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Gamification

BaileyboroughBaileyborough Registered User regular
edited December 2011 in Debate and/or Discourse
Right so.

I've been woefully behind in my Extra Punctuation viewing of late, but when I saw this episode yesterday, I was inspired.
Before I get too into this, some background:

I am a nurse. My main background is in Radiology, but I've been qualified for 3 years. Lately, I've seen a career shift to the IT department of my hospital, which has made some major changes to my role. Now, I'm responsible for being the face of the department to other nurses, be their source of information, as well as examine ways in which we can promote a better use of the Electronic Documentation System, so that, at the end of the day, there's a better standard of care for all patients.

Sales pitch aside, I'm really interested in looking into how gamification can be used to improve our current systems. I want to really get my proverbial sheet together first though, as I think this is going to have to be a badass pitch to get past the initial caginess of the big boys and girls.

So I ask you this: Have any of you seen examples of where gamification has been used in the workplace to good effect? Even better, have you seen research to show that it actually has a positive impact?

I think that I'm actually in a position where I can implement some cool change if I can get the facts behind me. And imagine, first London, then the world!!!!! Ahem...

Anyhow, I'd be really excited to see what any of you can suggest or recommend.

Cheers,

Conor.

"There is something to be learned from a rainstorm. When meeting with a sudden shower, you try not to get wet and run quickly along the road. By doing such things as passing under the eaves of houses one still gets wet. When you are resolved from the beginning, you will not be perplexed, though you will get the same soaking. This understanding extends to all things." - Tsunetomo Yamamoto/I]
Baileyborough on

Posts

  • override367override367 ALL minions Registered User regular
    I was assured by my congressman that the UK doesn't have hospitals, it has lines where you wait to be incinerated. Something is amiss here.

    Seriously though, I hope you can come up with something. Everything needs more gamification

  • BaileyboroughBaileyborough Registered User regular
    Well, technically, the Public sector is...but I'm in Private.

    As a disclaimer, I'd also like to say that I'm Irish, so I'm not actually affiliated with the English too much...

    My biggest hurdle is getting numbers, something concrete that I can put in front of my bosses (and apparently, CEO), and say "THIS is the benefit." Research into it seems pretty sparse...

    "There is something to be learned from a rainstorm. When meeting with a sudden shower, you try not to get wet and run quickly along the road. By doing such things as passing under the eaves of houses one still gets wet. When you are resolved from the beginning, you will not be perplexed, though you will get the same soaking. This understanding extends to all things." - Tsunetomo Yamamoto/I]
  • Witch_Hunter_84Witch_Hunter_84 Registered User regular
    Here's a few articles I found:
    http://www.bunchball.com/gamification-101-1111?gclid=CLW8oI6a8qwCFcoaQgodnHom0w
    http://www.abajournal.com/news/article/new_management_trend_is_gamification_of_the_workplace/

    From what I can see initially, gamification is a good motivational tool in order to foster light-hearted competition among the staff. It can be used to get them to try and outdo their coworkers in respects to how well they use the hospital's EDS without setting them at odds with one another in a negative way. At least I think so, I'm just working with five minutes on google here.

    If you can't beat them, arrange to have them beaten in your presence.
  • LilnoobsLilnoobs Alpha Queue Registered User regular
    Gamification is a terrible word and trend.

    It's okay for work to feel like work. It's okay to take work seriously.

    Sure, maybe, somewhere, there's something that says that short-term motivation is increased but at what costs? Do you really want your employees to start treating Nursing as a game? Everything I've seen says gamification is merely a marketing ploy.

  • NoughtNought Registered User regular
    Lilnoobs wrote:
    Gamification is a terrible word and trend.

    It's okay for work to feel like work. It's okay to take work seriously.

    Sure, maybe, somewhere, there's something that says that short-term motivation is increased but at what costs? Do you really want your employees to start treating Nursing as a game? Everything I've seen says gamification is merely a marketing ploy.

    Well, if I get to use quicksaves I'm all for it. Especially in nursing :)

    On fire
    .
    Island. Being on fire.
  • BaileyboroughBaileyborough Registered User regular
    I wish I had quicksaves too.

    Jokes aside, I'm obviously not looking into interfering with the clinical aspect too much, it's more about getting them to input their data more accurately and effectively, things like that.

