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Gaming Addiction and Universal Paperclips: Can it be Good?

This week, we focused on gamification and Universal Paperclips. In Universal Paperclips, the process of creating a product and creating a business out of it was gamified and distributed in the form of a free and simple website. Initially, I didn't think much of the game and just messed around with it until I figured out what to do as new mechanics were introduced. I really didn't think it would capture my attention as much as it did. I can admit that it was very difficult to step away at times. I know that others were also as captivated by the game like I was. How can this simple game based on a capitalist system be so addicting? This led me to think about the implications of gamification and its possible outcomes. The goal of the game is to make paperclips and basically take over the world by increasing the number of paperclips and amount of earnings. The types of decisions made in the game are like those made in a capitalist company and economy. This real-life process is gamified and is pushed by new mechanics and choices when certain levels are met in the game. I do believe that Universal Paperclips does a good job at showing what gamification is at its core.


I realized that gamification is especially addicting. It uses the most addicting aspects of games such as trophies and points systems. It maintains a constant and ongoing relationship with the user/player with new information, mechanics, and benefits for the player. This can be enabled for a long time because it benefits the designer as well. So, it makes sense that gaming addiction can easily come from gamification. Universal Paperclips takes a part of real-life and adds interesting game mechanics that change as the gameplay goes on and adding new points systems to keep the player glued to the screen to see what happens next. Also, it is free and easy to access, which is a big influence on addiction. For example, two of the most addicting video games, Fortnite and League of Legends, are free (aside from micro-transactions). If gaming addiction can easily come from gamification since it puts certain addiction-inducing game mechanics into anything, how beneficial can it be if it puts someone at risk of getting a serious addiction?


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