how twitter gamifies communication - philpapers

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1 How Twitter Gamifies Communication C. Thi Nguyen Forthcoming in Applied Epistemology, ed. Jennifer Lackey (OUP) Twitter is now one of our primary venues for public discourse. But it is not a neutral or transparent medium. Twitter shapes how we interact, who we interact with, and — perhaps most importantly — it suggests specific goals for those interactions. Twitter doesn’t just pro- vide a speaking platform, nor are its effects confined to algorithmic filtering. Twitter shapes our goals for discourse by making conversation something like a game. Twitter scores our conversation. And it does so, not in terms of our own particular and rich purposes for com- munication, but in terms of its own pre-loaded, painfully thin metrics: Likes, Retweets, and Follower counts. And if we take up Twitter’s invitation and internalize those evaluations, we will be thinning out and simplifying our own goals for communication. Let’s take a step back. Twitter is at once pluralistic in its scope and monolithic in its tech- nological form. Twitter is pluralistic because it offers relatively open access to powerful re- sources for public discourse. Anybody can form an account, and anybody with the right feel for the medium, it seems, can gather enormous numbers of followers. Twitter democratizes access to large-scale communication, which once had been held by a relatively small number of media companies. 1 At the same time, Twitter is monolithic, because everybody who uses 1 My understanding of Twitter here has been particularly informed by Zeynep Tufekci’s (2017) thought- ful analysis of the advantages and disadvantages of this pluralism.

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Page 1: How Twitter Gamifies Communication - PhilPapers

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HowTwitterGamifiesCommunication

C.ThiNguyen

ForthcominginAppliedEpistemology,ed.JenniferLackey(OUP)

Twitterisnowoneofourprimaryvenuesforpublicdiscourse.Butitisnotaneutralor

transparentmedium.Twittershapeshowweinteract,whoweinteractwith,and—perhaps

mostimportantly—itsuggestsspecificgoalsforthoseinteractions.Twitterdoesn’tjustpro-

videaspeakingplatform,norareitseffectsconfinedtoalgorithmicfiltering.Twittershapes

ourgoalsfordiscoursebymakingconversationsomethinglikeagame.Twitterscoresour

conversation.Anditdoesso,notintermsofourownparticularandrichpurposesforcom-

munication,butintermsofitsownpre-loaded,painfullythinmetrics:Likes,Retweets,and

Followercounts.AndifwetakeupTwitter’sinvitationandinternalizethoseevaluations,we

willbethinningoutandsimplifyingourowngoalsforcommunication.

Let’stakeastepback.Twitterisatoncepluralisticinitsscopeandmonolithicinitstech-

nologicalform.Twitterispluralisticbecauseitoffersrelativelyopenaccesstopowerfulre-

sourcesforpublicdiscourse.Anybodycanformanaccount,andanybodywiththerightfeel

forthemedium,itseems,cangatherenormousnumbersoffollowers.Twitterdemocratizes

accesstolarge-scalecommunication,whichoncehadbeenheldbyarelativelysmallnumber

ofmediacompanies.1Atthesametime,Twitterismonolithic,becauseeverybodywhouses

1MyunderstandingofTwitterherehasbeenparticularlyinformedbyZeynepTufekci’s(2017)thought-

fulanalysisoftheadvantagesanddisadvantagesofthispluralism.

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Twittermustcommunicatethroughthesameinterfaces,andbesubjecttothesamealgo-

rithms.2Whatistheimpactofsomuchpublicdiscoursebeingshoveledthroughoneplat-

form?

OtherdiscussionsofTwitterhavefocusedontheenforcedshortnessoftweets,theinflu-

enceofhiddenalgorithmicfiltering,thepromotionofgrouppolarization,thelackofaccount-

abilitymechanisms,andthecollapseofconversationalcontexts(Sunstein,2009,46-96;Mar-

wickandboyd,2011;MillerandRecord,2013;Frost-Arnold,2014;Rini,2017).Iwouldlike

tofocusonanotherbasicfeatureofTwitter—onewhoseimportanceandimpacts,Ithink,

hasnotbeenadequatelyappreciated.Twittergamifiescommunicationbyofferingimmedi-

ate,vivid,andquantifiedevaluationsofone’sconversationalsuccess.Twitteroffersuspoints

fordiscourse;itscoresourcommunication.Andthesegame-likefeaturesareresponsiblefor

muchofTwitter’spsychologicalwallop.Twitterisaddictive,inpart,becauseitfeelssogood

towatchthosenumbersgoupandup.Infact,thedesignofTwitteranditsscoringmecha-

nismshavebeensignificantlyinformedbydesignstrategiesfosteredintheLasVegasgam-

blingindustry—strategieswhichovertlyseektoincreasetheaddictivenessoftheirprod-

ucts.3

Theclearscoringsystembringswithitanotherverygame-likeaspect:aclearandunam-

biguousranking.Weusuallydon’temergefromthepartywitharankedlistofwhothebest

2ThispatternofthoughthasbeenparticularlyinfluencedbyTufekci’s(2018)discussionofhowtheIn-

terneterahasdemocratizedcommunication,butatthesametimesubjectedallonlinecommunicationtoafewverysmallportals.TheInternetisdemocraticbecauseanybodycanputupaweb-page,butitismono-lithicbecauseweallfindweb-pagesusingGoogleSearch-soGoogleSearch’salgorithmbecomesanall-pow-erfulcontrolonourcollectiveattention.Obviously,inthebackground,isMarshallMcLuhan’s(McLuhan,1964)discussionoftheimpactofmediumovercontent.

3NatashaDowSchull’sAddictionbyDesign(2012)offersathoroughlookatthetechnologicalinnovationsofthegamblingindustrytooptimizetheaddictivenessoftheirproducts.Sincethatbook,Schullhasbeenvo-calabouthowthosetechnologieshavebeenadoptedbygamingandsocialmediacompanies(Madrigal,2013;NationalPublicRadio,2014;Seymour,2019).

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conversationalistswere.Twitter,ontheotherhand,offersbothshort-termrankings(Likes

andRetweetnumbersforeachtweet)andlong-termrankings(Followercounts).Mostim-

portantly, the rankings are entirely unambiguous. Unlike conversation in thewild, I can

knowexactlyhowwelleachtweetdid,andIcaninstantlycomparemyoverallpopularity

withthatofanyotheruser.Thiscanprovideallsortsofpleasures:thethrillofvictory,when

weseethosenumberstickup;andthesenseoflong-termachievement,presentedinprecise

andunquestionablequantitativeform.

Supportersofgamificationsaythatitisatechnologyforincreasingmotivation.Gamifi-

cationcansupposedlyimbueeverydayactivitieswithallthefunandexcitementofagame.4

Here,then,isanoptimisticviewofTwitter:bygamifyingpublicdiscourse,Twitterincreases

overallparticipation,andsohelpsustoreaptherewardsofpublicdiscourse—suchasa

morefullypoliticallyengagedpopulace.

Idonotaccepttheoptimisticview.Crucially,Idon’tthinkthatgamificationmerelyin-

creasesourmotivationtoperformanactivitywhilepreservingalltheoriginalgoodsofthat

activity.Gamificationincreasesourmotivationbychangingthenatureoftheactivity.Often,

thegoalsofordinaryactivityarerichandsubtle.Whenwegamifytheseactivities,wechange

thosegoalstomakethemartificiallyclear.Gamesaremoresatisfyingthanordinarylifepre-

ciselybecausegame-goalsaresimpler,clearer,andeasier toapply. Ingamesproper, this

simplificationisn’tparticularlyproblematic,becausethegoalsarepeculiarlyartificial.Game

activities,andtheirassociatedgoals,areusuallykeptsecludedfromordinarylife.Butthere

4ThispointwasputmostinfluentiallybyJaneMcGonigal(2011).Forcriticaldiscussion,anexcellent

startingplaceis(Walzet.al.,2015).

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isnosuchprotectiveseparationwhenwegamifyordinaryactivities.Toreapthemotiva-

tionalbenefitsofgamification,wemustre-shapetheendswhichgovernourreal-lifeactivi-

ties.

Pre-gamification,theaimsofdiscoursearecomplexandmany.Someofuswanttotrans-

mitinformationortopersuade;someofuswantfriendship.Someofuswanttojointogether

inthepursuitoftruthandunderstanding.Twittergamifiesdiscourseand,insodoing,offers

us re-engineeredgoals forour communicative acts.Twitter invitesus to shift ourvalues

along its pre-fabricated lines.We start to chasehigherLikes andRetweets andFollower

counts—andthoseareverydifferenttargets.

OthersofusmaycometoTwitteralreadyinterestedinpopularityandstatus.Forthose,

thegamificationofTwittermaynotrepresentsucharadicalchangeinthebasiccontentof

theirgoals.Butevenforthosealreadyinterestedinpopularity,Twittercanchangetheway

inwhichtheyconceiveofpopularity–bymakinghighlysalientahandfulofspecificmetrics

forpopularity.LikeandFollowercountsarenottheonlywaytoconceiveofpopularity,but

theythemeasurethatTwitterhighlights.

What’smore,theeffectofTwitter’sgamification,acrossthecommunityTwitterusers,

willtendtowardslevellingandflatteningthediversityofvalues.InsofarasTwitter’sgamifi-

cationmotivatesitsusers,thenitwilldragallofitsusers’communicativevaluesinthesame

direction– towardsthesamemetric.Gamificationhomogenizesthevalue landscape.And

thisphenomenonwillhelpexplainsomeofthemoresociallytoxicaspectsofTwitter.The

technologyinvitesustofocusourcaresonthenarrowtaskofgettingpointsandgoingviral.

Andthatgoal is intensionwithour interest inhavingmorallysensitiveandopenhearted

communication.Thisgamification invitesus, instead, toviewcommunicationthroughthe

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lensofcompetition,victory,andsuccessonTwitter’sveryspecificterms.

