Gamification creates user behaviors and train users to act certain ways within a website or app. By creating a points and reward system, like badges on Foursquare and Huffington Post, the creators of a system can get users to do things that normally wouldn’t, but what happens when the gamification overtakes the usefulness of the app?
I was recently talking with Leslie and she asked me if I was using Philo, a service which allows you to check-in with their website and earn virtual rewards when watching television. I informed her that I did not, nor did I have any interest in using it or any other similar service because I felt that served no useful purpose.