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https://larvalsubjects.wordpress.com/2011/09/26/gamification-and-
operational-closure/
For those not familiar with the trend of gamification, cf. this wiki
and a post I wrote on the concept a while back. So whats going on here?
There have been a number of questions as to just what Luhmann might
mean when he claims that social systems are not composed of persons,
humans, or individuals, but rather that humans belong to the environment of
these hyperobjects. Isnt it obvious that social systems are composed of
humans?
Luhmanns thesis is that social systems are composed not of humans
though clearly these social systems cannot exist without humans as a
substratum but rather of communications. Gamification provides a very
nice and harrowing example of how this works. The person who
participates in one of these games is not registered by the social system as a
person but rather as an element that is only relevant in terms of a certain range
of communicative events they are capable of producing within this system.
Here the sociological distinction between persons and roles might help to
gain some purchase on this point. Roles are never identical to persons.
Rather, roles exist only for the social system in which they occur there are no
police officers outside of a social system that constitutes police officers and
these roles predelineate a set of possible functions, acts, and possible speech-
acts (a judge is able to perform certain speech acts that a teacher is not).
This is what takes place in gamification. The person that participates
in the gamification game shifts from being a person to a functional element
that participates in the production and reproduction of the functions
defined by the entity (usually a corporation or government institution).
Thus, for example, the player becomes an element in the corporations
advertising strategy, spreading that corporate name and agenda throughout
the internet in the course of playing the game. Here we get a way of
producing surplus-value or profit that doesnt even pay the worker. For the
worker the reward is the enjoyment or jouissance of game play. Yet often the
players of these games do not even recognize or know that theyre a part of a
corporate apparatus or money making venture. I suspect this is what Ian is
getting at when he talks about the external relations beneath the game
becoming veiled or invisible in gameplay. You might be working for
McDonalds without even realizing it.