How gamification took over the world

We live in an undeniably gamified world. We stand up and move around to close colorful rings and earn achievement badges on our smartwatches; we meditate and sleep to recharge our body batteries; we plant virtual trees to be more productive; we chase “likes” and “karma” on social media sites and try to swipe our way toward social connection. But instead of liberating us from drudgery and maximizing our potential, gamification has turned out to be just another tool for coercion, distraction, and control. Why did we fall for it? This story was written by Bryan Gardiner and narrated by Noa (newsoveraudio.com)

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Welcome to MIT Technology Review Narrated, the home for the very best of our journalism in audio. Each week we will share one of our most ambitious stories, from print and online, narrated for us by real voice actors. Expect big themes, thought-provoking topics, and sharp analysis, all backed by our trusted reporting.