The Future of Gamification

 


With respect to the various types of technologies involved in the development of digital games, which seem to be experiencing the highest degree of innovation and change? Which technologies are likely to shape the experience of gameplay in the near future and what can we expect to see in relation to how games are used in teaching and learning?

The word gamification may have only received its name in 2002, but the practice of making everyday tasks fun by making them game-like has been around for millennia. The word “gamification” has emerged in recent years as a way to describe interactive online design techniques where designers insert gameplay elements in non-gaming settings so as to enhance user engagement with a product, service or educational activity. Gamification, as a 21st-century phenomenon is a powerful tool for designers to drive user engagement for several reasons. Firstly, you use it to inject fun elements into applications and systems that might otherwise lack immediacy or relevance for users and incentivize them to achieve goals. Users enjoy challenges, whether challenging themselves (e.g., using step-tracking devices) or trying to win awards (e.g., virtual “trophies” for completing work-based e-learning). Secondly, the dynamics designers incorporate in successful gamification serve as effective intrinsic motivation, themselves – meaning users engage with the system because they want to. Knowing the users and identifying the mission is key to getting gamification right.

To understand the scale of the gaming industry, according to Newzoo’s Global Games Market Report, the video game industry will have reached a global market value of $139 billion by the end of 2018 and is already far bigger than the Film & Music industry put together.

Machine learning is revolutionizing almost every industry, from crop planning in agriculture to cancer diagnosis in healthcare. Machine learning is the ability for a system to learn and improve from experience, without being explicitly programmed. Machine Learning is also more commonly known as AI. Machine learning, therefore, could have a huge impact on the way games are developed. At the same time, control of non-player characters and the building of unique environments could all be automated if we can develop reliable algorithms for them. Modeling the real world is incredibly difficult, but a machine learning algorithm could help with predicting the downstream effects of a player’s actions or even modeling things the player can’t control, like the weather. A machine learning algorithm’s strength is its ability to model complex systems, and that is helping the developers to make their games to be more immersive and realistic.

There are still major challenges facing machine learning applications in gaming. One major challenge is the lack of data to learn from. Another major challenge in building a realistic virtual world is how players interact with friendly NPCs. In many games, you need to talk to scripted characters in order to complete your objectives. However, these conversations are limited in scope and usually follow on-screen prompts.

Using natural language processing could allow a player to talk out loud to in-game characters and get real responses. In addition, games that incorporate VR haptics or imaging of the player could allow computer vision algorithms to detect body language and intentions, further enhancing the experience of interacting with the game.  But while we may agree that much of gamification is weird, the question remains: in an educational context, is it useful? Do games and gamified platforms actually help students learn? One parent was quoted in the New York Times as saying: “the devil lives in our phones.” The children of the tech elite are being kept away from the very “innovations” their parents are pushing. The disconnect is troubling, and the reasons behind it are worth examining. In reality, what doesn’t work is expecting a game or app to perform the act of teaching on our behalf. We cannot outsource the work of teaching to SimCity. We cannot expect an app to fix our educational ills. Games are limited. They are maps, not places; tools, not teachers. If we’re going to use them, we need to make sure we aren’t being played.


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