How gamification can change our habits

A while back, a friend posted the following tweet:

Sleeping in the buff means you don’t get Fitbit credit for the steps taken to clean up dog piss in the wee hours of the morning.

I laughed at first, but then I thought about it. Gamification changes how we behave: I certainly walk a lot more since I started counting my steps on my phone, for example. Adding small rewards and leveling up is used both in games but also to promote desired behavior in “serious” situations.

So what will long-term gamification side effects look like? Will people who normally sleep naked start sleeping with socks on so they can wear their FitBit? Will they instead buy a Jawbone Up that they can wear on their ankle?

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