I could be totally wrong.

But is there anything gamified that is

A) somthing meaningful and B) the participants aren't already invested in the idea of the meaningfulness of it.

I think I see gamifying almost on a par with a form of trickery for crap which isn't actually meaningful to begin with.

I do think you could probably make a strong case for stuff which is undoing a negative, like gamifying addiction recovery.

Again, I'm just pondering and but feeling

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But feeling lol

*Gut feeling lololol

Ok. Instead of saying gamify, use the word encouragement.

But then I'd go back to, the encouragement is the thing itself, it's innate, it's doing Good for its own sake, unquantifiable and meaningless in the attempts at doing so.

Am I just being pedantic here lol, I can't tell anymore

Gamified means that you configure your key meteics around consuming more of the user's life; not making the user's life better.

I've used gamification theory to help myself eat better and get more healthy, as well as overcome addiction. It is a tool that can be used for good or bad.

Hmm I'm not even going that far. You could gamify keeping yourself hydrated. There are stupid apps for this with an animation of watering a flower or some shit. Or you can just be fully invested in the meaningfulness of hydration and not need the app. Gamifying is maybe some sort of bypass. Or something?