    "There is something to be learned from a rainstorm. When meeting with a sudden shower, you try not to get wet and run quickly along the road. By doing such things as passing under the eaves of houses one still gets wet. When you are resolved from the beginning, you will not be perplexed, though you will get the same soaking. This understanding extends to all things." - Tsunetomo Yamamoto/I]
  • TheBlackWindTheBlackWind Registered User regular
    I was assured by my congressman that the UK doesn't have hospitals, it has queues where you wait to be incinerated. Something is amiss here.

    Seriously though, I hope you can come up with something. Everything needs more gamification

    Fixed.

    PAD ID - 328,762,218
  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    edited December 2011
    I've actually been curious about how one could apply this to school systems. Assuming "gamification" means what I think it does, the application of mechanics of a game into another activity.

    My rough theory is that if World of Warcraft uses basic methods to keep people coming back over and over and attached, we could translate those same things into an educational experience to keep students interested and engaged.

    I haven't put too much thought into it but a system of some sort where your grades earn you XP and you "level up" unlocking new priveledges or more advanced content, etc. Actual implementation would have issues though. As several have pointed out to me, this fosters competition between students which is not always a good thing, in that some students say "Well, no way I can ever beat the smart kid, so I may as well give up." At least if their levels are available to be seen by all. I don't know how serious an issue that would actually be, but it is a concern.

    So I like the concept definitely, but also agree that research into the idea is incredibly lacking. I don't know exactly what aspects one could implement in a nursing field, but I'm sure you could pull something up.

    edit: And there's nothing wrong with everyone enjoying their work in the form of a game. Work isn't worth more if it's miserable.

    SniperGuy on
  • DraygoDraygo Registered User regular
    When used in the classroom it can be crafted to foster cooperation. Extra credits has 2 episodes on it and they did touch that subject.

    OP: The episodes that you are refering to is S2. Ep 10 and S2 Ep 15. Probably should put that in the first post somewhere so people can easily reference.

    S2.E10: http://penny-arcade.com/patv/episode/gamification
    S2.E15: http://penny-arcade.com/patv/episode/gamifying-education

    What I would ask you is if there is a need for it. For example in your application do you find people are being as brief as they can sometimes instead of filling in as much detail as possible? You can use gamification to encourage people to file detailed and useful information by allowing people to rate the result. Use score thresholds to determine maybe an extra bonus or something. Or it could be something trivial like them getting a free lunch or two. The better the reward the more effective it will be. Also keep in mind to use thresholds and not compitition to determine rewards. You dont want a system where only the top 5 get rewarded. That isn't fair to part timers or people that might not have as many reports to file. This way people are always striving for the next threshold for the next level of reward.

    Something like that.

  • Evil MultifariousEvil Multifarious Registered User regular
    Gamification strikes me as a fundamentally cynical and paternalistic tactic - the idea that we can't really trust people to be motivated by the genuine reasons they should act, and we can't convince them to be motivated by such reasons, so we have to manipulate the psychology of reward/pleasure to control their behaviour.

  • DraygoDraygo Registered User regular
    So being paid money is gamification?

    We have been gamifying a long time as a society. We just havent been calling it that.

  • JepheryJephery Registered User regular
    edited December 2011
    Gamification strikes me as a fundamentally cynical and paternalistic tactic - the idea that we can't really trust people to be motivated by the genuine reasons they should act, and we can't convince them to be motivated by such reasons, so we have to manipulate the psychology of reward/pleasure to control their behaviour.

    Our democratic governments are founded on numerous cynical notions though. People are imperfect, both as subjects and rulers, so we have seperation of powers and term limits to limit the damage they can do while in power. The mob is unfit to rule itself as a pure democracy, so we use representative structures instead. People will only consider their own self-interests, thus we have measures to protect minorities from the majority. As such, cynicism is a foundation of good government.

