BBC Future
In Depth

Gamification: Is it game over?

Skinner's experiments in the 1940s and 1950s showed that if you want to get a rat hooked to pressing a lever the best way is to make the number of times it has to press a lever before receiving a pellet random rather than fixed - a technique known to psychologists as a variable schedule of rewards. Game designers are well aware of this and design in uncertainty to help make their products compulsive. So what's to stop those making gamified applications doing the same thing to encourage addictive behaviours which they wish to promote, critics ask. 

"If we deliver undefined rewards of variable sizes at undefined intervals, people can become addicted," says Zichermann. "Could you design a gamification application that was purely about addiction and compulsion? Absolutely."

That's one of the main reasons he is pushing the industry to draw up a voluntary code of ethics which he hopes will state applications should not be designed to be addictive and that users must be told when a system they are using involves gamification. Only time will tell if it is adopted.

But in that spirit we would like to reassure you that no gamification was used in this article. But, if you are still reading, award yourself 100 points.

If you would like to comment on this story or anything else you have seen on Future, head over to our Facebook page or message us on Twitter.

BBC © 2013 The BBC is not responsible for the content of external sites. Read more.

This page is best viewed in an up-to-date web browser with style sheets (CSS) enabled. While you will be able to view the content of this page in your current browser, you will not be able to get the full visual experience. Please consider upgrading your browser software or enabling style sheets (CSS) if you are able to do so.