We all participated in a lively discussion about the benefits and pragmatics of using gaming-type rewards and feedback to enable people to invest the time to solve our real world problems in our ed-tech class today. Here’s the link:
Basically we were split into two camps:
McGonigal’s aspirations might be pure, but applying a real-world problem to the gaming environment is a big leap. Using games to solve real world problems disregards a key part of gaming’s appeal: fantasy.
McGonigal’s TED presentation documented her experimentations in using gaming to get people thinking about solving real-world problems with the hope that it transformed their behavior, e.g. saving gas, when they had finished playing the game.
Check out the link. You decide.
Here’s an additional link: http://tinyurl.com/45o5q8k
Thomsen raises an interesting issue for me: does gamification somehow reduce real-world problems into fun short-term activities?