LetmeemphasizethefactthatTwitteroffersusaninvitationtochangeourvalues.Twit-

terwillnotchangeourvaluesforus.Itisasystemdesignedtoofferuspleasureinreturnfor

simplifyingourvalues–butwestillhavetotakeupthatoffer.Butitdoeseasethewayforus

considerably,byofferingapre-preparedandseductivelydesignedpathway.

Ofcourse,Twitterisn’ttheonlyplacewheregamificationinfluencescommunication,dis-

course, and collective understanding. We can see similar effects with Facebook’s Likes,

YouTube’sclickthroughandwatchthroughcounts,5academiccitationrates,andmore.But

hereIwishtoexplore,indetails,howgamificationimpactsdiscourseandknowledge-pro-

ductioninoneparticularinstantiation,asanopeningsteptowardsunderstandinglifeinthe

timeofquantification.

GamesandGamification

Whygamify?IfthereisaBibletothecontemporarygamificationmovement, it isJane

McGonigal’sbook,RealityisBroken:HowGamesMakeUsBetterandHowTheyCanChange

theWorld.6McGonigalprovidesaclear—andveryinfluential—argumentforgamification.

Ordinarylife,shesays,isquitepainful.Everydayactivities,likework,education,andchores,

aredullandrepetitive.Butluckily,shesays,wealreadyhaveanextremelyeffectivetechnol-

ogyforeliminatingdrudgery:computergames.Byimportingkeydesignfeaturesfrommod-

5TheYouTubeexamplesweresuggestedbyMarkAlfano.6Foramoretechnique-orienteddesignmanualforgamification,seeChou(2015).

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erngamingintoordinaryactivities,wecantransformdailylifeintosomethingfarmoreen-

joyable(McGonigal,2011).

Insomanymoderncomputergames,wevoluntarilyengageinwhatlooks,fromtheout-

side, like pure drudgery.Many games, particularly computer role-playing games, involve

what’sknownas“grinding”—performingsimple,repetitiveactivitiestoslowlybuildupvar-

iousin-gamepointsandcurrency.Grindingcaninvolvekillingeasyenemies,overandover

again,forexperiencepointsandgold—orlaboriouslygatheringpilesofingredientsinorder

tocraftequipment.Whyarepeoplewillingtoengageinsuchdrudgeryintheirsparetime

whentheyavoidsuchactivitiesliketheplagueinreallife?Theanswerseemstolieinthe

powerful feedback and rewardmechanisms available in games, especially contemporary

computergames.Insuchgames,wearegivenimmediaterewardsforourachievementsin

theformofpoints,levelingup,achievementbadges,andthelike.Gamesquantizeoursuc-

cesses,makingourprogressclearandvivid.McGonigalemphasizes,inparticular,howgames

offerusasteadysenseofprogressandvictory,throughaconstantstreamofclearfeedback,

inthetermsoftheaccumulationofpoints(52-63).7Sowhycan’tweborrowthosefeedback

andrewardmechanisms,andslatherthemoverreal-lifeactivities?

We’veseen,inrecentyears,manyeffortstogamifytheworkplaceandtheschool.Busi-

nessentrepreneursseemparticularlyinterestedingamification’sabilitytoincreaseworker

productivity by increasing worker motivation. Disney famously gamified its hospitality

7Themechanismsforthisarecomplex.McGonigalprovidesasurveyoftheempiricalliterature;fora

morepessimisticcounterpoint,seeSchull’sworkongameaddictionanditsrelationshiptopoints.Schull’saccountstressesthewayinwhichtheexacttimingofthequantizedrewardincertaingamedesignstriggersaddictivesurgesofserotonin.

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workforce,providingleaderboardsandrankingsforspeedyperformance.Notably,thesys-

temincreasedproductivity,attheexpenseofalsoincreasingtheinjuryrate.Andworkers

hatedthesystem,callingitthe“electronicwhip”—andsayingthattheycouldn’thelpbeing

motivatedbyit,eventhoughtheydetestedtheintrusion(Gabrielle,2018).We’veseenthe

introductionof gamification into fitness,with technologies likeFitBit andStravaoffering

game-likestructuresofpoints,rankings,andleaderboardsforexercise.We’veseengamified

educationinschools,andinvariousapps.ThepopularlanguagelearningappDuoLingogam-

ifieslanguagelearningbyofferingitsuserspointsandvirtualmedalsforachievingvarious

dailygoals,likelearningnewvocabularywords.

McGonigalandherfellowgamificationadvocatesareoptimisticabouttheutopianpoten-

tialofgamification.InMcGonigal’spicture,gamificationisanunalloyedgood:itsimplyre-

movesdrudgeryandaddspleasure.Butheroptimismdependsonbelievingthatgamification

canachievethesepsychologicalgoodswhileadequatelypreservingthevalueoftheactivity.

Whenweunderstandthesourceofgamification’smotivationalpower,wewillseethe

problemwithMcGonigal’soptimism.Gamificationinvolvesatrade:itincreasesourmotiva-

tioninanactivitybynarrowingandsimplifyingthetargetofthatactivity—which,inturn,

changes thenatureof theactivity.Andthismaybe finewhentheactivityhasanaturally

simpletarget,asispossiblythecasewithlanguagelearning.Butthegoalsofdiscourseare

manyandsubtle,andgamificationthreatenstodestroymuchofthatdiversityandsubtlety.

The usual view among gamification advocates is to treat games and gamification as

providingthesamesortofvalue.Insofarasgamesaregood,thestorygoes,thengamification

mustalsobegood,sinceitmakeslifemorelikeagame.Butthisviewconcealstheprofound

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differencesbetweengamesproperandthegamificationofreal-worldactivities.Tounder-

standthat,we’llneedacleareraccountofthenatureandvalueofgames.

Letmesummarizemyaccountofgames,whichIhavedevelopedinexcruciatingdetail

elsewhere.8Games,I’veargued,aretheartformthatworksinthemediumofagency.The

gamedesignerdoesn’tjustcreatecharacters,stories,andenvironments.Thegamedesigner

sculptsthetemporaryagencythattheplayerwilloccupyduringthegame.Theydesign,not

onlyaworld,butwhotheplayerwillbeinthatworld.Idonotjustmeanthatthegamede-

signerprovidesafictionalbackstoryforacharacter.Theydesigntheessentialagentialstruc-

tureofthein-gameactor.Theydesignatewhatthein-gameagent’sabilitiesandaffordances

willbe—whethertheywillbeajumper,ashooter,abuilderoraninformationgatherer.

And,mostimportantly,thegamedesignersetsthein-gameagent’smotivationsbysettingthe

goalsofthegame.

Andthegameplayersubmergesthemselvesinthissculptedagency,temporarily.Game-

playinginvolvesthetemporaryadoptionofanalternatesetofgoals.Whydoallthis?Forone

thing,ourgoalsingame-lifearesomuchclearerthaninordinarylife.Inordinarylife,our

goalsareoftenobscure.Weoftendon’tknowexactlywhatwe’redoing—orwefindour

reasonshardtoarticulateanddifficulttoapply.Andwearebesetwithaconfusingwelterof

values–bothfromwithinourownvaluesystem,andfromthebruisingvaluecomplexityof

thesocialworld.Butgamesofferarelieffromallthat.Whileplayingagame,weknowexactly

whatwearetryingtodo—andafterwards,weknowexactlyhowwellwehavedone.Success

inagameisclearandunmistakable.Therearepoints.

Andgamevaluesusuallyfitneatlywithoneanother.Inordinarylife,ourvaluesarehard

8ThepresentaccountreliesonmaterialdrawnfromNguyen(2017;2018;2020).

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tobalance.Icareaboutspendingtimewithmylovedones,raisingmychildrenright,writing

goodphilosophy,enjoyingmyselfinrockclimbing,stayinghealthy,andeatingdeliciousfood.

Notonlyaremyvaluesoftenintension,butthereisusuallynowaytopreciselycompare

them.HowdoIcompareachievementsunderoneofthesegoalsagainstsacrificesinanother?

What,exactly,isthecost-benefitanalysisforchoosingbetweenworkingtodayortakingmy

childrentotheaquarium?Butwithgames,thereisusuallyaclearcentralcurrencyofvalue.

Agametellsmetoachievevictorypointsandthentellsmeexactlyhowmanyvictorypoints

thingsareworth.9Thegoodsofagamearereadilycommensurable,bydesign.

Inordinarylife,valuesareofteninchoate,subtle,anddifficulttoapply.Butingames,val-

uesareeasy.Gamesofferusamomentaryexperienceofvalueclarity.Theyareabalmforthe

existentialpainsofreallife.Ingames,weknowexactlywhatwearedoingandwhyweare

doingit.Andwhenwearedone,weknowexactlyhowwellwehavedone.Gamesofferusa

momentaryrespitefromthevalueconfusionoftheworld.

Itisrelativelyeasyforthegamedesignertocreatevalueclarity,becausethevaluesin

gamesareentirelyartificial.Thegamedesignercanjusttelluswhattocareabout,andplay-

erssimplycareaboutitforawhile.Thisispartofwhatitmeanstosaythatagencyisthe

mediumofgames.Thein-gameagencies—theirabilities,theirmotivations—aretheplastic

mediumwhichthegameartistmanipulates toachievetheireffects.Butwhenweseekto

gamifyordinarylife,wearetryingtoimposevalueclarityonapre-existingthicketofvalues.

ThisistheworrywithTwitter.Twittercangrantustheemotionalsecurityandexistential

9Someothergamesofferafewdifferentcurrenciesofsuccess,buteventhen,thosevariouscurrencies

areusuallycompatible.Inmanycomputerrole-playinggames,forexample,Iamofferedbothexperiencepointsandgold,withnoclearexplanationofwhichIamtopursue.Thoughthereisnodirectexchangeratebetweenthetwocurrencies,theygohand-in-hand.Usuallythepathtomoreexperiencepointsisthroughmoregold,andviceversa.SoforsuccessIcanaimtomaximizeboth.

