Why we shouldn't gamify the necessities of life
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Transcript of Why we shouldn't gamify the necessities of life
why we
shouldn’t gamify
the necessities
of life
noraly schiet | 3952630
Joost Raessens | game studies
master new media & digital culture | university of utrecht
final version 15.11.2012
2
abstract
The debate on gamification is currently at its top. Several authors with different
backgrounds have strong positive or negative points of view regarding gamification.
Only few have a nuanced opinion. In this paper, I do not argue for or against
gamification, but propose a new way of entering the discussion: by thinking about
ethical questions related to the application of gamification. Where should we set
borders? When is it not desirable to apply gamification? I will argue that this is at the
two basic levels of human needs, as to be found in the hierarchy of needs by Abraham
Maslow. By relating to a case study on Menzis’ program ‘SamenGezond’, I will try to
set borders and give a start for a new approach in the debate on gamification.
Keywords
gamification, menzis, samengezond, ethics, hierarchy of needs, health
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introduction
There is an emotion that comes up with every new form or application of technology;
fear. About a year ago, Gary Shteyngart published A Super Sad True Love Story, a book
about dystopian New York in the near future, where media and reputation dominate
life more than ever. Everyone has an apparät, a device that could be described as a
super advanced iPhone that allows you to factcheck, broadcast, watch others
broadcastings, communicate etcetera. While everyone is constantly checking their
statuses and being extremely aware of their reputation, the world unravels in war and
crisis, under the influence of the media; people are fully dominated and overruled by
technology and media. The scary thing is that this story is futuristic, but nonetheless
not so unthinkable; it is just an exaggeration of what we already do in daily life now.
Another example that shows fear about the development of current technology use is
Black Mirror. This is a series produced by BBC, consisting of three episodes. The
second episode relates explicitly to gamification, a topic that I’d like to address in this
paper. The main character, Bing, needs to cycle on a stationary bike in front of a huge
screen displaying games or ridiculous television programmes, in order to collect
merits. Merits count as currency; they are virtual, and the only way to buy food and
other things you need. One is constantly confronted with his achievements since there
are leaderboards showing how many merits everyone is collecting; it is made into ai
competition.
Those two examples are only two of many that pose use of new technology and
more specifically gamification in a negative way, trying to make us aware of dangers
that possibly lie ahead. Only right after I had seen and read the series and book, I read
about a new campaign launched by Dutch health insurance company Menzis. They
introduced a new plan called ‘SamenGezond’, which allows you to collect points by
doing things they consider to be ‘good’; the points collected can be exchanged for
financial discounts on for example your insurance premium or articles in the Menzis
web shop. This struck me; this is one of the first examples of gamification that has the
possibility of influencing ones life so directly. I wondered what I thought about this
development; is it good? Can it maybe better ones life? Or is it the other way around,
and something that should be seriously reconsidered? Are there other examples of
similar plans and strategies using gamification in such a direct relation to basic human
needs?
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It is mostly the last part that fascinates me; the idea that the gamification is
applied to the basic elements of human life. This is a point that is up till now relatively
uncovered in the debate on gamification. Reading Jane McGonigal’s book Reality is
Broken made me wonder even more what this is all about; should gamification be
applied to the necessities of life? Is it desirable? McGonigal is extremely positive about
the influence games might have not only on our daily lives, but also in greater
perspective. On the other hand, we have Ian Bogost with an extremely negative view,
and Gabe Zichermann being very positive about the applications of gamification from
a marketing perspective. This debate is often sketched in a very opposed way;
gamification is either good or bad. I am not so much interested in choosing sides, but
rather dive into ethical questions concerning gamification, triggered by Menzis’
campaign; this case creates the feeling that a border is crossed, but why? Up till now,
there has been relatively little written about the ethical borders of gamification. I will
try to get this discussion started.
