, increased difficulty with the
progression of each level, collaborative play, feedback, reward and working
toward the ultimate quest. Each week
the participants engage in a number of tasks, often working in a team, with the
winner(s) receiving a reward. The
players receive feedback on their performance either from other participants or
the host, or engage in self-reflection (often given as a monologue to the
camera), discussing their strategies and identifying the consequences of their
choices. Players are eliminated
until there is an ultimate winner at the end of the quest. Viewers are also
involved in the game play of these reality shows. For many shows there are Twitter feeds and Facebook groups,
and the public is often involved in voting for their favourite players or
participants.
While the participants in many of these shows may not view
their experience as a player within a game, they are in fact, part of an
ultimate example of gamification.
As I watch the Bachelor or Bachelorette (yes, I admit that I watch these
shows) and hope that my favourite choice truly finds love (hokey, I know) I
will not be able to sit back and enjoy them in the same way without analyzing
the design of the game and how the participants engage in this ultimate gaming
experience.