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reliefofvalueclarity,butwemustadoptTwitter’snarrowedtargetsinexchange.

HowTwitterchangesdiscourse

McGonigalviewsgamificationasprovidingnothingbutamotivationalboost.Theanaly-

sisI’veofferedshowstheproblemwiththatview.Wegetthoseextramotivationalelements

—pleasure,fun,engagement—inexchangeforsubstantivelychangingthegoalsoftheac-

tivity,andsochangingtheactivityitself.ThegamifieddesignofTwitterinfluencesdiscourse

byinvitingitsuserstochangethegoalsoftheirparticipationindiscourse—tosimplifythose

goalsinexchangeforpleasure.10

Letmestipulateabitofterminology.Letuscallthedesignedtechnologywhichoffers

pointsandscores“designforgamification”.Andletususe“gamification”torefertothose

caseswhenaplayerinteractswithdesignforgamificationandactuallyadoptsthosepoints

andscoresasprimarymotivatorsduringtheactivity—whentheactivityactuallydoesbe-

comesomethinglikeagameforthem.Noticethatyoucanneedtoactuallyadopttheseclear

goals,atleastforthemoment,togetthepleasuresonoffer.

Consider someofourordinarygoals for communication.Wemaywish to collectively

10MyviewhereismuchopposedtoIanBogost’sfamousargumentthat“gamificationisbullshit”.Bogost’s

argumenthereisthatgamificationisbullshitbecausetheterm‘gamification’wasusedsoflexiblyandvaria-blybycorporateprofiteersthatthetermwasessentiallyuseless—thatitwasapurebuzzword,withnocon-tent(Bogost,2011).Asmydiscussionshows,gamificationisaspecificphenomenonwithcleartechniquesandidentifiableconsequences.Thefactthatsalespeoplehaveusedthetermpoorlydoesnotunderminetheusefulnessofthetermitself.Interestingly,Idothinkthatgamificationisbullshit,butinadifferentsense.HarryFrankfurt’sdiscussionofbullshitcanbereadinthefollowingway:bullshitisanactivitythathasbeendivertedfromitsusualgoal(Frankfurt,2005).Inthatspecificsense,Idothinkgamificationisbullshit.(Bo-gostcitesFrankfurt’sdiscussionofbullshit,butBogostmissesmuchofthespecificityofFrankfurt’sanalysis.)

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pursuetruthandunderstanding,ortopromoteempathyforoneanother.ButTwitter’sscor-

ingmechanisminvitesustoreplacethosevalueswithanother,muchsimplergoal:thatof

maximizingone’sLikes,Retweets,andFollowercounts.Twitter’smeasuresarearadically

simplified—andquiteimpoverished—renditionofthewidepluralityofvaluesforcommu-

nicationwemighthopetofindacrossacommunityofconversers.Foronething,wehave

evidenceaplentythatwhatmakessomethinggoviralisnotitstruth,orthedegreetowhich

itpromotesunderstanding.Recentstudieshaveshownthattweetsloadedwithstrongmoral

emotions,likeoutrage,arefarmorelikelytogoviral,viaaneffectthatresearcherscall“moral

contagion”(Bradyet.al.,2017).

Butagamificationboostermightresistthisportrayal.TheymightsuggestthatTwitter’s

scoringmechanismdoesanadequatelygood jobofreflecting the truepluralityofvalues.

PerhapsindividualshavetheirownvaluesforwhichtheycometoTwitter.Butthosevalues

guidewheneachindividualuserdecidestoLike,Retweet,orFollow.ThusLikes,Retweets,

andFollowercountsserveasusefulmeasuresofoverallsuccessagainstapluralityofvalues,

sincetheyfunctiontoaggregateindividualapproval.

Butbeingguidedbyanaggregatemeasureoftheaudience’sapprovalisafarcryfrom

beingguidedbyone’sowninternalsenseofvalue.First,pressingLikeisaquickreaction.It

typicallyrecordsauser’spositivefirst-impressionresponsetoatweet.Soifweevaluated

ourcommunicativeattemptsbytheirLikecounts,wewouldbeeffectivelybiasedinfavorof

tweetsthatusersimmediatelyenjoy.Wewouldbeeffectivelybiasedagainstslow-burncon-

tent—againstthoseideasthatlingeredinthememoryandrevealedtheirdepthsslowly.It

seemsfarmorelikelythatauserwillLikeatweetifit,say,expressesaviewthattheyalready

agreewith, thanonethatpresentsachallengingorsubtleviewthattheuserwillhaveto

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wrestlewithforawhile.Thisisnotbecausetweetssomehowcan’tbeprofoundbytheirvery

nature.Rather,itisafeatureofhowTwitter’sinterfacecapturesthedatatofeeditsmetrics.

Ausermighteventuallycometoappreciateachallengingtweet,buttheyarefarlesslikely

togobackandfindthattweet,weekslater,topressLike.Slowappreciationisfarlesslikely

tobecapturedbythesystemandbecountedtowardsthattweet’sscore.Andinsofaraswe

havebecomegamified,thenwewilljudgeourowncommunicativesuccessintermsofthat

recordedscore.

Second,TwitterscoringemphasizesthetotalnumberofLikes,ratherthan,say,thedepth

ofengagementorlastingeffectofaparticularcommunication.Thissortofproblemplagues

allsortsoflarge-scalevalueaggregations.ConsiderMattStrohl’scriticismofthemovie-re-

view aggregator siteRottenTomatoes. RottenTomatoes surveys the online reviews of a

movieandreducesthemeachtoasimplebinary:wasitapositiveornegativereview?And

thenRottenTomatoesproducesanaggregatepercentageofpositivereviews.Notice,says

Strohl,howthisinfluencestheresults.Amoviewhichstrikeseverycriticasalittlebitabove

averagewillscore100%onRottenTomatoesandshowupatthetopoftheheap.Amovie

whichdivides thecritics—whichsomecritics findutterlybrilliantandothercritics find

baffling—willshowupwitha50%score,andappear,numericallyatleast,asamediocrity.

Butgreatmovies,saysStrohl,rarelypleaseeverybody.Muchofthemostimportantart is

difficultandutterlydivisive.ButthefilteringandaggregatingmechanismofRottenToma-

toes ends up expressing amathematical preference formore blandly agreeablematerial

(Strohl,2017).

Twitter’saggregationmethodproducesasimilareffect.Sometimes,whenI’mteaching,I

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saysomethingtoawholeclassthatIdoubtwillreachmoststudents,butthatIstronglysus-

pectwillresonatewithoneortwostudents.Andoften,that’sgoodenoughforme.ButTwit-

terscoreseachtweetwithasimplebinarymeasurement:eitherweLikeatweet,orwedon’t;

eitherweRetweet,orwedon’t.Thisbinarydatacollectionscreensoff,attheinputstage,any

considerationsofdepthofimpactorprofundityofconnection.ThenTwitterautomatically,

andveryvisibly,aggregatestheresultsof thatbinary input.Twitter’sscoresmakehighly

salientthenumberofuserswithpositivereactions,whilede-emphasizingthequalityofany

particularinteraction.InsofaraswecometobemotivatedbyTwitter’sscores,thentheaim

ofourcommunicationwillbesubjecttoasimilarbiasingeffectaswithRottenTomatoes.We

willpreferthosecommunicationsthatappealtothegreatestnumber—evenifthatappeal

ismarginallypositive—ratherthanthosecommunicationsthatmightreachasmallernum-

bermoredeeply.

Third,Twitterscoringaggregatesuserinterestsintoasinglemonolithicstatistic,which

threatenstodiminishthepluralityofvaluesforwhichwecollectivelycommunicate.Let’s

assume,forthemoment,thateveryTwitteruserLikesthosetweetswhichinawaythatac-

curatelyreflectstheirparticularinterestsincommunication.(Inotherwords,assumethat

thelasttwoproblemsdon’tapply.)Evenso,gamificationwillresultinahomogenizationof

thevaluesforwhichvariousactorscommunicate.Pre-gamification,eachtweetinguserwill

bemotivatedbytheirownparticularvaluesincommunicating,givingusadiversityofcom-

municators with different and distinctive motives. Such a diversity of interests is quite

healthy,epistemicallyspeaking.Cognitivelydiversecommunitiesdobetteratfiguringthings

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out.11Suppose,now,thattheentirecommunitysuccumbstogamificationandstartchasing

popularitybyTwitter’smetric.Post-gamification,wehaveabodyofcommunicatorsidenti-

callymotivatedtosatisfythesamemixedpopulace.We’vereplacedadiversityofmotivations

withamotivationalmonolith.(Here’sonewaytomakethedamageapparent:imaginethe

differencebetweenaworldofartistseachmotivatedbytheirownaestheticsensibility,ver-

susaworldofartistseachmotivatedtosatisfythelargestnumberoftheirfellowartists.12)

Thesethreeargumentsapproach,fromdifferentangles,thesamecentralidea:thatTwit-

ter’sscoringmechanismsofferasimplifiedrenditionoftherichpluralityofourvalues.They

refractourintereststhroughtheparticularprismofTwitter’sinformationcollectionsystem,

andthenaveragetheresult.And, insofarasthissimplificationcomesinanattempttore-

optimizetheactivityforpleasure,weshouldexpectitreducethatactivity’scapacitiestoper-

formitsotherfunctions.Atmost,wemighthavehopedforacompromisebetweenpleasure

andtheoriginalgoalsoftheactivity;butsuchacompromisewouldrequireacareful,inten-

tionaldesigneffort.AndwehavelittleevidencethatTwitter’sdesignforgamificationarose

fromanysuchcarefulattempttosupportthepluralityofcommunicativevalues.Wehave,

instead,plentyofreasontothinkthatitsdesignfeatureswereheavilydrivenbyaninterest

inincreasinguserengagementforthesakeofprofit.