First, I will sketch my position in the heated debate on gamification and what I
would like to achieve with this essay. Then I will explain where I think the (ethical)
borders lie, based on two larger arguments, theoretically supported by referring to
several authors and their theories. I will refer to the hierarchy of needs developed by
Abraham Maslow; this is a model that shows how human needs work and how these
gradually move up in his model, through different layers. This, together with the
exploration of the gamification debate, will hopefully give an answer to what I am
wondering about; should one apply gamification to the necessities of life?
5
chapter 1
sketching the debate on gamification
Gamification is relatively new. The term was coined first in 2008, but was to be used
widespread from around 2010 (Deterding et al 2011: 9). Since then, several theorists
have written about gamification in different ways. There are some key authors that
have given their (explicit) points of view, all coming from a very different tradition. To
make it clear, I have placed them on a continuum; see figure 1 below.
At the left side of the continuum, I have placed two authors, Jane McGonical and Gabe
Zichermann, who both have a positive view on gamification. On the far right, there is
Ian Bogost, who explicitly speaks against gamification, calling it bullshit (Bogost 2011).
Sebastian Deterding is somewhere in between; he sees clever and useful possibilities
for gamification, but does not agree with the way it is mostly implemented nowadays.
However, they all have a very different background, which makes the discussion quite
polarized, it seems thought in black-‐and-‐white terms with little room for nuances or
input. Ian Bogost is a game designer and argues mainly against marketeers. His biggest
issue with gamification is that games are being misused for marketing related issues;
he feels that it is only used to make a bigger profit and this ruins the so to say ‘magical
concept’ of a game;
figure 1: continuum. Views on gamification from positive to negative.
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“More specifically, gamification is marketing bullshit, invented by consultants
as a means to capture the wild, coveted beast that is videogames and to
domesticate it for use in the grey, hopeless wasteland of big business, where
bullshit already reigns anyway.” (Bogost 2011)
He is, least to say, quite negative when it comes to gamification. He is the very
opposite of Gabe Zichermann, an advocate of gamification coming from the marketing
world. He is a marketing consultant and entrepreneur and has written quite some
books on the application of gamification from a commercial point of view. He foresees
that ‘by 2015, every company will have a Chief Engagement Officer, and
gamification/playful experience design will ascend to a trusted and established
profession the world over.’ (Zichermann 2010) He focuses on the force of leaderboards,
points and badges a lot (Zichermann 2010; something that horrifies Ian Bogost, since
(not only according to Bogost) a game consists of a lot more.
From a whole different perspective, Jane McGonical comes in. In her first and
up till now only book Reality Is Broken: Why Games Make us Better and How they Can
Change the World (2011) McGonigal argues that games can really contribute to a better
world if everyone is involved in massive multiplayer games aimed on making this
world a better place. McGonigal is a game developer originally, but takes a more
sociological and very idealistic point of view. One of the games she developed herself
and that she regards a useful tool for everyone who’s facing a tough challenge or for
example –which was her reason to create this game-‐ illness is called SuperBetter. This
allows you to set your own rules and guidelines in order to get better or face your
challenge, in the format of a game.
All these points of view are quite biased. All three are very much embedded in their
own field of research, without having much of an eye for other opinions. They are
focused on preaching their ideas and they practise what they preach – which means
they miss quite a lot. The only one who is somewhere in between is Sebastian
Deterding. In an excellent Google Tech Talk he gave in January 2011, Deterding
explains what is wrong with most applications of gamification, and what should be
done in order to make it better. In short, he defines what a good game should look
like, applies this to gamification and thereby shows what is done wrong most of the
times. I will refer to Deterding later on, since I strongly agree with some of his points.
7
I am not one hundred percent for or against gamification, yet I think there need to be
set some ethical borders; something that up till now has not been under discussion.
Instead of how gamification should be applied well in the form of rules and mastery for
example, I am operating on another plane. Using the ‘SamenGezond’ plan by Menzis
as a starting point, I will explain how I think ethics should be regarded when using
gamification.
