Gamification: can too much of a positive become a negative?

Yesterday I had a Zoom session with my new friend Monica Rekkedal. For a bit of background, Monica is an insanely interesting Norwegian student that (as much as she doesn’t think so) is absolutely acing English as a second language. We dove deep into a side of Gamification that I have never considered. You see, Monica brought up the topic of dopamine detoxes. This led us to contemplate the dopamine hit that comes with notifications, badges, rewards, progression and other aspects of gamification.

We got to chatting about the possible implications that could come from a gamified world. In particular, gamified media in relation to self help applications. We wondered if too much of a good thing could produce a negative. If all you eat is strawberries, are you getting all of the nutrients that you need to sustain yourself?

Take the app Plant Nanny as an example. Below is a trailer that Fourdesire (2020) has compiled for the digital water consumption assistant:


An app that tracks water consumption could help to create a really beneficial habit. But is this the only habit that might come from this? Picture this: you’re turning to your phone to log every glass of water. That’s fine – if it’s the only self-help app that you’re using. But then you jump on the AppStore to see what other apps could help you to become a better you. You stumble across HappyPlant, an app that helps you to keep your plants thriving. Make sure you’re logging that too. Then maybe you consider how great it is to have a digital assistant giving you that much needed kick. You then set other goals with the help of Habitica. Now you’re spending a huge chunk of time tapping away at your phone. *Ding, ding, ding* (that’s my best attempt at a notification sound). All of a sudden you’ve got less time to get those tasks done. You’ve got less time to socialise. You’ve got less time to smell the flowers (please take time to sniff them before you log your watering on HappyPlant).

I know, I know. This might all seem a bit extreme. It’s interesting to consider what kind of implications this could have on your overall health. Do you think that becoming dependant on gamified self-help applications could leave you feeling a little bit less independent? Could it leave you a less enthusiastic to complete a task if you aren’t getting a reward? Is the smell of fresh grass reward enough for you to mow that overgrown lawn? I wonder if there’s an app for that…

Fourdesire 2020, ‘Plant Nanny 2 – Your Adorable Water Reminder’, Fourdesire, YouTube, March 16, retrieved 21 April 2020, <https://www.youtube.com/watch?v=mgBcFk9wdZU >.

2 thoughts on “Gamification: can too much of a positive become a negative?

  1. This is such an interesting blog post! I really like the fact that you’ve approached gamification with a different view. One that analyses the good and the bad. It seems like the term ‘healthy in moderation’ can be applied to gamification, after all, too much of one thing will almost always lead to troubles.

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