It’s a good decade after gamification made it on the public stage of Gartner hype curves, tech conferences, business magazines, and airport bookstalls. In the course, the idea of “fixing broken reality” with game design has lost a lot of its glamour, like any technology and design trend ultimately does. But we have also learned a lot about the actual possibilities and limitations of using game design and technology beyond games. This talk will take a look back over ten years of gamification to tease out where its sceptics and critics were proven right; what successful application areas have survived and thrived, like crowdsourcing or change management; how gamification is being mainstreamed in design for behaviour change; and practical advice for game designers and developers interested in breaking into the field today.
SUBOTRON pro games lecture held July 2, 2020.