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chapter 2
setting ethical guidelines
First, I will explain how SamenGezond actually works. In appendix #1 you can find the
news article that announces the plan. SamenGezond was introduced on the 17th of
September, 2012, by the Dutch health insurance company Menzis. It is not the first
health insurance company to introduce (aspects of) gamification; the UnitedHealth
Group (UHG) for example has written a whole program dedicated to games, where
they are ‘taking existing health-‐related processes and/or activities and infusing them
with gaming elements in order to boost user engagement, such as establishing rewards
systems for meeting goals, incentivizing certain behaviours, and/or adding an element
of competition.’ (Plourde 2012: 18). The same counts for Menzis’ program. When you
subscribe for ‘SamenGezond’, you can collect points for ‘good’ or ‘healthy’ behaviour.
You can earn these points in different ways: by filling in a list of questions about your
lifestyle or exercise behaviour; register as a donor; quit smoking; take care of ill or
dying family or friends for at least eight hours a week (in Dutch ‘mantelzorg’);
membership at a gym. Other possibilities to earn points are still being added. You can
earn a maximum of 5000 points. Only a small part of this can be used for getting a
discount on your insurance premium; the rest has to be spent in the Menzis web shop.
This web shop is filled with ‘healthy’ and ‘good’ articles like charity donations, sports
articles, wellness arrangements and cookbooks filled with healthy recipes. Menzis
introduced this program because they want to stimulate their customers to become
more active and aware concerning their own health. The idea is, ‘the healthier you live,
the more points you earn’, which should result in a healthy society, according to
Menzis1.
In the next part, I will argue in two paragraphs why Menzis has applied gamification in
a wrong way, addressing several aspects of the program and referring to the hierarchy
of needs by Abraham Maslow.
1 Waarom heeft Menzis SamenGezond geintroduceerd? (Why did Menzis introduce SamenGezond?) In: Veelgestelde vragen (FAQ), Menzis.nl. Last viewed on 12.9.2012. <http://www.menzis.nl/web/Consumenten/Klantenservice/SpaarprogrammaSamenGezond/VeelgesteldeVragenSamenGezond.htm#waarom_heeft_menzis_samengezond_geïntroduceerd?>
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2.1 the necessities of life
I will first give an outline of what are considered the basic needs, or the necessities of
life. According to Abraham Maslow, human needs can be categorized in a pyramid,
with the more basic needs at the bottom. See figure 2;
The very basic needs are purely physiological; breathing, food, water, sex, sleep,
homeostasis and excretion. Homeostasis means ‘the body’s automatic efforts to
maintain a constant, normal state of the blood stream’ (Maslow 1943: 372); essential for
being alive. Those physiological needs need to be fulfilled before anything else. Other
needs always come in second place when one of those needs is not satisfied. As
Maslow puts it, someone ‘who is lacking food, safety, love, and esteem, would most
probably hunger for food more strongly than for anything else.’ (Maslow 1943: 373) A
person would always strive to keep its physiological needs satisfied. When this is done
so, one goes up one step in the pyramid seen in figure 1; when this basic hunger is
fulfilled, it moves to the background of what is important at that moment for the
individual.
figure 2: Maslow’s hierarchy of needs
10
The second layer in the pyramid refers to safety needs. Those cannot exist for
an individual when the physiological needs aren’t satisfied, but nonetheless ‘the
organism may equally well be wholly dominated by them.’ (Maslow 1943: 376). Maslow
explains this mainly referring to children, since they express themselves quite visibly
when feeling unsafe. Feeling safe can be referred to on several levels. Health is an
important one; we all know the unsafe feeling you get when you are ill and you cannot
rely on your body. Also, it is very important that you feel safe in the place you live, and
within the family you are born. In this range of needs it is easy to see how the needs
cannot be seen totally separated; one usually prefers familiar things over unfamiliar
things and many people use for example religion to order their world as to make it
understandable and thus ‘safe’ – they have the feeling they know what they are dealing
with (Maslow 1943: 379). Religion, however, is thus something that cannot be related
to a specific layer in the pyramid.
