Sight


For the final few classes of my Gamification course through UPenn, we discussed the future of gamification and where it could possibly go.  For this, our professor first had us watch a short film regarding augemented reality called Sight.  A 2012 Forbes article speaks about this film in relation to the release of the Google Glass at the time.  Both deal with augmented reality devices, but in Sight, the characters have the technology behing Glass imbeded in their eye.  One quote from the Forbes article that I personally enjoyed was:

"One of the effects of the immersive augmented reality software that we see through his eyes is that everything in his life is "gamified." Every action is rated by difficulty level, every scenario is broken into steps and coached, and every successful action rewarded. You will never look at slicing a cucumber the same way again!"

This reference to a cucumber is hard to understand if you haven't seen the film.  I highly recommend taking a look at it, especially as it is only about nine minutes in length.  For something so short, it makes a very strong impression.  An air of danger surrounding augemented reality and gamification arises, such as was discussed in the course.  The concept of personal choice and control is brought up and, as I've mentioned before, this is incredibly important in order for gamification to work properly.

A player needs to voluntarily partake in the system.  If one is not choosing to partake, it can feel stifling and overall just be a negative experience to have any aspects of gamification present.  That being said, I do think that gamification can have numerous positive uses within our world.  Much of my interest in this area stems from my want to utilize this type of gamification for health behavior change, especially in the workplace.  I want employees to be able to be healthy and happy at work and I think gamification can help make this happen.

-Vicky


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