    Jephery on
    }
    "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
  • OrganichuOrganichu poops peesRegistered User regular
    Gamification strikes me as a fundamentally cynical and paternalistic tactic - the idea that we can't really trust people to be motivated by the genuine reasons they should act, and we can't convince them to be motivated by such reasons, so we have to manipulate the psychology of reward/pleasure to control their behaviour.

    what do you think is the delineation between incentivizing and gamifying? or, rather- gamifying is a subset of incentivizing, and what do you think it is that makes it less palatable?

    certainly the most genuine reason that people act the way they do in professional environments is to receive financial payment. of course professional pride (and ethical attachment) is largely involved, but even pride in the workplace is, i'd argue, a subroutine of your efficacy as a worker- how much payment you deserve. socially we reward the identity of man (gender neutral) as a provider with inherent dignity, pride, and social recognition. i think there's a strong argument for many workplace motivations being associated with the understanding that being upright, being dedicated, and being competent are all linked to eventual reward.

    is the difference that the incentives in gamifying are obscured?

  • LilnoobsLilnoobs Alpha Queue Registered User regular
    +10 bonus points, the surgery was super effective!

  • FeralFeral MEMETICHARIZARD interior crocodile alligator ⇔ ǝɹʇɐǝɥʇ ǝᴉʌoɯ ʇǝloɹʌǝɥɔ ɐ ǝʌᴉɹp ᴉRegistered User regular
    edited December 2011
    This thread might be a tad premature. Jane McGonigal's book hasn't been released in the US yet, and I think we'll have a much more sophisticated discussion once it is. While McGonigal probably didn't coin the term 'gamification,' I'd credit her with the most visible attempt to popularize it. (Here's her TED talk: http://www.ted.com/talks/lang/en/jane_mcgonigal_gaming_can_make_a_better_world.html)

    Gamification strikes me as a fundamentally cynical and paternalistic tactic - the idea that we can't really trust people to be motivated by the genuine reasons they should act, and we can't convince them to be motivated by such reasons, so we have to manipulate the psychology of reward/pleasure to control their behaviour.

    The basic problem is that external rewards and punishments only work for a relatively small set of tasks. Specifically, repetitive tasks with clear goal indicators and little decision-making. If you have an assembly line of people making widgets, and you want to increase the number of widgets made, then go ahead, give the widget-assemblers points or bonuses or gift cards for every X number of widgets assembled. Go ahead, gamify widget assembly!

    However, external rewards & punishments don't lead to increased productivity in other areas. If a task is not repetitive, if it requires creativity or decision-making, if it doesn't have clear goal indicators, then offering an external reward might decrease productivity. As bad as external rewards are, external punishments are even worse. Want to kill a creative worker's motivation and render him? Punish him for poor performance.

    I'm not certain, but I expect, that McGonigal knows this. This paradox is currently well-trod territory in psychology. McGonigal's go-to example for gamification is exercise. Exercise is a good example for it, because it is repetitive and uncreative. But if we want to apply gamification to more thoughtful tasks, we're going to fail unless we figure out a way to do it that doesn't rely on external rewards and punishment.

    Feral on
    every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.

    the "no true scotch man" fallacy.
  • FeralFeral MEMETICHARIZARD interior crocodile alligator ⇔ ǝɹʇɐǝɥʇ ǝᴉʌoɯ ʇǝloɹʌǝɥɔ ɐ ǝʌᴉɹp ᴉRegistered User regular
    Organichu wrote:
    certainly the most genuine reason that people act the way they do in professional environments is to receive financial payment.

    This is only true up to a point. You basically need to pay people enough that they don't need to worry about money any more. After that point, workplace motivation can be tied to three elements:

    Autonomy - people work better when they're not being micromanaged. People tend to work best when they're given a general goal, some very broad parameters for achieving that goal, and then left alone until they clearly need help.

    Efficacy - people work better when they feel like their efforts have an effect on reality. You're unlikely to be motivated if you feel like your efforts are impotent.

    Meaning - people want their efforts to have a positive effect on reality. This might mean furthering a social good, or it might mean putting their daughter through college. Most people want to feel like their lives are making the world better.

    This doesn't mean that salary becomes meaningless after a certain arbitrary number. This does mean that if you take a poor-performing worker and try to motivate him by offering him a raise (or worse, motivate him by threatening to dock his pay), you are unlikely to get the desired effect unless you simultaneously address the three factors I just described.

    every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.

    the "no true scotch man" fallacy.
  • FeralFeral MEMETICHARIZARD interior crocodile alligator ⇔ ǝɹʇɐǝɥʇ ǝᴉʌoɯ ʇǝloɹʌǝɥɔ ɐ ǝʌᴉɹp ᴉRegistered User regular
    Organichu wrote:
    is the difference that the incentives in gamifying are obscured?

