Thi Nguyen, a philosopher, discusses how social media gamification influences online conspiracy theories and audience capture. He explores 'value capture' and questions if simplified metrics erode our moral capacities. Nguyen emphasizes the liberatory nature of games in offering joy and agency. The conversation delves into the balance between gamification benefits and drawbacks, the impact on society and values, and the exploration of life's meaning through gaming and play.
Gamification distorts values by prioritizing external metrics, impacting goals and decision-making.
Games provide immersive experiences beyond achievements, emphasizing the joy of the process itself.
Gamified structures in real-world tasks overshadow intrinsic values, raising concerns about consent and authentic choices.
Deep dives
Value Capture and Gamification in Games
Games offer a unique way to shape meaningful activities by setting scoring systems that guide players' desires and actions. The scoring system in games aligns players' desires and determines their focus, leading to engaging experiences. In contrast, gamification in real-world contexts often simplifies and distorts values, with systems like rankings influencing institutions' missions and overriding original values. The gamification of activities like education or communication can result in outsourcing individuals' values to externally imposed metrics, impacting decision-making and goals.
Striving Play vs. Achievement Play in Games
Games provide two distinct modes of play: achievement play, focused on winning and external rewards, and striving play, centered on immersive engagement and the joy of the struggle itself. Achieving play prioritizes outcomes like winning or success, while striving play emphasizes the process and experience of the gameplay, valuing the activity for its own sake rather than external goals. This distinction highlights how games can offer rich, complex experiences that go beyond mere achievements, fostering enjoyment and personal growth.
Influence of Gamification on Activities and Values
Gamification extends beyond games into various real-world activities and systems, influencing how individuals approach tasks and goals. In many cases, gamified structures push individuals to prioritize external metrics like productivity or success, overshadowing the intrinsic value and enjoyment of the activities themselves. The tension between gamification's focus on outcomes and the deeper purpose or experience of an activity raises concerns about how values are shaped and whether consent in such systems truly reflects individuals' authentic choices and priorities.
The Influence of Decontextualization and Reward Systems in Social Media
Decontextualizing information in social media allows it to be easily understood and shared, leading to a focus on low-context content. This ease of transfer contributes to the appeal of conspiracy theories, which are designed to be quickly comprehensible and widely applicable. Social media platforms often reward content that is low-context and instantly graspable, influencing users' interactions and behaviors.
Exploring the Role of Games in Perspective-Shifting and Educational Value
Games provide a controlled environment for exploring mechanical scenarios and understanding causal links between components. By immersing players in different rule systems, games offer opportunities to shift perspectives easily, fostering reflection and exploration beyond preset boundaries. This engagement with external systems encourages players to evaluate their experiences and motivations, highlighting the potential educational and liberatory aspects of gameplay.
Philosopher Thi Nguyen first visited us 150 episodes ago (!!) to discuss how social media gamification exploded online conspiracy theories and audience capture drags content producers toward the seductions of premature clarity—and the ecstasy of fascism.
Nguyen returns to discuss “value capture”: how simplified and portable metrics in institutions, technology, and media landscapes erode our moral capacities as we pursue goals we never signed up for. (We even consider this influence on podcasting!)
Throughout, we also talk about the heart of Nguyen’s book, Games: Agency as Art, in which he explores the liberatory nature of games that offer the pleasures of striving and absorption. We wonder whether—if we valued and understood play for its own sake—we might not need to gamify the world.
Moral Outrage Porn with Bekka Williams (Journal of Ethics and Social Philosophy) (selected for Philosopher Annual‘s “10 Best Philosophy Articles of 2020”)