Here’sananalogy.Productsthatseemgoodandexcitinginthestoreoftenturnouttobe

quitepoorinquality.Thissuperficialityisnoaccident;itistheresultofsystematicpressures.

Thefunctionoftheseobjectshasdriftedduetomarketforces.Whereoncethefunctionofa

11 Lu Hong and Scott Page (2004, 2007) have famously demonstrated that cognitive diversity trumps cognitive abil-ity in groups of deliberating individuals. For a rich application of these results to political communities, see Hélène Landemore’s (2013, 89-117) discussion of inclusive deliberation. 12 For a further discussion of the relationship between loyalty to personal aesthetic sensibility and a resulting land-scape of creative diversity, see Nguyen (forthcoming).

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shoewastohelpuswalk,now,sooften,thefunctionoftheshoeistogetbought.13Andwhat

getsashoeboughtisnotitsactuallong-termquality,buttheshort-termappearanceofqual-

ity. I am suggesting that something similar happenswith gamified discourse onTwitter.

Gamificationchangesdiscoursefromservingthelong-termvaluesofcommunicationtoserv-

ingthefunctionofgatheringthemostLikesandRetweets.

Ofcourse,gamificationmightnotbedangerousifitismanagedproperly.Here,then,isa

moresophisticateddefenseforthegamificationoptimist.Perhapsthesimplified,gamified

valueisn’tactuallyreplacingouroriginalvalue,butsimplyfunctioningasashort-termheu-

ristic forthatvalue.Cognitivelylimitedbeingslikeusoftenneedtofocusonashort-term

proxyforacomplexvalue–like,say,usingone’sincreasedrunningmileageasaproxyfor

health,orusingone’sgradesasaproxyforeducationalsuccess.Managedproperly,suchheu-

risticscanserveasanefficientandmotivatingproxyforsomedeeperandmorecomplex

value.It’smucheasier,onaday-to-daybasis,toaimatincreasingmileagethanitistothink

aboutmyhealthasawhole.

Butpropermanagementiskey.Heuristics,afterall,aresimplificationsoftherealthing.

Theyaregoodheuristicsinsofartheyremainproperlytetheredtoourdeepervalues.The

successfuluseofaheuristic involvesacomplexprocessofmanagement.Weneedtostep

backandreflectonwhetherusingtheheuristicisactuallyhelpingtoachievetheunderlying

values.Increasingyourrunningmileagemightsometimesbeagoodproxyforfitness,but

notwhenitbringsirreversiblekneedamage.Weneedtoadjustourheuristicswhenthey

drift.

ButTwitter’sdesignforgamificationdiscourageappropriatemanagement.First,Twitter

13ThisexcellentformulationsuggestedbyAlisonRieheld.

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makesthescoringsystempervasiveandhighlysalientthroughitsuserinterface.Theready

availabilityofthispre-fabricated,neatlypackagedevaluationsystemmay,byitself,discour-

agefurtherreflectiononone’svalues.Moreimportantly,Twitter’smetricishard-wiredinto

thesystem.Evenifwemanagedtodiscoverthatwedid,infact,wanttoadjusttheheuristic,

thatadjustmentishardtodoonourown–becausethescoringsystemisembeddedinan

externally-controlled technology.Gamificationworksonus, inpart, becauseof the ready

availabilityofthosequantifiedevaluations.14 Inordertogetthefullpleasureonoffer,we

mustassenttotheparticularmeasuresthathavebeenbakedintothesystem.So,unlessTwit-

ter’sgamifiedmetricsjusthappentotherightheuristicstoachieveourparticularvaluesin

communication–andtodosoinperpetuity–thentakingonthosemetricswillimpedeour

capacitytomanageourproxytargetsinlightofourrealvalues.Andeverybodywhouses

Twitterispressuredtotakeonpreciselythesameheuristic,withlittleroomforpersonal

tailoring.Twitter’sinterfacecomeswithapre-fabricated,hard-wiredmeasure,whichpoints

itsusersfirmlyinthedirectionofpopularity–ratherthanallowingtheusertosearchout

theheuristicthatbestmatchestheirowninterests.Ofcourse,ausercould,conceivably,re-

sistthepullofTwitter’sdesignforgamificationandimposetheirownself-createdandself-

managedheuristicsontheirtweeting.Twitterisn’tactuallyforcingavaluechangeonus.The

systemdesignisseductive,butnotcompulsory.ButTwitteroffersusanintoxicatinghedonic

rewardforchangingourvaluesalongitspre-arrangedlines.

Thesethoughtsaboutpre-fabricationpointsthewaytoanotherworry.Toprovidethe

kindofcarefullyengineered,automated,steadyfeedbackthatMcGonigalpraises,weusually

14 See McGonigal’s (2011, especially 52-63) discussion of World of Warcraft, and the importance of the visible and steady trickle of points and rewards.

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needhelpfromlargeinstitutions–likecorporationsandgovernments.Ourchoiceofactivi-

ties–andthewayweengageinthoseactivities–willthendependdeeplyonthefabrication

effortsoflarge-scaleinstitutions.Supposethatyoufindyourselfwithastrongpreferencefor

gamifiedactivitiesoverungamifiedones.Whenyouengageinaparticulargamifiedactivity,

youwill,indeed,findyourselfmoremotivatedandmoreengaged.Butyouwillalsobere-

strictedtochoosingfromthelistofactivitiesthatinstitutionshavechosentogamifyforyou.

Rightnow,forexample,therearepopulargamificationsavailableforlanguagelearning,in-

creasingyourstepcounts,andtrackingyourweightloss.Buttherearen’tgoodgamifications

for learningtoappreciatecomplexpoetryorbecomingabetterandmoreempathetic lis-

tener.Andevenifwethinkthatthechoiceofgamificationsisn’tinsidiousormanipulative–

eveniftheinstitutionsarewell-intentionedandjusttryingtohelpusleadourbestlives–we

willstillfindthattherangeofactivitiesavailabletouswillbesharplycurtailed.Institutions

willtendtoproducegamificationsofactivitiesthatmoreeasilyadmitoftechnologizedmeas-

urement.Itiseasiertogamifyweight-lossthanitistogamifydeepaestheticappreciation,

becausetheformeriseasiertomeasureinanautomatedway.Andwheninstitutionsgamify

activitieswithmoresubtleandcomplexaims–likecommunication–thentheywilltendto

tendtochangethoseactivitiestomaketheaimsmoreamenabletoautomatedmeasurement.

Soa lifeof gamificationwill tend todrawus towards thoseactivitieswhichhave clearly

measurable goals, or can be transformed into something with clearlymeasurable goals.

Whenwedemandthepleasuresofgamificationinouractivities,thentherangeofactivities

availabletousdiminishes–andthedegreesoffreedomwehavewithintheactivityalsodi-

minishes.Ironically,ifwetookthespiritofplaytoinvolvesomethinglikesomekindoffree-

domorspontaneitywithrespecttoone’svaluesandactivities,thengamificationturnsout

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tobetheoppositeofplay.15

Howgamificationchangesus

So far,we’ve discussed how gamification can change the goals of the activity and so

changehowweconducttheactivity.Thereisnowafurtherquestion:howmightgamification

changetheusersthemselves?Howmighttheytransformtheusers’lastingvalues?

Muchdependshereonhowtheusersmotivationallyinteractwiththescores.Thereare

several differentways that interaction could go. First, users can treat Twitter as a game

proper,takingonitsgoalstemporarilyforthesakeofthepleasureduringtheactivity.Sec-

ond,theycaninternalizethosescoresandtransformtheirlong-termgoalsforcommunica-

tion.Third,theycouldkeepthescoresatmotivationalarm’slength,treatingthemonlyasa

measureofsomeusefulresource,butnotpermittingthescorestofunctiondirectlyintheir

motivationinanyway.Let’slookatthesevariouspossibilitiesonebyone.

First,supposeonetreatsTwitterasagameproper.Let’scallsuchapersonagame-play-

inguser.SuchausertemporarilyadoptsTwitter’sscoresastheirgoalwhiletheyplayTwit-

ter,andthenputsthosegoalsawayafterwards. Inthatcase, their localadoptionofthose

game-goalswouldn’tcountasalong-termchangeintheirvalue.Andthispracticewouldbe

perfectlyharmless,ifTwitterwerereallyagamethroughandthrough—butTwitterisnot.

Realgameshavespecialproperties.AsJohannHuizingafamouslyputit,agameoccursin

aseparatedplace—aplacehecalled“themagiccircle”—wherewetakeonalternateroles,

andouractionstookonalternatemeanings(Huizinga,1971).Or,asAnnikaWaernputsit,

gamestakeplaceinsideaninterpretiveframe,whereweagreetoreinterpretthemeanings

15 This view of play is fairly common in the literature, but this precise articulation is from Maria Lugones (1987).

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oftheactsinsidethegame(Waern,2012).Thesearephilosophicallyrichdescriptionsofa

familiarphenomenon.Actionsingamesarescreenedoff,inimportantways,fromordinary

life.Whenweareplayingbasketball,andyoublockmypass,Idonottakethistobeasignof

yourlong-termhostilitytowardsme.Whenweareplayingathavinganinsultcontest,we

don’ttakeeachother’sspeechtobeindicativeofouractualattitudesorbeliefsaboutthe

world.16

And there are, in fact, conversational practices that are games, through and through.

