One of the current trends running through the business and tech world is that of gamification, the use of game mechanics in non-game environments. It’s spread from innovative startups like Groupon and Foursquare to retail giants like Ford, and now proponents are arguing that we should gamify institutions like education and work. (Watch Seth Priebatsch: The Game Layer on Top of the World)

However, because game mechanics (i.e. experience points, leveling up, achievement badges, etc.) are basically rewards (read: extrinsic motivators), they are great for commercialization and influencing buying habits but they can be disastrous for motivating students to want to learn and for employees to want to work.

Read the paper here: The Dangers of Gamification: Why We Shouldn’t Build a Game Layer on Top of the World

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