    I'm not sure. The main reason we're talking about this at all is because Jane McGonigal has been touring around promoting her new book on the subject which has stimulated discussion across different websites & forums.

    But until we can read her book, I can only speculate how nuanced her position is. She's smart, though, and her TED talk and one of the articles I read hinted at something a little deeper than just operant conditioning.

    every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.

    the "no true scotch man" fallacy.
  • Edith UpwardsEdith Upwards Registered User regular
    edited December 2011
    Gamification is absolutely wonderful for volunteer/political work.

    Of course, this may make certain problems worse, but they're not anything new, so....

    Edith Upwards on
  • OrganichuOrganichu poops peesRegistered User regular
    Feral wrote:
    Organichu wrote:
    is the difference that the incentives in gamifying are obscured?

    I'm not sure. The main reason we're talking about this at all is because Jane McGonigal has been touring around promoting her new book on the subject which has stimulated discussion across different websites & forums.

    But until we can read her book, I can only speculate how nuanced her position is. She's smart, though, and her TED talk and one of the articles I read hinted at something a little deeper than just operant conditioning.

    right, i was asking EM because he seemed to find gamification inherently off putting

    i don't really have an opinion on it i guess

  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    Feral wrote:
    This thread might be a tad premature. Jane McGonigal's book hasn't been released in the US yet, and I think we'll have a much more sophisticated discussion once it is. While McGonigal probably didn't coin the term 'gamification,' I'd credit her with the most visible attempt to popularize it. (Here's her TED talk: http://www.ted.com/talks/lang/en/jane_mcgonigal_gaming_can_make_a_better_world.html)
    That's the paperback. Hardcover has been available all year, yo.

  • FeralFeral MEMETICHARIZARD interior crocodile alligator ⇔ ǝɹʇɐǝɥʇ ǝᴉʌoɯ ʇǝloɹʌǝɥɔ ɐ ǝʌᴉɹp ᴉRegistered User regular
    Feral wrote:
    This thread might be a tad premature. Jane McGonigal's book hasn't been released in the US yet, and I think we'll have a much more sophisticated discussion once it is. While McGonigal probably didn't coin the term 'gamification,' I'd credit her with the most visible attempt to popularize it. (Here's her TED talk: http://www.ted.com/talks/lang/en/jane_mcgonigal_gaming_can_make_a_better_world.html)
    That's the paperback. Hardcover has been available all year, yo.

    No shit?

    Goddamn it.

    every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.

    the "no true scotch man" fallacy.
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    Mhm. It's kind of superficial and poorly supported, too.

  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    I think education has a real potential to use this to great effect. After all, I know way more about Azeroth than I probably should, so just turn that into World of World War 2 and you've got kids learning. I'm not certain how you could effectively use it in other fields though. In an educational setting you'd have to make the "game" content interesting and educational while also forming more of the "carrot on a stick" type events to encourage them to keep playing. Now I'm picturing an MMO, mildly multiplayer online game where everyone in a class has a character and they work together to build a city with their virtual dudes or solve puzzles or fight in an army. Each task earns you different experience and you can try to keep improving the town with various necessary things or upgrade your own skills.

    Something like that could work, but actually designing and testing one is expensive and difficult. Getting a school to risk trying it out is also expensive and difficult. There's just not enough research or tested methods on this. I am insanely curious if you could do something like that though. In my mind coming to class every day, logging in and continuing to fight the French Revolution with my friends sounds awesome.

    However, can you also implement this gamification without the use of external software? Especially in a classroom? Sorry to derail into education so much, it's just my field and the concept seems to apply so well.

  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    That's it, huh? Just turn World of Warcraft into World of World War 2? Literally gamify the holocaust?

  • GarthorGarthor Registered User regular
    Yes, I think you could literally gamify the holocaust. The game would be one of how people can be manipulated into supporting an atrocity, and so would end up incredibly uncomfortable for everybody involved when it's over and they're told, "Congratulations! You just murdered six million Jews!" Games, for the purposes of learning, work best when the lesson you are attempting to teach is not ancillary to the game itself, but rather a core component of the rules. So, for the purposes of a history lesson, the simplest games to design would be ones where the players are shepherded into re-enacting some event in history, and then told what it is they just re-enacted, and how the rules of the game relate to the motivations of the actors at the time.

