In This Gamasutra opinion piece, London-based lead designer and producer Tadhg Kelly draws comparisons between gamification and other meta-games, explaining how they generate sub-cultures, and why they inevitably struggle to maintain an audience.
Supposedly, there's much that can be done with gamification to build deep engagement with users. Games can enhance lives. Everything can become a game, from work to social causes, education and art.
Sure, but actually these ideas are not new.