The third layer in the hierarchy of needs is related to love. Human beings need
love and affection, from both friends and family. Sexual intimacy is also involved in
this layer. As you see, sex is also placed in the basic, physiological needs; it is
important to distinguish between the physiological need for sex and the love-‐related
need for sexual intimacy. The human is a social creature that longs for love and lives in
groups; love can therefore not be underestimated. (Maslow 1943: 381) Without
affection and the feeling of belonging, one cannot desire the needs placed higher in the
pyramid; esteem and self-‐actualization.
Esteem and self-‐actualization form the top of the pyramid. Esteem comes first
and can be distinguished into two sets of needs:
“These are, first, the desire for strength, for achievement, for adequacy, for
confidence in the face of the world, and for independence and freedom.
Secondly, we have what we may call the desire for reputation or prestige
(defining it as respect or esteem from other people), recognition, attention,
importance or appreciation.” (Maslow 1943: 381-‐382)
By this needs, one becomes self-‐confident, feeling comfortable, useful and respected.
Others can suppress those feelings, too; this affects other levels of need, since
diminishing ones confidence can make the other feel unsafe and unloved.
Then, the very top of the pyramid; this is the need for self-‐actualization. When
all the other needs are fulfilled, you might still feel restless; some additional need
11
needs to be satisfied. This is something that can vary enormously, depending on the
individual. It is the striving for becoming what one really wants to; for example a
painter, a poet, or a mother (Maslow 1943: 382).
Wrapping it up, there are roughly five needs that, in this order, have to be satisfied:
physiological needs, safety needs, love needs or belonging, needs related to esteem and
last but not least, self-‐actualization. I regard those, in order of importance, the
necessities of life. However, Maslow writes that the order of the pyramid might not be
as strict as posed; in some cases, for example self-‐esteem and love might be turned
around. Also, it is not the case that one layer of the pyramid needs to be 100% fulfilled
in order to step up; ‘a more realistic description of the hierarchy would be in terms of
decreasing percentages of satisfaction as we go up the hierarchy of prepotency.’
(Maslow 1943: 386-‐388) Nonetheless the pyramid cannot, for example, be reverted.
I would like to emphasize the two basic, bottom layers of the pyramid. These have to
be satisfied almost to the fullest in order to lead a very basic and relatively stable life.
The upper three layers are also dependent on each other, but can in some cases be
more or less intertwined, as Maslow describes in his list of nuances and exceptions.
The bottom two (physiological and safety needs) nonetheless can absolutely dominate
ones life when not satisfied;
“Again, as in the hungry man, we find that the dominating goal is a strong
determinant not only of his current world-‐outlook and philosophy but also of
his philosophy of the future. Practically everything looks less important than
safety, (even sometimes the physiological needs which being satisfied, are now
underestimated). A man, in this state, if it is extreme enough and chronic
enough, may be characterized as living almost for safety alone.” (Maslow 1943:
376)
Gamification should not be connected to those two basic layers. Those are to be
fulfilled coming from intrinsic motivation, instead of being pushed by extrinsic
motivation. Successful gamification is mostly applied to the upper layers of the
hierarchy; many very good examples of gamification are for example to be found in the
12
educational branch or when it comes to to-‐do-‐lists2. A very good example of a gamified
type of learning is codeacademy. This is an online learning school based on a website
which learns you programming language – but gamified. When you enter the website,
a command window opens and asks you to spell your name, starting and ending with
quotes. After you’ve done this, you get several other tasks; playfully, you’ll get to
understand what you’re learning. Of course, you can also learn this by studying a book
which provides you with all the codes; yet, this gameful design is what makes it much
more fun and engaging, motivating you to keep on going. It is exactly what Deterding
(et al) refer to as successful gamification: ‘the use of design elements characteristic for
games in non-‐game contexts.’ (Deterding et al 2011: 13) Also, succesfull gamification
examples like codeacademy are mostly to be found in the top layer of the hierarchy of
needs; the self-‐actualization. They make you better at something, help you to
specialize, or just have fun. The difference between the bottom layers and the top
layers also has to do with leisure; the bottom ones need to be fulfilled anyway, while
the self-‐actualization needs depend on how much time you have left after you have
fulfilled all the other needs.
