We're hearing a lot about gamification over the past few years. Whether for or against, I can't help but feel like there's a nuanced middle-ground. It's just another method of communication, administration or education that can be implemented carelessly or thoughtfully. When done carelessly, it feels like Tom Sawyer convincing Huck to paint a fence. An insincere ruse, y'know?

That's pretty much my only statement on the matter for now, but I was curious what the opposite of gamification would be. Workification? How would you define it? I posed this question to my tweeps. Here are there responses:

@DanielSolis game mechanics that are so heavy and/or require you to do something too similar to actual work? #madethisupless than a minute ago via TweetDeck Favorite Retweet Reply

@DanielSolis Halo 3 on Legendary. Achievements that require grinding up to a huge number. Shadowrun character creation.less than a minute ago via Twitter for Mac Favorite Retweet Reply

@DanielSolis Applying work processes - like paperwork and accounting and inventory management - to games, to make them less engaging.less than a minute ago via web Favorite Retweet Reply

@DanielSolis Turning play into an obligation. Professional gambling, pro sports, most MMORPGs' griding after the initial fun bits, etc.less than a minute ago via Tweetie for Mac Favorite Retweet Reply

@DanielSolis Gamification adds rewards. Workification avoids rewards.less than a minute ago via web Favorite Retweet Reply

» Image: Attribution Non-commercial Share-Alike license by sAeroZar
Daniel Solis
Art Director by Day. Game Designer by Night.