Theseareexplicit,temporarypracticeswhereweconductconversationwhiletakingonspe-

cificgoals,obeyingspecificobstructions,andtakingonspecificroles.Therearestructured

gamesofdeceit,intendedtobeplayedatpartiesorastabletopgames,likeMafia,Werewolf,

TheResistance:Avalon,andSpyfall.Therearealsoinformalconversationalgames,likewhen

wesit aroundand try to comeupwith thebest insult abouteachother’smothers.What

makesthedeceitintruegamesmorallypermissibleisthatweallknow,goingin,nottotake

thein-gamespeechseriously.17Idon’tactuallytakeyour“Yomama”insultstobepresented

asreliable testimonyabout thestateof theworld.Suchgames involve thevoluntaryand

consensualentrance,byalltheplayers,intoanalternativegame-space,wheretheplayers

knowtointerprettheactionsandcommunicationsinsidethegameunderaspeciallight–to

nottreatthemasordinary,real-worldactions.

16The“magiccircle”notionhascomeundersignificantfire,whichIbelievecanbelocatedinafamously

overstatedversionpresentedinRulesofPlay,aninfluentialearlygame-designtextbook.Accordingtothattextbook—atleast,accordingtosomereaders—magiccircleswereimpermeablemembranesformeaning,acrosswhichnomoraljudgmentorconsequencecouldcross(SalenandZimmerman,95-97).IamrelyinghereonwhatItaketobeamoreminimalanddefensibleversionofthemagiccircle.Forvariousdefensesofmorereasonableaccountingsofthemagiccircle,see(Stenros,2012;Waern,2012;Nguyen2020,177-180).

17Forfurtherdiscussionofthemoraltransitionintogame-life,see(Weimer,2012;Kretchmar,2012;Nguyen,2017).

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Butthosearen’tthenormativeconventionsaroundmostofTwitter.ThemajorityofTwit-

terpresentsitselfas,andistakentobe,ordinarydiscourse.Forthemostpart,wethinkthat

peopleonTwitterarerepresentingtheirrealbeliefsandtryingtomakeclaimsaboutthe

actualworld.18AuserwhoapproachesTwitterasaliteralgame,then,runstheriskofunder-

miningtheepistemicgoodsavailabletotheotherusers.SupposeI’monTwittertoactually

communicate about ideas, andyou’replayinga gamewithTwitter—sayingwhatever it

takestogetthemostLikesandRetweetsforthesheerfunofit.IfIdon’trealizeyou’replaying

agame,thenIwillbeprofoundlymisinformedbyyourtweets.ThosewhoapproachTwitter

explicitlyasagame,butdon’tclearlymarkthemselvesasgame-players,areconversingin

bad faith.Theyarepresenting themselvesasengaging inadiscursive, epistemicpractice

whileactuallybeingguidedbynon-epistemicmotives.And,insofarasotherTwitterusers

takegame-playingusersasseriousparticipantsinsincerediscourse,thentheseotherswill

bemistakinggamingtalkforserioustestimony.19

Second, users could internalize the scoresofTwitter, permitting their enduring goals

withtobeinfluencedbyTwitter’sscoringmechanism.Twittermakesthiseasy,bymaking

thosescoressoprominentandsopervasive.

18Anexceptionisso-calledWeirdTwitter,whichisasub-networkdevotedtoironyandverbalgame-

playing,largelyitsown,largelysegregatednetwork.Butthatis,ofcourse,aspecificexception—andnotaparticularlyriskyone,sinceWeirdTwittertweetsaresobizarreandincomprehensible,thattheyarenotlikelytobemistakenforordinarydiscourse.WeirdTwitterisagameproper,withclearindicatorsthattheusersasjustplayingaround.ButthingsaredifferentelsewhereTwitter.IsuspectthatmanyotherpeopleareplayingagamewithTwitterwithpoliticalspeech,onthemainstageofTwitter,whichisafarmoredangerousaffair.

19Toputthisintothetechnicallanguageoftheepistemologyoftestimony:ItakeTwittertobeacontextinwhichmosttweetsaretreatedas“assertions”.TouseElizabethFricker’saccount:whenSassertsthatPtoanaudienceH,theytherebyvouchforthetruthofPtoH,presentingPasbeingso,suchthatHcanformbeliefthatPonS’ssay-so.AnassertionthatPrepresentstheasserterasknowingP(Fricker,2006).Game-playingusers,then,arepresentingnon-assertionsintoanassertoriccontext,whereotherscanbereasonablyex-pectedtotreatthemasassertions.

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Twitterisapartofalargerphenomenonhere,whichwecancallvaluecapture.20Value

captureoccurswhen:

1.Ournaturalvaluesarerich,subtle,andhard-to-express.

2.Weareplacedinasocialorinstitutionalsettingwhichpresentssimplified,typically

quantified,versionsofourvaluesbacktoourselves.

3.Thesimplifiedversionstakeoverinourmotivationanddeliberation.

Someexamples:startingtoexerciseforthesakeofyourhealth,thengettingcapturedby

FitBitandcomingtojustcareaboutyourdailystep-counts.Goingtoschoolforthesakeofa

goodeducationandcomingoutobsessedyourGPA.Becomingapre-lawforthesakeofpublic

interestandlegalactivism,andthencomingtocaremoreaboutgettingadmittedtothebest

lawschoolaccordingtheUSNews&WorldReport’s lawschoolrankings.21And,ofcourse,

goingontoTwitterforthesakeofcommunication,connection,andsharedunderstanding—

andcomingoutobsessedwithmaximizingLikes,Retweets,andFollowercounts.And,obvi-

ously,ahighstep-countisn’tthesameasgoodhealth;ahighGPAisn’tthesameasagood

education;andhighTwitterLikesaren’tthesameasconnectionorcollectiveunderstanding.

Valuecaptureoccurswhenourvaluesundergoalong-termandenduringsimplification,

asguidedbytheexternalmetricsprovidedbyinstitutionsandtechnologies.Theworryhere

isn’tthatourvaluescouldn’teverbeexpressedinquantifiedform,inprinciple.Rather,it’s

20Iintroducedthenotionofvaluecapturein(Nguyen,2020,189-215),thoughmyviewshave,Ithink,

maturedsincethatearliersketch.21WendyEspelandandMichaelSauder’sEnginesofAnxietyisathorough-anddeeplyalarming-account

ofhowtheUSN&WR’slawschoolrankingshaveprofoundlychangedstudentmotivations(EspelandandSauder,2016).

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thatthekindofmetrics,measures,andgamifiedscoringthatwetypicallyencounterinour

lifewithbureaucracies,institutions,andcorporationsarealmostalwaysradicalsimplifica-

tionsofthevaluestheyclaimtobemeasuring.Thosesimplificationsmayhavecertainuses

in administration,management, or large-scale scientific data-collection. But whatmakes

themusefulforthosefunctionsis,infact,theirverysimplification.

It’susefulheretoborrowfromanearbydiscussion:thatofthesimplificationsinvolved

in bureaucratic quantifications.AsTheodorePorter puts it, institutional quantification is

drivenbyaninterestinmakinginformationhighlyportable.Rich,nuancedqualitativeinfor-

mationisdifficulttomanagefromanysortofinformationalcenter.Weneedtostripoutthe

context-sensitivedetailsandnuanceinordertotransmititeasilybetweencontexts(Porter,

1996).Thisiswhysuchquantificationisbelovedofcentralizedbureaucracies,whichneed

topassinformationtodistantmanagers,andupmanylevelsinthehierarchyofadministra-

tion(Scott,1998).22

Thiscontext-strippingstandardizationalsoallowsustoaggregatetheinformationarith-

metically.Think, forexample,ofhowteachersassessstudents.Teacherscouldoffereach

studentrichandindividualizedcommentaryaboutthestrengthsandweaknessesoftheir

academicwork.Suchindividualizedcommentarywouldbevastlyusefultothestudents.But

suchindividualizedcommentaryisincrediblyhardtoaggregateandmanagebyupperlevel

administrators.Howisanadministratorsupposedtocomparetheportfolioevaluationsof

theartdepartmentwiththemathematicalperformanceofthestatisticsstudents?Soteach-

ersareaskedtoprovidequantifiedgradesfortheirstudents,whichcantheneasilybeaver-

agedacrossclassesforonestudents,andacrossallthestudentsinadepartment,university,

22Iamalsoinfluencedhereby(Perrow,2014;Merry,2016).

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orschooldistrict.Quantifiedgradesstripoutmuchofthemostimportantinformation.But

thatcontext-strippingrenders informationintoastandardizedformthatcanbeoperated

uponarithmetically.Thisallowsmanagersofmassive,sprawlinginstitutionstobringtheir

entiredomainintoview—byputtinginformationinstandardizedformandthenaggregat-

ingit.Institutionallifeexertsapressureoninformation,pushingittowardsquantified,ag-

gregableform.Noticethattheseforcesdonottypicallyarisetosupportourindividualinter-

ests,butinsteadtheinterestsofmanagementandlarge-scaleadministration.But,problem-

atically,thosequantificationsappealtoourmotivationspreciselybecauseoftheirapparent

clarity.Andonceweoffersimple,quantifiedmetricsforsuccess,thosemetricstakeoverin

themotivationsofsomanypeople.23

Asimilarpressureoccurswithovertgamifications,especiallyonesinanautomated,tech-

nologicalcontext—thoughthemotivationsforsimplifyingmaybeslightlydifferent.Inorder

tocreatethemotivationalrewardsofgamification,weneedtoprovideascore.Inorderto

providethatscore,weneedtoofferreliablescoringmechanism.Andinalarge-scale,tech-

nologized context like Twitter, that scoringmechanism needs to function automatically.

Twittercan’tofferascorebasedonqualityofengagement,empathy,ordepthofthought.It

canonlyscoreusonwhatiseasilylegibletoitssystems:likewhetherornotsomebodyclicks

onLike.

