Game design can deliberately nudge real-world physical behavior.

Evidence

Hanke reflected on what he and his team had learned from Ingress. Most important was the Niantic team’s “surprise” as they observed how much “the behavior of the players changes.” Hanke grasped that the seeds of behavior modification were planted in the game’s rules and social dynamic: “If you want to turn the world into your game board, the places you want people to interact with have to have certain characteristics.… There should be a reason for the player to go there.… The game is enabling them and nudging you to have those interactions.” — Shoshana Zuboff, The Age of Surveillance Capitalism, 982

Categorization

  • XREF: Connects to Chapter Five’s foundational behavioral surplus concept: here the game monetizes physical movement itself, a pure iteration of behavioral modification. — connects to: Augmented-reality games physically claim private space through GPS coordinates — Shoshana Zuboff, The Age of Surveillance Capitalism, 971; Games like PokĂ©mon Go serve as experimental prototypes for broad behavioral modification infrastructure — Shoshana Zuboff, The Age of Surveillance Capitalism, 1002; Simulation games can model real-world environmental and geopolitical tradeoffs (+4 more)
  • SEED: Angle for an essay: how augmented-reality games function as invisible urban infrastructure that reorders foot traffic and public space — a game designer as town planner.

Broader Connections