How does this all relate to the gamification as worked out by Menzis? In their
program, Menzis almost exclusively relies on basic needs; needs that are to be found in
the two bottom layers of the pyramid, those that refer to the body and safety. Health is
a very important part of your everyday life; if you are ill, you are unable to do a lot of
other things. All you want is to get better -‐ that is what comes before anything else. Of
course, applying for ‘SamenGezond’ is voluntary (an important precondition for
games), yet it dives so deep into your basic needs, it cannot be separated from it again.
Since everyone in the Netherlands is obliged to have a health insurance, it is not so
easy to get away; one will always be confronted with it.
What stings, too, is that ‘being healthy’ is not always that much of a choice. For
example, you get more points when you exercise more often; yet, there are a lot of
people that do not have the physiological ability to even exercise at all. This makes a
preliminary distinction between healthy people and those that aren’t healthy – but
cannot really do anything about it. Some see a healthy body as something you are
lucky with; for Menzis, it has become more or less measurable, through questionnaires
2 Epic Win (‘Level up your life!’) is an app for iPhone which gamifies your to-‐do-‐lists; when you complete tasks, you master your skills and level up. Includes ‘epic sounds’ and a track of everything you’ve ever achieved with this app. Epic Win, through: <http://www.rexbox.co.uk/epicwin/>
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and rewarding systems. They do not really seem to make a distinction between ‘being
ill’ and ‘living unhealthy’, which makes the ‘game’ unfair since being ill is not a free
choice, whilst living unhealthy often is3.
2.2 point systems
The second argument I’d like to make has to do with the reward system that
‘SamenGezond’ uses. For everything ‘good’ or ‘healthy’ that you do, you will receive a
fixed amount of points, up to a maximum of 5000 per year. They do not explain how
they have set up this system, for example how they calculated the amount of points
you get for an activity or behaviour. They do explain that one point has an internal
value of €0,01; however, in the web shop, a point usually is worth more money, but this
is variable depending on the product or discount4. The points cannot be exchanged for
money; only partly for a discount on your insurance premium. The rest has to be spent
in the web shop.
In appendix #2, you can find the list with questions Menzis has set up so far.
Currently, these are the only options to gather points. More options will be added in
the future. When looking at this, some questions rise. Who checks if the client really
fills in the truth? How have they calculated the amount of points for a specific task or
behaviour? Do they have several ‘categories’ of health related topics on which they
base their point system? What if you are ill – are you then being excluded from the
possibilities of earning points?
First; they are not checking if you really are exercising as often as you filled in
on your list, or if you do take care of your chronically ill friend at least eight hours a
week for more than three months. This enables you to lie about whether you are living
good or healthy. Menzis says they trust their clients and therefore do not check if what
their clients fill in is actually true. I agree that it would go too far to monitor your
clients that thoroughly, yet now it seems like everyone just could do anything they’d
like to do, without any consequences. Menzis only reward, they do not punish; a one-‐
3 This is something that can be discussed, as there have been some studies showing that being sensitive for addiction might be hereditary. 4 Vragen over de webshop (Questions about the webshop). Menzis. Last viewed on 14.9.2012. <http://www.menzis.nl/web/WebshopSamenGezond.htm>
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sided strategy that might work in some cases, but not in this one. As Jeremy Bentham
described in his book The Rationale of Reward, ‘beside the effect produced by its own
force, it also sustains the value of the reward’ (Bentham 1825: 19).
Second, there is the question of categories. Some of the actions that earn you
points actually do not have anything to do with a good or healthy lifestyle; the first
point on the list, for example, is about filling in your declaration forms online, instead
of sending them by mail. The fourth on the list makes you earn points when you
subscribe to the program; you get extra points for any other (family) member you
subscribe on your health policy, too (for example your children). Someone in a larger
family can thus earn more points than someone who lives alone and doesn’t have a
partner or children. There are more ways in which this distinction counts; someone
that doesn’t have the (physical) ability to go to the gym will miss out on 75 points,
because of pre-‐existing conditions. This favours the ‘naturally’ healthy over those who
cannot do anything about their illness or disabilities. Also, when Menzis says they
started this program because they want people to live good and healthy, it seems
rather strange to give them points for adding members or declaring their forms online
– since this does not relate to a healthy lifestyle at all. It is only useful for getting
Menzis more customers; but this is (of course) not what they give up as a reason.
