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How can gaming principles be used in research? This is a fascinating area that I know Tom Ewing has been spending some time thinking about. I haven’t, but a combination of some frustrations on a project and reading this excellent presentation, entitled “ Pawned.
"Game mechanics" are the new digital hotness these days. Fueled by business books like Total Engagement , successful apps like Foursquare , and presentations-gone-viral like Jesse Schell's "gamepocalypse" talk , it seems like every damn thing on the Internet is getting some gamelike interaction grafted onto it like a cyborg appendage. And Sebastian Deterding , a designer and researcher at Hamburg University, has had enough. He distilled his thoughts on "gamification and its discontents" into an embeddable 62-slide presentation that's pithy and pretty in equal measure . Deterling attacks the gamification trend from a variety of angles, but his argument boils down to this: points, badges, and leaderboards do not a true game make. What they do make is distraction, confusion, and obsession with "fake achievement."