  • FeralFeral MEMETICHARIZARD interior crocodile alligator ⇔ ǝɹʇɐǝɥʇ ǝᴉʌoɯ ʇǝloɹʌǝɥɔ ɐ ǝʌᴉɹp ᴉRegistered User regular
    Mhm. It's kind of superficial and poorly supported, too.

    So... you read it?

    Any other thoughts?

    every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.

    the "no true scotch man" fallacy.
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    Brenda Braithwaite's train does exactly that.

    Feral: I also think it's self-congratulory and that her use of games is restricted to placing a game-like layer of rules over unpleasant activities, resulting in a shallow facade of interactivity and very little of the promised transcendental power; in fact, one could view her reduction of various issues and solutions to game mechanics as a dehumanizing and cynical understanding of humanity, one that rewards statistical optimization and assumes that goal to be the only one worth pursuing.

    But don't take my word for it.

  • Apothe0sisApothe0sis Have you ever questioned the nature of your reality? Registered User regular
    Didn't gamification lead to google images?

  • flamebroiledchickenflamebroiledchicken Registered User regular
    The problem with gamification isn't that it's a bad idea all around, but that most people are jumping on the bandwagon with little to no thought put into the theory and ideas behind it. There are plenty of lessons and concepts that can be learned from games and implemented in other areas, but there is a faulty assumption that it is the points and badges and levels that make a game "fun". So these misguided people think they can just slap badges and leaderboards onto their shitty product and INSTA-FUNICIZE it. Obviously that's bullshit. Tetris isn't fun because you can get a high score. The score is a part of it, but most discussions about and implementations of gamification completely ignore the elements of games that actually make them such fun, joyous experiences.

    The other night I was making a Stouffer's frozen pizza, and I saw on the box that I could rack up "Stouffer's Dinner Points" or whatever shit to make my sad, frozen-pizza-for-one existence MORE EXCITING! What the fuck is that. Frozen dinner does not need to be gamified. Adding points or badges won't make a fundamentally meaningless experience any more meaningful. Some of Jane McGonigal's projects have been genuinely interesting, like the game she ran at the New York Public Library, which was like a real-life mystery-solving locked-in-overnight-at-the-library ARG type of thing, in order to encourage creativity, interactivity, and participation in institutions like public libraries which are generally though of as boring and stuffy, and thus in danger of disappearing altogether. That's a cool idea, because McGonigal, though her book is certainly not perfect, at least understands that there's more to "turn it into a game" than "add points to it".

    y59kydgzuja4.png
  • DarklyreDarklyre Registered User regular
    That's it, huh? Just turn World of Warcraft into World of World War 2? Literally gamify the holocaust?

    I saw your post and immediately thought of the "Achievement unlocked: 6,000,000 kills!" picture. D:

  • YogoYogo Registered User regular
    I suggest people who want to study and understand gamification read this Master Thesis from one of my fellow students who graduated earlier this year. He received positive critisism for his work.

    Click to become smarter

  • FeralFeral MEMETICHARIZARD interior crocodile alligator ⇔ ǝɹʇɐǝɥʇ ǝᴉʌoɯ ʇǝloɹʌǝɥɔ ɐ ǝʌᴉɹp ᴉRegistered User regular
    Some of Jane McGonigal's projects have been genuinely interesting, like the game she ran at the New York Public Library, which was like a real-life mystery-solving locked-in-overnight-at-the-library ARG type of thing, in order to encourage creativity, interactivity, and participation in institutions like public libraries which are generally though of as boring and stuffy, and thus in danger of disappearing altogether.

    I did a scavenger hunt/puzzle game that was put on by her, before I knew who she was. That was pretty fun. If I found out she was doing another real-life ARG-y type thing in my area, I'd hella go.

    every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.

    the "no true scotch man" fallacy.
  • FeralFeral MEMETICHARIZARD interior crocodile alligator ⇔ ǝɹʇɐǝɥʇ ǝᴉʌoɯ ʇǝloɹʌǝɥɔ ɐ ǝʌᴉɹp ᴉRegistered User regular
    Darklyre wrote:
    That's it, huh? Just turn World of Warcraft into World of World War 2? Literally gamify the holocaust?

