I'm not even a gamer, and even I have to stand in awe of how effective, albeit, frightening, gamification can be.
Robinhood, the investment brokerage, got in trouble for gamifying their app too much -- handing out digital stars and graphics when people made trades, etc., just like in a video game -- but it was also enticing people to make more trades, and therefore take bigger risks with their money.
I have a walking app on my phone and sometimes the only reason I go walking is to get the confetti and/or earn a higher level on the app.
I tried installing a new walking app last year on my phone, but went back to this one because it has a lot more categories for you to be able to earn "rewards" -- even though they mean nothing.
Robinhood, the investment brokerage, got in trouble for gamifying their app too much -- handing out digital stars and graphics when people made trades, etc., just like in a video game -- but it was also enticing people to make more trades, and therefore take bigger risks with their money.
I have a walking app on my phone and sometimes the only reason I go walking is to get the confetti and/or earn a higher level on the app.
I tried installing a new walking app last year on my phone, but went back to this one because it has a lot more categories for you to be able to earn "rewards" -- even though they mean nothing.
I wanted to get a Fitbit but I'm too poor. So I got a discount version from the dollar store.
My friend's Fitbit gives her encouraging messages, like "good job!" when she walks a certain number of steps. My version is a lot more passive aggressive. "Would it kill you to eat an apple?" "You're going to have to walk 738 miles to work off the meal you just ate."
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