But what I find fundamentally wrong with rewarding points for those types of
activities (varying from declarations to taking care of your loved ones and eating
apples instead of candy bars) is that the virtual, in-‐game points are related to real-‐life
consequences. This is something that other theorists have been thoroughly discussing,
too, agreeing that this usually takes out the fun; it gets too serious. (Deterding 2011a)
This is mostly discussed related to salary bonuses, but I have not yet seen any author
relate it to types of gamification in the field of health or other ‘basic needs’. Caring for
your loved ones will let you be rewarded with points that can give you a discount on a
cookbook; that just doesn’t seem right. Caring for loved ones should be an intrinsic
motivation, not something you do because you will get rewards for it. An example of
the gamification of health that does it right when it comes to this last point is Jane
McGonigals SuperBetter (McGonigal 2011: 135-‐142); because this doesn’t impose
consequences, you make them yourself. You set your own rules and standards, which
makes your motivations and rewards both intrinsic.
15
conclusion
When first reading the different points of view that are represented in the debate on
gamification, it felt like there was something missing. Most points of view come from a
very game-‐design perspective, trying to define first what games are exactly and than
how this can be transferred as good as possible to something that actually isn’t a game.
Of course, the ‘SpaarGezond’ program by Menzis is not really a game. Yet, it does have
some particular game elements (earning points, the possibilities to face challenges),
which makes me call it gamified. While Deterding would describe it as an unsuccessful
example of gamification because it does not meet the requirements he sets out in his
Google Tech Talk (Deterding 2011a), I argue this gamification is unsuccessful and,
moreover, not desirable because it refers to a very basic level of human needs, which
should not be used for applying gamification. It is seen that many successful types of
gamification are to be found in the top layer of the hierarchy of needs; that of self-‐
actualization, where one can develop the self, specializing and becoming an expert in
what one really desires. ‘SamenGezond’ operates on a basic level, and moreover hasn’t
really thought through their system; they do not check if you fill in your lists truthfully
and moreover they favour the average, relatively young and healthy people, favourably
having children and not having any chronic or hereditary illnesses, exercising quite
often and eating healthy food. On top of it, the amount of points you get seem a bit
random; you get the same amount points for sending in your declarations online as for
taking care of your loved ones intensively (‘mantelzorger’). And as such, caring for
your loved ones or declaring online, can be used for discounts on your premium or
products in the web shop. This connection is not only undesirable when it comes to
ethical terms, but even when relating to Deterding’s talk on gamification; one should
never relate in-‐game achievements to real-‐life consequences (Deterding 2011a).
I hope that my approach towards gamification might give some new insights.
Gamification cannot just be applied to everything that isn’t a game; it should not only
been done in a way that does justice to games, but foremost keep in mind ethical
questions that might come to rise.
16
bibliography
Bentham, Jeremy. 1825. The Rationale of Reward. London, John and H.L. Hunt. Accessed online through, last viewed on 13.9.2012 <http://www.fudanbook.info/B2012/x/html/b/Bentham,Jeremy/Rationale%20o f%20Reward,The/index.html>
Black Mirror. 2011. Charlie Brooker, Zeppotron.
Bogost, Ian. 2011. ‘Gamification is Bullshit. My position statement at the Wharton Gamification Symposium.’ Personal Blog, 8.8.2011. Last viewed on 7.11.2012. <http://www.bogost.com/blog/gamification_is_bullshit.shtml>
Codeacademy. <http://www.codecademy.com/> Last viewed on 13.9.2012.
Deterding, Sebastian, et al. 2011a. ‘From Game Design Elements to Gamefulness: Defining “Gamification”.’ Proceedings of the 15th International Academic MindTrek Conference, p. 9-‐15.