Suchscorespresentagame-likemotivational lure.Butbecausetheycanalsobe inte-

23Forexcellentcasestudiesintothemotivationalpullofquantifications,seeSallyEngleMerry’s(2016)

studyoftheuseofsimplifiedmetricsandindicatorsinmotivatingpoliticalaction;andEspelandandSauder’s(2016)studyoftheeffectsoflawschoolrankingsonthemotivationsofstudentsanddonors.Thisbriefsketchofvaluecapture,quantifiedbureaucracy,andseductiveclarityherewillbedevelopedinfuturework.

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gratedarithmetically,theycanbeusedtogeneratemoregamificationsdowntheline.Con-

sider, forexample,howFitBit’s scoresnest.FitBitprovidesmewithadaily score formy

walking.Butthatscorecanbeaveraged,soIcanalsogetascoreformywalkingsuccesseach

week,andeachmonth.Sinceotherpeople’sscorescanalsobeaveraged,thesystemcanau-

tomaticallygeneraterankingsandleaderboards,eachofwhichprovidesanothergame-like

motivationalboost.Similarly,Twitter’sscores,oncerenderedintoquantifiedform,canbe

extractedandused togenerateotherscores.24Forexample, theexplicitlygamifiedsocial

networkEmpire.kredcreatesasecond-ordergameoutofsocialmediascores.Empire.kred

isavirtualstockmarket,where individualsare thestocks. Individualscan invest ineach

otherusingthegame’svirtualcurrency,$Eaves.Theirstockvalueisbasedontheirsocial

mediapower,asmodifiedthroughinvestments.Empire.kredharvestsvariousscoresfrom

othersocialmedianetworks—likeTwitterandFacebook,andthenaggregatesthosescores

todriveitsvirtualstockmarket.25Thisispossiblebecausethosesocialmedianetworkshave

alreadydigestedevaluationsofusersuccessintoastandardizedandportableformat:anu-

mericalscore.

Theproblemwithvaluecapturecanbeputmostclearlyifwehelpourselvestoanas-

sumption.Thereis,itisoftenthought,anaturalaimtobelief.Beliefaimsatthetruth.26We

canbetemptedbyothermotivationstoabandonthataim:tobelievewhatwillfeelpleasant

ormakethingseasyforus.Buttodosoistoabandonthenaturalaimofbelief;itistosubvert

24LuptonandSmith’s(2017)recentstudyofquantifiedself-trackingshowthatmanyself-trackersare

extremelyinterestedintheexportabilityofself-trackingdata—oftheabilitytosendFitBitstep-countstoaspreadsheetormoremacroscopichealth-trackingprogram.Theirapproach,however,ismoretunedtothedata-gatheringside,andpayslessattentiontothemotivationalpossibilitiesofgamification.

25https://play.empire.kred26ThisideahasitsmostinfluentialstatementwithWilliams(1970).Formorerecentdiscussion,see(Vel-

leman,2000;Wedgewood,2002).

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theactivityofbelieving.Theactivityofearnestdiscoursealsoseemstohaveanaturalaim,

whichisthecollectivepursuitoftruth.Weaimtoexpresswhatwethinkofastrue,andto

question and challenge each other’s expressions, as part of our quest to understand the

world.Butgamificationtemptsustochangeourgoals—toaimatexpressionswhichmax-

imizeourscore,ratherthanthosewhichaidourcollectiveunderstanding.Anditpromises

torewardusforthatchangewithpleasure.Twittertemptsustosubverttheactivityofear-

nestconversationforhedonisticreasons.

Besidesgame-playingusersandvalue-capturedusers, there isa thirdpossibility: that

userscouldtreatthescoresofTwitterassimplereportsofsomeinstrumentalresource,use-

fulforthepursuitoffurtherends.TheytreatTwitter’snumbers,notassettingagoal,but

merelyasusefuldata.Let’scallsuchpersonavalue-independentuser.Suchauserhasavoided

internalizingthescoresofTwitterinanyway.Theyhaveavoidedgamification.

Here’swhatthatmightlooklike.Supposeonewantedpublicinfluence.Aresourcefor

publicinfluenceishavingaTwitteraccountwithawidenumberoffollowers—andtweets

whichareheavilyretweetedwillreachalargenumberofpeople.Soonecouldaimforhigh

scoressimplyasanapproximatemeasureofthatinstrumentalresource.Suchavalue-inde-

pendentuserwouldn’thaveanyformofchangeofvalueorgoals,eithershort-term,orlong-

term.Theyalsowouldn’tbesubjecttothemotivationalbooststhatarise frommorefully

inhabitingthescoresofTwitter.Theywouldbeholdingthosescoresatphenomenalarm’s

length.Suchauser,then,wouldbefreeofthemoreperniciouseffectsofvaluecaptureand

game-playing.TheyhaveresistedTwitter’sinvitationtogamification.

Thinkingaboutthevalue-independentuserhelpsusgetcleareronwhat’swrongwiththe

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value-captureduser.Thevalue-independentusermanagesthescores,wherethevalue-cap-

tureduserisdrivenbythescores.Consider,bywayofanalogy,tworelationshipsyoucould

havewithmoney.First,youcouldviewitasaninstrumentalresource,tobecollectedinpur-

suitofsomeothervalue.Second,youcouldtreatitasanenduringend,tobepursuedforits

ownsake.Somebodywhosoughtmoneyasaninstrumentalresourcewouldmanagetheir

pursuitofmoneyinviewoftheirlargerends.Somebodywhopursuedmoneyasaninstru-

mentalresourcetohappiness,wouldn’ttakethathigh-payingjobthatwoulddestroytheir

happiness.Theywouldmanagetheirpursuitofmoney,makingsuretopursuemoneyonly

totheextentthatitactuallyhelpedtheirhappiness.Thepersonwhopursuesmoneyforits

ownsake,however,hasnosuchguidingpurposewithwhichtomanagetheirpursuitofthe

greatestpile.27

Similarly,considerauserwhocomestoTwitterforthesakeof,say,socialprogress,and

soughtFollowersandRetweetssimplyasaninstrumentalresourcefortheirmission.They

haveanexternalstandpointfromwhichtomanagetheirpursuitofFollowersandRetweets.

Theywouldn’tsayanythinginordertogoviral,formanysuchthingstheycouldsaywould

likelyunderminetheirlargerpurpose.Butthepersonwhohasbeenfullyvalue-capturedby

Twitter’sscoreshasnosuchlimitation.Theywillbedriventosaywhateverittakestogo

viralandgetthosepoints.

Forthevalue-independentuser,Twitter’sscoresaremerelyameans.Butforthevalue-

captureduser,Twitter’sscoreshavebecometheend.Theactofcommunicationitselfhas

beeninstrumentalizedtotheendofTwitterscores.RatherthanusingTwitterscorestoad-

vance their independentvalues incommunication, theyhavechanged thenatureof their

27ThisparagrapharisesfromdiscussionswithAaronJames.

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communicationtoadvancetheirpursuitofTwitterscores.

Changingvalues

Thekeynotionhere is the ideathatgamificationproblematically instrumentalizesour

goals.Thenotionofinstrumentalizationwillbeusefulunderstandingsomeofthesocially

toxicbehaviorwhichseemstobloomonTwitter.Butfirst,we’llneedaclearerpictureofthe

notionofinstrumentalization.Forthat,we’llneedtolook,ingreaterdepth,athowandwhy

wefashionnewgoalsforourselvesingamesandgamification.

Myaccountofgamesshowsthattheplayerhasaratherextraordinaryformofagential

fluidity. During a game, a player takes on an alternate agencywith alternate goals. That

agencyhasbeenengineeredtoprovidesatisfactionfortheplayerwhoadoptsit.Gamification

worksinasimilarway—itoffersusvarioussatisfactions,inexchangeforshiftingourgoals

alongitsengineeredlines.Bothgamesandgamificationinvolveinstrumentalizingourgoals.

This is unproblematic in games, but deeply problematic in gamification. Why? Because

gamesareaverypeculiaranddistinctivesortofactivity,andgamificationdoesn’tsharein

someofthemostimportantfeatures.

ThebestaccountofthespecialnatureofgamescomesfromBernardSuits’marvelous

attempttodefine‘game’.Suitssaysthattoplayagameistovoluntarilytakeonobstaclesto

makepossibletheactivityofstrugglingtoovercomethem.Inotherwords, inagame,the

obstaclesaremuchofthepoint.Wetrytorunamarathon,andwhatitistorunamarathon

istotrytogettoacertainplacewhilesubmittingtovariousrestrictions.Wemustrunbyour

ownpoweronly–noshort-cuts,notaxis.Thoserestrictionshelpconstitutevariousobstacles

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forourefforts.But,saysSuits,ourdevotiontotheserestrictionsshowsthatwearenotmo-

tivatedsimplybytheindependentvalueofcrossingthefinishline. Ifwejustcaredabout

beingatthatparticularpointinspace,inandofitself,wewouldtakethemostefficientmeans

tothatend—likeataxi.Thefactthatwearewillingtoplaceextra,unnecessaryinefficiencies

inourwayindicatesthatourinterestisnotinactuallyachievingthegoalinandofitself,but

inachievingitinsidecertainspecifiedrestrictions.Ourinterestistoachievethegoalbyway

ofaparticular,constructedformofactivity.AsSuitsputsit,inagame,therestrictionshelp

constitutetheveryactivityweareinterestedinperforming.Whatitistorunamarathon,is

torunacertaindistanceunderone’sownpower.Ifwetookataxi,wewouldn’tberunninga

marathonatall(Suits,2014).28

AsIhavearguedelsewhere,Suits’accountrevealsthepossibilityofaverypeculiarmoti-

vationalstructure.29Therearetwodifferentmotivationalstructuresforplayingagame.One

couldbeanachievementplayer,whoplaysthegameforthevalueofwinning.Oronecould

beastrivingplayer,whotakesonatemporaryinterestinwinningforthesakeofengagement

inastruggle.(Onecouldalsoplayforbothmotivations,invaryingproportions.)Strivingplay

isaveryspecialmotivationalstructure;itinvolvesamotivationalinversionfromordinary

life.Inordinarylife,wetakethemeansforthesakeofachievingtheends.Butingamelife,

weselecttheendsforthesakeofthemeans.Wetakeonatemporaryend,andwesubmerge

28Idon’tthinkgamifiedactivitiescountasgamesproperforreasonsthataretangentialtothetopicsfor

thispaper.Briefly,accordingtoSuits’definition,whichIlargelyendorse,gamesareactivitieswherethegoalofthegameispartiallyconstitutedbythedesignatedrestrictionsonthatgoal.Whatitistomakeabasketinbasketballis,inpart,constitutedbytheplayer’shavingobeyedthedribblingrestriction.Forafurtherdiscus-sionofthispoint,seeNguyen(2020,27-73).Thegoalsingamifiedactivitiesarenotrestriction-constitutedinthisway.

