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  1. Jun 2024
    1. If the wonder of real games is the possibility of flexing through this wide landscape of possibility, then the gamification of activities in the world is doing two things to us. One, it’s funneling our values down one particular pre-established path for a real world activity, for something that’s connected out to politics and the world. And two, it’s not giving us any space to step back.

      The dialogue around this idea brings up the concept of mindfulness and intention again, saying that with video games, you have the choice to take a break from them or switch to another game, but in a gamified reality, we cannot take a step back from life. In a way, I think that it it up to each individual to ask themselves these types of questions C. Thi Nguyen asks himself, such as "was that worthwhile? was that interesting?" etc. Society perhaps was not as "gamified," but humanity has always "funneled" our values down one "particular pre-established path" in a way. Humans are social and certain things are socially acceptable and some are deemed frowned upon. Nothing will be universally agreed upon, but social pressure itself, not just gamification, has contributed to this issue.