The Value of Value Capture

M. Ridge
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Abstract

Gamification, roughly the use of game-like elements to motivate us to achieve practical ends “in the real world,” makes large promises. According to Jane McGonigal, gamification can save the world by channelling the amazing motivational power of gaming into pro-social causes ranging from alienation from our work to global resource scarcity and feeding the hungry (McGonigal 2011).  Even much more modest aims like improving personal fitness or promoting a more equitable division of household labour provide some license for optimism about the ability of gamification to improve our lives in more humble but still worthwhile ways.  On the other hand, Thi Nguyen has argued that there is a dark side to gamification: what he calls “value capture.”  Roughly, gamification works in large part because it offers a simplified value structure – this is an essential part of its appeal and motivational power.  However, especially in the context of gamification which exports these value schemes into our real-world lives, there is a risk that these overly simplistic models will displace our more rich, subtle values and that this will make our lives worse: this is value capture. The point is well-taken.  The way in which number of steps taken per day can, for an avid user of “FitBit,” displace more accurate measurements of how one’s activities contribute to one’s fitness is a compelling example.   If I become so obsessed with “getting my 10,000 steps” that I stop making time to go to the gym, jog or do my yoga/pilates then that is not a net gain.  However, there is an important range of cases that Nguyen’s discussion ignores but which provide an important exception to his critique:  value capture relative to behaviours that are addictive and destructive.  Here I have in mind things like alcoholism, drug addiction, and gambling addiction.  With these kinds of activities, value capture can not only be good but essential to a person’s well-being because (and not in spite of) of its displacement of the person’s more rich, subtle values.  Interestingly, the point is not limited to cases of addictive behaviour, though they put the point in its most sharp relief.  Any situation in which making rational decisions one by one can leave one worse off than “blindly” following a policy which is itself rational to adopt also turns out to illustrate the point, thus further expanding the role for value capture as itself a force for good.  The more general point is that certain kinds of sequential choice problems carve out an important and theoretically interesting exception to Nguyen’s worries about value capture.  In these kinds of choice contexts, value capture not only does not make our lives go worse, it may be essential to making our lives go better.
价值捕获的价值
游戏化,粗略地说就是使用类似游戏的元素来激励我们在“现实世界”中实现实际目标,做出了很大的承诺。根据Jane McGonigal的说法,游戏化可以通过将游戏的惊人动力引导到亲社会的事业中来拯救世界,从我们的工作疏远到全球资源稀缺和饥饿。即使是提高个人健康水平或促进更公平的家庭劳动分工等更为温和的目标,也让我们有理由乐观地认为,游戏化能够以更谦逊但仍有价值的方式改善我们的生活。另一方面,Thi Nguyen认为游戏化也存在黑暗的一面:他称之为“价值获取”。粗略地说,游戏化之所以有效,很大程度上是因为它提供了一种简化的价值结构——这是其吸引力和激励力量的重要组成部分。然而,特别是在游戏化的背景下,将这些价值方案输出到我们的现实生活中,这些过于简单的模型有可能取代我们更丰富、更微妙的价值观,这将使我们的生活变得更糟:这就是价值获取。这一点很好理解。对于“FitBit”的狂热用户来说,每天走的步数可以取代更准确的测量,即一个人的活动对他的健康有多大贡献,这是一个引人注目的例子。如果我太沉迷于“走一万步”,以至于我没有时间去健身房、慢跑或做瑜伽/普拉提,那么这就不是净收益。然而,Nguyen的讨论忽略了一系列重要的案例,但这些案例为他的批评提供了一个重要的例外:与成瘾性和破坏性行为相关的价值获取。这里我指的是酗酒、吸毒和赌博成瘾。有了这些活动,价值获取对一个人的幸福不仅是好的,而且是必不可少的,因为(而不是尽管)它取代了这个人更丰富、更微妙的价值观。有趣的是,这一点并不局限于成瘾行为的案例,尽管他们把这一点说得淋漓尽致。在任何情况下,一个接一个地做出理性的决定可能会比“盲目地”遵循一项本身就是理性的政策更糟糕,这也证明了这一点,从而进一步扩大了价值获取本身作为一种善的力量的作用。更普遍的观点是,某些类型的顺序选择问题为Nguyen对价值获取的担忧开辟了一个重要且理论上有趣的例外。在这些选择的背景下,价值获取不仅不会让我们的生活变得更糟,而且可能是让我们的生活变得更好的必要条件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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