29Thisisaverybriefpresentationofoneargumentfortheexistenceofstrivingplay,amongseveralIhaveofferedelsewhere.Themostdetailedversionofthisanalysisoccursin(Nguyen,2020,27-73).

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ourselvesinit.30

WhenmyspouseandIplaygames,wewanttobothhaveagoodtime,sowelookfor

gamesthatwe’rebothrelativelygoodat.Wecanseethefactthatwe’rebothstrivingplayers

byhowwemanipulateourcapacitytowininthelong-term.Supposethatwehavefounda

gameatwhichweareperfectlymatchedandarehavingalovelysetofintensegamingses-

sionswith.Supposeoneofusfindsastrategyguidetothatgame.Ifthatpersonweretoread

itbythemselves,theywouldpullaheadandstartwinning.Ifwewereachievementplayers,

thenweeachshouldwanttoreadthatguide.Butwedon’t,anditisperfectlyreasonablethat

wedon’t.Wearewillingtosuppressourcapacitytowininthelong-term—eventhoughwe

try,withallourmight, towinduringthegame.Ourextra-gamebehaviorreveals thatwe

aren’tactuallyinterestedinwinninginanyenduringsense.Ourinterestinwinningismerely

somethingwetemporarilyadopt,inordertocreatetheexperienceofthatdeliciousstruggle.

Andthegoalwepursueinthegameisoftendisconnectedfromourenduringgoalsand

ends—atleast,disconnectedintheusuallinearsense.Inmanygames,ourrealpurposeis

tohavefun,butwecanonlyhavefunbytryingtowin.Butwedon’treallycareaboutwinning;

wejustadoptatemporaryinterestinwinningsothatwecanengageinthefunactivityof

trying.Butafterthegameisthrough,wecandispensewiththatinterestinwinning.Forex-

ample:IcanstartagameofCharadesatapartyforfun.Inordertohavefun,Ihavetogenu-

inely try toachieve thegoalsof thegame—to communicate concepts throughgestures,

withoutspeech.Butafterthegame,Idiscardthatdesire.Afterall,ifIlostatCharades,but

weallhadagoodtimetogether,thenIachievedmytruepurpose.Onlyanespeciallypoor

30SomephilosophersmayprotestthatIhavepositedtheimpossible:thatwecandesireatwill.Pleasesee

Nguyen(2019,451-455)formyargumentthatstrivingplayrevealsthatwecan,infact,desireatwill.

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sportwouldthinkthewholeenterpriseafailurebecausetheyhadlostatCharades.

So,whenwejustifyourgamegoalsinstrivingplay,wedonotdosoinreferencetothe

valueofthegoalitself,ortowhatfollowsfromit.Wejustifythegame’sgoalsbypointingto

the value of the activity of pursuing those goals. Thus, strivingplay instrumentalizesour

adoptionofgoals.Instrivingplay,weadoptagoal,notforitsownvalue.Ouradoptionofa

game-goalisjustifiedintermsoftheactivityofpursuitthatgoalstructures.

Here,then,isakeydifferencebetweengamesproperandthegamificationofnon-game

life.Instrivinggames,thegoalsofgamesaretemporary.Moreimportantly,theyarediscon-

nectedfromthenetworkofourenduringends.Instrivingplay,myin-gamegoaliswinning,

butIdon’tactuallycareaboutwinninginthe long-term.Iachievemyrealpurpose–fun,

satisfaction,exercise–bypursuingthewin,andnotbyactuallywinning.Andthisiswhyitis

perfectlypermissibleforgamedesignerstochangethegoalsofgame-activity.Game-goals

canbemadeassimpleandnarrowedasisconvenientbecausetheyaren’tdirectlyattached

toourenduringends.Gamedesignersarechanging theplay-goals thatguideanartificial

activity,whichhasbeenscreenedofffrommanyreal-worldconsequences.

Butgamificationisanentirelydifferentmatter.Ingamification,thedesignersareinstru-

mentalizing thegoalsofour real-lifeactivities.FitBit,bygamifyingexercise, invitesus to

changeourgoalsforourhealthandfitness.AndTwitter,bygamifyingdiscourse,invitesus

to change our goals for conversation, communication, anddeclaration. Instrumentalizing

one’sgoalsisfineinstrivinggames,becausethegoalsingameswerenevervaluable,inand

ofthemselves, inthefirstplace.Butinreal lifeactivity,thegoalsareoftenindependently

valuable.Sowhenwegamifythoseactivitiesandinstrumentalizethoseendsforthesakeof

pleasure,werisklosingsightofthereal importanceoftheactivity.Twitter’sgamification

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changesourcommunicativegoalsawayfromunderstanding,connection,andthecollective

pursuitoftruth,andbendsthemtowardssomethingmuchmoreimpoverished.

Twitterandtoxicity

I’vediscussedelsewheretwoproblematicsocialphenomenaassociatedwithpolarized

discourse:echochambersandmoraloutrageporn.Bothofthesephenomenaseemtoflour-

ishonsocialmedia.Wearenowinthepositiontoofferthebeginningsofanexplanationfor

thisrelationship.Gamification,echochambers,andmoraloutragepornallshareacommon

centralthread:awillingnesstoinstrumentalizewhatoughtnotbeinstrumentalized.

Let’s firstgetclearerontheseotherphenomena.First:as I’vearguedelsewhere,echo

chambersarebestunderstoodasstructuresofmanipulatedtrust.Echochambermembers

havebeensystematicallytaughttodistrusteverybodyontheoutside(Nguyen,2018).

Toputitmoreformally:anechochamberisasocialstructureinwhich:

1.Onemustsubscribetoacertainbeliefsystemtobeamember.

2.Thatbeliefsystemincludesthebeliefthatallnon-membersareuntrustworthy,and

allmemberstrustworthy.

Thus,echochambers inculcatearadical trustdisparitybetweenmembersandnon-mem-

bers.Thebeliefsystemincludessomeexplanationforwhyeverybodyontheoutsideisun-

trustworthy.Inthemodernlandscape,thoseexplanationsoftentaketheformofconspiracy

theories—like,“TheliberalmediaisinthegripofGeorgeSorosandtotallycorrupt.”And

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thetrustdisparityisself-reinforcing.Themoreyoutrustyourfellowechochambermem-

bers,themoretheiragreementwillconfirmyoursharedbeliefsystem.Andthemoreyou

confirmthatbeliefsystem,themoreyouwilltrustyourfellowmembersanddistrustoutsid-

ers.

Compareechochamberstoanearbyphenomenon:thatofepistemicbubbles.Anepis-

temicbubbleisasocialstructurewhereinsidersaren’texposedtoviewsontheoutside.De-

spitethesuperficialsimilarity,epistemicbubblesandechochambersworkthroughentirely

differentmechanisms.Inanechochamber,insidemembersmayhaveplentyofexposureto

outsideviews,butoutsidevoiceshavebeenundermined.Epistemicbubblesarestructures

ofbadconnectivity;echochambersarestructuresofmanipulatedcredence.Inanepistemic

bubble,outsidevoicesaren’theard;inanechochamber,outsidevoiceshavebeensystemat-

icallydiscredited.

Importantly,I’veargued,manyproblematicbeliefcommunitieshavebeenmisdiagnosed

asepistemicbubbles.Butactually,theyaremostlytheresultofechochambers.Itisn’tthat

climatechangedeniers,forexample,aresimplyunawareofwhatclimatechangescientist

think,orthestandardpubliclyavailableargumentsforclimatechange.Theyare,forthemost

part,quitewellacquaintedwiththoseargumentsandconclusions.Itisthattheythinkthat

theinstitutionsofclimatechangesciencehavebeensystematicallycorruptedandareun-

trustworthy.Thishelpsexplainstheintractabilityofclimatechangedenialists.Sinceanep-

istemicbubbleworksthroughsimplyomittingoutsidevoices,weshouldbeabletoshatter

onesimplybyexposinganinsidertomorevoicesandmoreviewpoints.Weshouldexpect

epistemicbubblestogodownwiththefirstcontacttothemissingevidence.Butechocham-

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bermembersarepre-preparedforencounterswithexternalviewpointsandarmedwithex-

planatorymechanismstodismissthoseothervoices.Echochambersarefarmorerobust.

Whymightoneenterintoanechochamber?Inmyearlierdiscussion,Ifocusedonthe

possibilitythatonemightberaisedinanechochamber,and,throughnofaultofone’sown,

beentrappedinanerrantsystemoftrust.ButhereIwouldliketofocusonanotherpossibil-

ity:thatsomepeoplechoosetoenterechochambersbecausebeinginanechochamberis

morecomfortableandmorepleasurable.

Lifeoutsideofanechochambersisfullofallkindsofcognitivedifficulties.Wemustcon-

stantly strugglewith conflicting evidence and unexplained phenomena. Andwe are con-

fronted,overandoveragain,withevidenceofourowncognitivefallibility.Theseconfronta-

tionshumbleus—whichisgoodforus,butalsoquitepainful.