    I saw your post and immediately thought of the "Achievement unlocked: 6,000,000 kills!" picture. D:

    I heard there's an exploit where you can get that achievement with only 1,000,000 kills.

    every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.

    the "no true scotch man" fallacy.
  • tapeslingertapeslinger Space Unicorn Slush Ranger Social Justice Rebel ScumRegistered User regular
    I think gamification is a horrible term, accurate or otherwise, but man, it can be an interesting way to compel participation, at least among over-achievers. Sites like Fitocracy and Foursquare make it easy to create a progressive, adaptive system for personal achievement, without even having any real reward specifically in sight.

    I've been playing Foursquare for a little over a month, because I am hopelessly competitive and easily persuaded by both peer pressure and achievements. If a game which, by itself, offers no physical rewards, can program me to routinely "check-in" my current location by GPS... imagine what potential that has to influence decision-making and, for example, things like spending habits, in order to score more points by visiting new locations, or revisiting places you go regularly to get the "mayorship" of these places. Not all of that potential is positive, but certainly there could be plausible ways to make it work. (In jobs like commissioned sales, for example, the game structure is already in place. it could be argued that the competitive nature of banking and funds may have led to the current state of things in finance, but that isn't an argument I am prepared to back up with stats.)

    The question becomes... How do we game-ify achievement on decidedly uneven playing fields like education? I am not sure how that could be made successful without a lot of adjustment; the current system in the US is oriented on performance statistics with a lot of emphasis on "results" that don't necessarily measure beyond rote learning and ability to correctly guess an answer from the ones provided.

  • Evil MultifariousEvil Multifarious Registered User regular
    Organichu wrote:
    Gamification strikes me as a fundamentally cynical and paternalistic tactic - the idea that we can't really trust people to be motivated by the genuine reasons they should act, and we can't convince them to be motivated by such reasons, so we have to manipulate the psychology of reward/pleasure to control their behaviour.

    what do you think is the delineation between incentivizing and gamifying? or, rather- gamifying is a subset of incentivizing, and what do you think it is that makes it less palatable?

    certainly the most genuine reason that people act the way they do in professional environments is to receive financial payment. of course professional pride (and ethical attachment) is largely involved, but even pride in the workplace is, i'd argue, a subroutine of your efficacy as a worker- how much payment you deserve. socially we reward the identity of man (gender neutral) as a provider with inherent dignity, pride, and social recognition. i think there's a strong argument for many workplace motivations being associated with the understanding that being upright, being dedicated, and being competent are all linked to eventual reward.

    is the difference that the incentives in gamifying are obscured?

    the capitalist/wage labour model is profoundly cynical as well. i am at heart a filthy marxist so it's another example of the same thing.

    maybe what bothers me about gamification is it's so similar to wage labour but more insidious - instead of material coercion and exploitation and alienation combined with financial incentives and their trappings, which is sort of a blunt form of manipulation, "gamification" (if it works as it is purported to) reaches past the world of volition and decision and material necessity and starts fiddling with your motivations, your desires, your patterns, your habits, etc.

  • FeralFeral MEMETICHARIZARD interior crocodile alligator ⇔ ǝɹʇɐǝɥʇ ǝᴉʌoɯ ʇǝloɹʌǝɥɔ ɐ ǝʌᴉɹp ᴉRegistered User regular
    reaches past the world of volition and decision and material necessity and starts fiddling with your motivations, your desires, your patterns, your habits, etc.

    I don't actually have a problem with this at all as long as it 1) works and 2) results in more desirable circumstances and 3) we're honest about what we're doing.

    We basically fiddle with each other's motivations all the time and it's not really a moral issue.

    every person who doesn't like an acquired taste always seems to think everyone who likes it is faking it. it should be an official fallacy.

    the "no true scotch man" fallacy.
  • bananaempbananaemp Registered User new member
    edited March 2012
    [edited by jacobkosh]

    Jacobkosh on
  • JacobkoshJacobkosh Gamble a stamp. I can show you how to be a real man!Moderator mod
    edited March 2012
    bananaemp wrote: »
    Hi I'm writing my dissertation on

    I'm sorry, but the PA forums are not here to help you with your homework.

    Jacobkosh on
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