Games are a temporary artificial clarity, and they're fine because they're temporary. But when you gamify something like education or communication, then you're forcing a singular, clarified value system on a real world activity. The idea that there's a number out there we can maximize is a seductive one, but a dangerous one. That an example may be the goal perverting the h original aspiration. I've a helt more examples? Well, there's lots of examples.

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