Echochambersbanishall thatepistemicfriction.31Theyremove, throughdistrust, the

impactofdisagreeingvoices.Insteadofhavingtocopewithnewevidence,echochambers

typicallypresenttheirmemberswithclear,coherentstoriesabouttheworld.Insteadofthe

humblingconfrontationwiththeevidenceofone’serrors,echochambersoffertheirmem-

bersthejoysofunanimityanduninterruptedconfidence.

Andnotice:thesejoysareverymuchakintothejoysofvalueclaritythatwefoundin

games.Andbothformsofjoyemergefromsimilarengineeredconditions.Gamesinvolvere-

designingtheagent’sgoalsandabilitiesforpleasure.Echochambersinvolvere-engineering

theirmembers’beliefsystemandtrustsettingsforpleasure.Andechochambersaredanger-

ousbecausetheyre-engineer,notsometemporaryandsegregatedbeliefsystem,butreal-

31IaminfluencedherebyJoseMedina’s(2012)accountofepistemicresistance,thoughIemphasizethe

ideathattheexperienceofandtheprocessingofepistemicresistanceiscomfortable,andsyntheticepistemicenvironmentsengineeredtoberesistance-lessarequitepleasurable.

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lifebeliefsystemswhichgovernreal-lifeaction.

Wecannowseethehigher-levelsimilaritybetweengamificationandechochambers.In

gamification,weinstrumentalizeourreal-lifegoals.Inparticular,thegamificationofTwitter

involvesinstrumentalizingthegoalsassociatedwithdiscourse.Gamificationinvolves,toa

significantdegree,abandoningtheaimoftruthandunderstanding,andtakingonasimpler

goal—wherethatgoalwasengineeredforthesakeofpleasuresofvalueclarity.Echocham-

bersalsoinvolveinstrumentalizingourbeliefsystems,abandoningtheaimsofhavingthe

beliefsthataretrue,andtrustingthepeoplethatarereliable.And,inexchangeforabandon-

ingtheseepistemicaims,echochambersoffertheirmembersthepleasuresofconfidence,

simplecoherence,andunity.

Thereisaninterestingcomplexityintheinstrumentalizationhere.Therearetwolevels

ofexplanationforthesesimplifyingre-designs.Itseemsplausible,forbothTwitterandfor

manyreal-worldechochambers,thattheyareintentionallydesignedbyanexternalagent.

There-engineeringinvolvesinstrumentalizationattwodifferentlevels:atthelevelofdesign,

andatthelevelofadoption.Plausibly,Twitter’smakersconsciouslydesigneditforpleasure

andaddictiveness,forthesakeofprofit.Sotherearetwoinstrumentalizationshere.First,

Twitter’smakersaredesigningforgamificationforthesakeofprofit,whichtheypursueby

makingtheirdesignseductivelypleasurableto itsend-users.Andsecond,thoseusersare

acceptingtheseduction,andgamifyingtheirdiscourseforthesakeofpleasure.Atbothlev-

els,wefindpeoplewillingtoforsaketheoriginalgoalsofdiscourseforsomeotherend.

Similarly,manyechochambersareplausiblydesignedforpoliticalcontrol.32Tothatend,

32Thisviewmightstrikesomeascynical.Thisis,however,thepictureofferedbyKathleenHallJamieson

andJosephCappella(2010)intheirmeticulouslyresearchedaccountofRushLimbuaghandFoxNews’inten-

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designershaveareasontoengineertheirbeliefsystemtobeaspleasurableaspossible.Once

again,therearetwoinstrumentalizations:designerscreateabeliefsystemforthesakeof

politicalcontrol,whichinvolvesdesigningthemtobepleasurabletotheirusers.Thenusers

acceptthosebeliefsystemsforthesakeofthatengineeredpleasure.And,onceagain,atboth

levels,wefindpeoplewillingtocreateoradoptbeliefsystemsforreasonsthatbear,noton

theirrelationshiptotruth,buttosomeotherend.

Let’s turnnowto thesecondtoxicphenomenon:moraloutrageporn. Inearlierwork,

BekkaWilliamsandIofferanaccountof“porn”inthegenericsense.Wemeantodescribe

thenew,modernusage,whichincludesthingslike“foodporn”,“realestateporn”,and“closet

porn”.Weproposethatarepresentationisusedasgenericpornwhenitisengagedwithfor

thesakeofagratifyingreaction,freedfromtheusualcostsandconsequencesofengaging

withtherepresentedcontent.Forexample:foodpornispicturesoffoodwhichpeoplelook

attogetimmediategratification,whileavoidingthecalories,cost,andhassleofeatingthe

depictedfood.Realestatepornispicturesofexpensive,well-maintainedhomes,whichpeo-

ple lookat for immediategratification,whileavoiding thecostsandhassleofbuyingand

maintainingthoseactualhomes.

Thisaccounthelpsusgetagriponanimportantphenomenon:moraloutrageporn.Moral

outragepornisrepresentationsofmoraloutrage,whichpeopleengagewithfortheimmedi-

ategratificationsoffeelingsofmoraloutrage—forthepleasuresoffeelingsmug,secure,

andconfidentinthetotalwrongnessoftheotherside.Andtheydosowhileavoidingthe

tionalconstructionofanechochamber.Theirbook,EchoChamber:RushLimbaughandtheConservativeMe-diaEstablishment,isoneofthebestearlyanalysesofechochamberstructures,andisthesourceformyownaccountofechochambers.

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costsandconsequencesofgenuinemoralengagement:likethepainsofstrugglingtobemor-

allysensitive,theeffortsofseekingtherightmoralbeliefs,andtheexhaustionofrealmoral

action.Wethinkitquiteclearthatsocialmedia issuffusedwithmoraloutrageporn.And

moraloutragepornisquitedangerous.Ifoneisinterestedinusingmoraloutragepornfor

pleasure,onewillhaveanincentivetoadopt,nottherightmoralsystem,buttheonethatis

easiesttocrankforpleasure.Onewilllikelybetemptedto,say,adoptasimpleandabsolute

moralsystem,thatwillgiveonetheeasiestaccesstothepleasuresofsmugcondemnation.

Crucially,ourclaimisn’tthatmoraloutrageisbad.Realmoraloutrageiscrucial.Moral

outrage,whenitemergesfromawell-tunedmoralsensibility,helpsustoregisterinjustice

andmotivatesustoendit.Theveryproblemisthatmoraloutragepornthreatenstocorrupt

therealthing.Thepropertargetofmoraloutrageisthegenuinelyoutrageous.Butwhenwe

usemoraloutrageporn,weuseourownmoraloutrageforpleasure.Andsoweareincentiv-

izedtochangeourmoralbeliefsystem—toignorethetruth,andadoptthosebeliefsthat

willgiveusthemostpleasurableoutrage.Moraloutrageporninvitesustoinstrumentalize

ourmoralbeliefs(NguyenandWilliams,2020).

So:moraloutragepornandechochambersoftenoccurtogether,andtheybothseemto

flourishonsocialmedia.Whymightthatbe?Wenowhavethebeginningsofanexplanation.

Allofthesephenomenainvolvehedonisticinstrumentalization,wherewetakeanattitude

ormentalstateandmodifyitawayfromitsappropriatetargetinexchangeforpleasure.

Whymightasimilarityofmotivationalstructureleadtofrequentco-occurrence?Isug-

gestthatthesevarioushedonisticinstrumentalizationsoccurtogetherbecausetheyappeal

tothesamesortsofmotives.Inotherwords,theco-occurrenceofgamification,echocham-

bers,andmoraloutragepornarenotbestexplainedbyfeaturesoftheindividualphenomena

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themselves,butintermsofthecharacteroftheirlikelyadopters.Inallofthesecases,main-

tainingtheattitudestowardstheirappropriateaimtakeswork.Somebodywillingtoaban-

donanattitude’sappropriateaimandinstrumentalizeitforpleasureinoneplace,islikely

todoitanother.

Anotherwaytoputit:gamification,echochambers,andmoraloutrageporngotogether

likejunkfood.Differentkindsofjunkfoodareunhealthyindifferentways—somearetoo

highinsalt,sometoohighinfat,sometoohighinsugar.Butthereasontheyareoftencon-

sumedtogetheristhattheyarealllikelytobeconsumedbysomebodywhoiswillingtotrade

offhealthandnutritioninreturnforacertainkindofquickpleasure.Thesameistrueof

gamification,moraloutrageporn,andechochambers.Theyareallreadilyavailablesources

ofacertainquickandeasypleasure,availabletoanybodywillingtorelaxwiththeirmoral

andepistemicstandards.

Next,thinkaboutthingsfromthepointofviewofthesystemdesigner.Imagineyourself

intotheshoesofahostilemanipulator.Let’ssayyouwantedtogetpeopleunderyourpolit-

icalsway.You’dwanttodesignabeliefsystemthatwasasmaximallycatchyandstickyas

possible.Here’sonewayyoucoulddoit.First,youcoulddesignabeliefsystemthatincluded

provisionstodistrustalloutsiderswhodidn’tsharethebeliefsystem.Youcouldmakethat

beliefsystemutterlyclearandcoherent,allthebettertopleaseitsadopters.Inotherwords,

you’ddesignanechochamber.Second,youcouldrigthebeliefsystemwiththeappropriate

amountofmoralcertaintyandsuperiorityoveroutsiders,soastoprovideallthepleasures

ofmoralcondemnation.Inotherwords,you’dfillitwithmoraloutrageporn.Third,ifitwere

available, you’d want to entrench that belief system in a communication platform that

awardeditsusersplentyofclear,directaffirmationforagreeingwitheachother.Forthat,

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thegamifiedsettingofTwitterwilldoquitenicely.Echochambersinstrumentalizeourtrust;

moraloutrageporn instrumentalizesourmorality;andgamification instrumentalizesour

goals.33

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