Another Post on Gamification!
Hey All! I’ve been working like crazy on comprehensive exams this week and thought I would share some of the latest dialogue on Gamification I’ve researched and written. I think it’s a highly relevant topic to a lot of contemporary research that has any public leaning–like our reconstruction of Decatur St project we’re still investigating and researching. Enjoy! How Gamification has Transformed Web-Based Interaction: Black Hat vs. White Hat The terms white hat and black hat originate from the hacker community. White hat hacking refers to those who break cyber security barriers for non-malicious reasons; testing internal security for vulnerabilities(Knight 2009)(Douglas 2010: 503), and sometimes extended into civil activism like leaking documents into the press. Black hat hacking refers to the violation of computer security systems for maliciousness or personal gain(Moore 2005: 258). The dichotomy is in the intention behind one’s action. The terms were applied by Yu-Kai Chou (2014) in his theories of gamification to mirror the intention behind its application. White hat elements of design promote engagement by letting the user express creativity, feel success through mastering the gamified application, and promote a higher sense of meaning—it fosters positive emotions. Black hat elements are those that demand user action from unpredictability of rules, fear of loss, or from the need for things given arbitrary value. The motivations to engage are still evident with black hat elements, but the end user experience elicits negative emotions. Although Chou draws this distinction of good and bad motivating game design elements—black hat … Continue reading