Cited by 300Educational Games and GamificationDigital Games and MediaCultural Studies and Postmodernism

Gaming the Quantified Self

Open access
Whitson, Jennifer R.·2013·Surveillance & Society

Abstract

By their nature, digital games facilitate surveillance. They allow for the compilation of statistics, internal states, and rules to be recorded, thus hiding many of the internal workings from the players and making the games much more complex. This digitization makes it much easier to collect player data and metrics, and then, as a process of function creep, to use this data in new and innovative ways, such as improving the user experience, or subtly shaping users' in-game desires and behaviours. Increasingly, these practices have moved from non-game spaces into social networking sites and spaces of play.The "gamification" movement is benefiting from the increasing sophistication of such metrics. Gamification combines the playful design and feedback mechanisms from games with users' social profiles (e.g. Facebook, twitter, and LinkedIn) in non-game applications explicitly geared to drive behavioural change (e.g. weight loss, workplace productivity, educational tools, and consumer loyalty). As critics point out, gamified applications rely on the points, leaderboards, and badges often seen in games, but are not games in themselves (Deterding 2010; Bogost 2011). Advocates of the gamification movement - including Al Gore in a recent Games for Change keynote - argue that this monitoring and feedback makes difficult tasks more playful and enjoyable (McGonigal 2011; Gore 2011). However, the marketing and political discourse of using games to change behaviour in positive ways is quite different from messy actualities rooted in advertising, consumption, and intrusive user monitoring. The current potentials to ‘gamify’ life have incited debate on whether the spread of these points based systems heralds playful utopias or dystopic surveillant societies run by corporations and advertisers. This paper highlights the rise of gamification and the implications for surveillance studies. In particular, it focuses on describing the increasingly intrusive monitoring practices are propagated under the banner of fun and play.

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  • Critical discussions of self-tracking for health have emerged in the social sciences literature, giving rise to a broad, polarized debate.

    “In response to the overwhelmingly positive attention that self-tracking has received in the medical and public health literature, critical discussions of self-tracking for health have begun to emerge in the social sciences literature (e.g., Lupton 2012Lupton , 2013Lupton , 2014Lupton , 2015;;Morozov 2013;Whitson 2013;Nafus and Sherman 2014;Ruckenstein 2014;Till 2014), giving rise to a broad, Polar”

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References 38 · Cited by 300

Research works printed but not linked: 3

  1. Caillois, Roger. 1961. Man, Play, and Games. New York: Free Press of Glencoe.
  2. Ericson, Richard V., Aaron Doyle, and Dean Barry. 2003. Insurance as Governance. Toronto: University of Toronto Press.
  3. Gillespie, Tarleton. forthcoming. The Relevance of Algorithms. In Media Technologies, edited by Tarleton Gillespie, Pablo Boczkowski, and Kirsten Foot. Cambridge, MA: MIT Press.

Authors
Whitson, J. R.
Affiliations
Carleton University (CA)
Corresponding author
Whitson, Jennifer R.
Venue
Surveillance & Society
Published
2013-05-27
Volume
11
Issue
1/2
Pages
163-176
ISSN
1477-7487 (ISSN-L)
OpenAlex
W1509572918
Cited by
300
References
38
Citations by year
2026: 22 · 2025: 8 · 2024: 17 · 2023: 31 · 2022: 25 · 2021: 21 · 2020: 25 · 2019: 28 · 2018: 29 · 2017: 29 · 2016: 24 · 2015: 22 · 2014: 16 · 2013: 3
FWCI
44.66
Type
journal article
Language
en
Open access
Licence
cc-by-nc-nd
Locations
  • Surveillance & Society (publishedVersion, cc-by-nc-nd)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Communication › Cultural Studies and Postmodernism
Keywords
gamification, quantified self, surveillance, function creep, behavior change, social networking sites, user monitoring, advertising, games for change

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