Internet Learning Volume 3, Number 2, Fall 2014 | Page 52

Internet Learning Video 1. Jane McGonigal’s TED Talk: The game that can give you 10 extra years of life. https://www.youtube.com/watch?v=lfBpsV1Hwqs Translating Gamification to an Educational Arena Perils As stated above, when schools got a hold of the concept of using entertainment to educate, the idea of edutainment was born and has since received mixed reviews (Layne, 2011; Schell, 2010; Zichermann, 2011). In part, this is because some of the worst elements were the ones that the developers of edutainment focused most on--teaching of discrete skills without using proper game mechanics to make the idea engaging. In a sense, edutainment became the digitizing of worksheets. Gamification has the risk of heading down that path if the focus continues to remain on the "worst" part of games, that being the point system and leaderboard (Schell, 2010). Additionally, because of the point system, it has been argued that the motivation to participate will remain extrinsic and intrinsic motivation will cease to exist due to it never having been properly developed (Zichermann, 2011). Additionally, in a recent 2012 survey conducted by the Pew Internet & American Life Project on the future of gamification, experts surveyed brought to the forefront the insidious nature of gamification when it is employed as a means to pit individuals against one another, and suggested that individuals will learn how to game the system in order to get the external rewards for their effort. Other experts pointed out that often, in gamified systems, individuals who are playing the game do not realize that information on their psychological state of play is being collected as back end data that can later be used to manipulate them through marketing schemes and other arenas that serve to benefit the industry over the consumer. 51