Deterding, Sebastian. 2011b. ‘Meaningful Play. Getting “Gamification” Right.’ Google Tech Talk, 24.01.2011, Mountain View CA. Presentation retrieved from <http://www.slideshare.net/dings/meaningful-‐play-‐getting-‐gamification-‐right>
Epic Win. 2010, Supermono Ltd & Rex Crowle. <http://www.rexbox.co.uk/epicwin/> Last viewed on 13.9.2012.
‘Gezonde leefstijl? Zorgverzekeraar Menzis beloont dat met spaarpunten.’ Marije Willems, NRC.nl, 17.09.2012: <http://www.nrc.nl/nieuws/2012/09/17/gezonde-‐leefstijl-‐zorgverzekeraar-‐ menzis-‐beloont-‐dat-‐met-‐spaarpunten/>
Maslow, A.H. 1943. ‘A Theory of Human Motivation.’ Psychological Review, vol. 50, issue 4: p. 370-‐396.
McGonigal, Jane. 2011. Reality is broken. Why games make us better and how they can change the world. New York, Penguin Press.
Plourde, Robert. 2012. ‘The UnitedHealth Group and Gaming’. Games for Health Journal, vol. 1, issue 1: p. 18-‐20.
Shteyngart, Gary. 2010. A Super Sad True Love Story. New York, Random House.
Zichermann, Gabe, Joselin Linder. 2010. Game-‐Based Marketing. Inspire Customer Loyalty Through Rewards, Challenges, and Contests. US, John Wiley & Sons.
Zichermann, Gabe. 2010. ‘The Tech Industry’s Tea Party.’ Huffington Post, 7.12.2010. Last viewed on 12.9.2012. <http://www.huffingtonpost.com/gabe-‐ zichermann/the-‐tech-‐industrys-‐tea-‐pa_b_792833.html>
17
appendix #1: news article
17 september 2012, 08:58
Gezonde leefstijl? Zorgverzekeraar Menzis beloont dat met spaarpunten
Gezonder leven door te sporten of te stoppen met roken wordt beloond met spaarpunten. Reuters / Toby Melville
door Marije Willems
BINNENLAND Zorgverzekeraar Menzis gaat mensen die gezonder gaan leven door te
sporten of te stoppen met roken belonen met spaarpunten. Die kunnen worden
ingeruild voor korting op onder meer wellnessarrangementen, een rollator,
fysiobehandeling of sportkleding, zegt bestuursvoorzitter van Menzis Roger van Boxtel
vandaag in het AD.
Klanten kunnen ook punten sparen door bloed te doneren, zich op te geven voor
orgaandonatie of zich in te zetten als mantelzorger. Voor het programma hebben zich
in een week tijd twaalfduizend van de twintigduizend aangeschreven klanten
aangemeld. Menzis heeft in totaal 1,2 miljoen verzekerden.
18
Mensen met een gezonde leefstijl zijn minder vaak ziek en gaan dus minder vaak naar
de dokter, redeneert Van Boxtel. Op die manier worden volgens hem zorgkosten
bespaard.
MAXIMALE KORTING VAN 35 EURO PER JAAR
Verzekerden kunnen in drie jaar tijd maximaal ongeveer 250 euro aan kortingen
sparen. Wie zijn punten inzet om zijn eigen risico mee te betalen, kan zo maximaal
een korting van 35 euro per jaar krijgen.
De discussie over het bestraffen van ongezond gedrag loopt al langer. Verzekerden
hoeven volgens Van Boxtel niet bang te zijn dat ze meer moeten betalen als ze
aangeven dat ze roken. Volgens hem werkt het geven van korting voor goed gedrag
beter dan het bestraffen van slecht gedrag.
‘GEEN MENZISPOLITIE DIE CONTROLEERT OF IEMAND GAAT SPORTEN’
“We gaan ook geen Menzispolitie inzetten om te controleren of iemand daadwerkelijk
is gaan sporten.”
Wel houdt hij de mogelijkheid open dat er steekproeven worden gehouden.