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  7. Gurwinder Bhogal: Insights into Gamification and Human Behavior in 2024

Gurwinder Bhogal: Insights into Gamification and Human Behavior in 2024

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English
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Video by: Alex Kaschuta
Explore the intriguing world of gamification and human psychology with researcher and writer Gurwinder Bhogal. Discover the motivations behind our interactions with the internet and comfort in this thought-provoking discussion. Welcome to Game World, where resistance is futile!
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Video Transcript

0:00
Today I'm joined by Gowinder Bagaal. He is a researcher, a writer. He used to be involved in quite the spicy world of extremism research in algorithm research for Bing.
0:15
being absolutely interesting, thinker across tech, across human psychology. And if you've
0:22
ever encountered his writing on the internet, which I'm pretty sure you probably have, because
0:27
he's quite a popular writer and for good reason, you have also been impressed, like I have
0:32
been, by the insisiveness, the broadness of his interest, and how he manages to bring
0:42
insights that are fairly complex into understandable language. So welcome,
0:47
welcome, Biroinder. Pleasure to be here, Alex. Thank you. I'm glad to have you on. Like I said,
0:52
I've been following your work for a while. You have been kind enough to forward me an essay that's
0:58
not out yet. And I think by the time this comes out on sub-stakes, also not going to be out yet,
1:03
because I hope to release this next week. It's an essay about gamification, about
1:12
our relationship to the internet, our relationship to comfort, what motivates us, what does motivate
1:21
us, what should motivate us, and essentially kind of being human in 2024 and from now on.
1:27
So I think maybe, can you just tell me what led you to think about this whole sphere?
1:34
What struck you as interesting about gamification?
1:37
So I was working on Intek sort of around 2010 and at that time, gamification was a buzzword
1:47
in Silicon Valley.
1:48
It was everywhere.
1:49
Everybody was talking about, oh, how can we gamify this?
1:52
How can we gamify that?
1:54
And it was because there'd been sort of some research which had shown that you can basically
2:00
make people do what you want them to do by just making it fun.
2:04
And it was actually extremely powerful.
2:08
There were some examples around around that time.
2:11
For instance, Volkswagen had this program,
2:15
which they called the FUN theory, which
2:17
was a marketing campaign where they
2:19
decided to turn certain desirable behaviors into games.
2:23
So for instance, they turned staircases into pianos
2:28
so that when you were walking along them, you could make music.
2:31
and this led to a massive increase in the number of people who were using stairs rather than escalators.
2:37
And they thought, oh, we can make people healthier just by doing this, you know.
2:40
So that was one example. But there were many examples of this in tech at the time.
2:44
And so it became a very, very popular in Silicon Valley, and it promised to completely radically change society for the better.
2:54
There was a lot of TED talks. If you go on YouTube and you type in TED gamification,
2:58
you're just seeing greens of talks being given in Silicon Valley by sort of futurists who are saying
3:05
that this is going to radically just make everything better, you know, it's going to make humanity fit
3:10
here, it's going to make them greener, it's going to make them kinder and more ethical, it's going
3:16
to do all of these things, right? Unfortunately that didn't happen. So what actually happened instead
3:24
was gamification was used in order to manipulate us in order to bring out our worst impulses
3:32
in order to addictus to apps and to social media. I mean social media was the greatest success
3:40
of gamification. Facebook added the like button in sort of early 2009. It rolled out everywhere
3:48
in 2009. And the moment that Facebook did that, Facebook changed from a place where you could
3:56
visit your old friends and see what they were up to, your old school friends. It changed it from
4:02
that into a status game where you were now competing to get the most likes. You were competing to have
4:07
the best posts, the coolest posts, or whatever. And so this really made everybody addicted. This was
4:14
the thing I think that really got everybody hooked to social media because now everybody
4:18
wanted the status and everybody was competing with everybody else to post the best content.
4:25
So basically what I've seen happen over the past 10 years is I've seen apps and not just
4:34
apps but mainly apps. We'll talk about other stuff in a moment but the apps is probably
4:39
probably the most important thing, because it's,
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