Theorizing Gamification of Activism
Theorizing Gamification of Activism
Abstract
As an increasingly ubiquitous technique within online social networks, gamification has become
more frequently used to mobilize activists across a range of social movements. However, the
surprisingly limited. This review seeks to advance research on digital gactivism, first by
understanding of gactivism’s potential contributions to, and role in, movement mobilization and
outcomes through a review of established and empirically grounded social movement theories.
Specifically, we focus on the political process approach, resource mobilization, and aspects of
the cultural turn in social movement studies, and argue that from a social movement perspective
gactivism offers high potential in contributing to mobilization and social change. Despite this
significant potential for online gactivism, the article concludes with warnings for the creation and
Keywords: gactivism, social network games, social media, gamification, mobilization, social
Introduction
Gamification refers to the infusion of processes and activities with game design elements
different outcomes are assigned different values, the player exerts effort in
order to influence the outcome, the player feels attached to the outcome, and
the consequences of the activity are optional and negotiable’ (Juul, 2003).
These systems often incorporate reward allocation (Hamari & Eranti, 2011), narrative, and
competition (McCormick, 2013). Such an infusion has increasingly been used within online
social networks and has recently been introduced to the realm of social and political activism.
However, despite several interesting attemptsi to bridge engagement in collective action (see
Diani 1992) with this increasingly theorized and utilized aspect of online social interaction (Bista
et al 2012)ii, to date, there is limited literature on the gamification of activism (or gactivism).
This review seeks to expand on this literature by placing gactivism within the wider context of
activist gaming and digital activism, along with an exploration of the theoretical justifications for
increased research on gactivism by reviewing the social movement mobilization and outcome
literatures in order to gauge theoretical benefits of the tactic of gamification. In particular, this
review examines the political process approach, resource mobilization, and aspects of the
cultural turn in social movement studies. We will use those frameworks to argue that the
theoretical and empirical advances of social movement studies have provided a strong case for
the use of online gamification in spurring mobilization and its potential for influencing social and
political change. We first outline the landscape of gamified activism by briefly investigating the
Theorizing the Potential of Gamified Activism 4
role of games within social movements and then by situating gactivism within the larger changes
Games have been used as tools for activism by social movements for many decades and new
activist games have continued to be developed and used for a wide range of purposes. Some of
these games were developed by social and political activists for the purpose of awareness- or
consciousness-raising. One classic, pre-digital example is the popular board game Monopoly.
Monopoly was an adapted version of Elizabeth Magie’s The Landlord’s Game which was born
out of Magie’s reading of Henry George’s Progress and Poverty. The Landlord’s Game had two
sets of rules, one under which the goal was to create monopolies (as in Monopoly), and another
in which all players were rewarded when wealth was created. According to Pilon (2015), ‘[h]er
dualistic approach was a teaching tool meant to demonstrate that the [latter] set of rules was
morally superior’iii.
Since Monopoly, other games have also been used as teaching tools. Digital games have been
developed to teach players about ecosystems (Games for Change, nd.a), energy and
environmental sustainability (CityOne), climate change solutions (CAMEL, 2012), the US Bill
of Rights (Games for Change, nd.b), other cultures (Games for Change, nd.c), neo-colonialism
Some games have additionally been used to teach players skills that may help engage them in
activism. A Force More Powerful is a computer game that was developed using Gene Sharp’s
book Methods of Nonviolent Action (1973) which examines nonviolent revolutions and
movements. The game allows players to coordinate a social movement seeking to overthrow a
Theorizing the Potential of Gamified Activism 5
dictatorship, expel a foreign occupying power, or get rid of state corruption, for example. The
game was developed to help understand the processes involved in producing such large-scale
changes non-violently, based on historical case studies and comparative analysisiv. Another game
process of door-to-door campaigning, helping to induct new campaigners to basic aspects of the
work often used as a tactic across a range of social and political movements.
These types of games, particularly software-based games, form a large part of the ‘socially
responsible’ gaming sector (Polack-Wahl, 2007) which has expanded significantly in recent
years. For example, institutions such as Games for Change have developed. Games for Change is
an organization that ‘facilitates the creation and distribution of social impact games that serve as
critical tools in humanitarian and educational efforts’ (Games for Change, nd.e). In addition,
universities have also established research and design institutions that deal with the topic of
socially impactful gaming (for example, ASU Center for Games and Impact, Center for
Persuasive Play/Game Lab at American University, and Engagement Game Lab at Emerson
College).
The expansion of the field of activist gaming suggests the possibility of developing a currently
under-examined means of achieving social impact from gaming – the gamification of activism.
And with the ubiquity of online social networking, gamification today seems best placed within a
digital framework. The online gamification of activism would require the introduction of rule-
based systems into the processes that make up social or political activism. This can include
other aspects of social movement participation such as demonstration attendance and even civil
disobedience. Individual activities can be gamified, or a whole range of activities can include a
Theorizing the Potential of Gamified Activism 6
game design. Regarding the latter, one example could be an online, digitized point system for
participation in various activities where the quantity of allocated points could differ based on
factors such as the amount travelled to ‘accomplish’ a task (e.g., attend a demonstration), the
difficulty of completing a task (e.g., attend a meeting vs. participate in nonviolent civil
disobedience), the amount of times a task was done previously, or the amount of times other
Gactivism operates within the larger context of changed activism practices, and in particular a
new type of activism that is demarcated by its use of digital networks and technologies for
activism, mobilisation, and political organisation. Literature on this topic often refers to these
new forms of activism as digital activism (i.e. Joyce 2010; ; Breindl 2010; Hands 2011; Murdoch
2010), online activism (Yang 2009; Postmes & Brunsting 2002; Meikle 2010; Hill 2010; Hwang
2010; Vegh 2003), internet activism (Kahn & Kellner 2004; Earl & Kimport 2011; Rutherford
2000; Tatarchevskiy 2011), cyberactivism (McCaughey & Ayers 2003; Illia 2003; Chamberlain
2004; Carty & Onyett 2006), and web activism (Dartnell 2006), netactivism (Dahlgren 2004;
Doctorow 2011).
While games have been used for activist purposes much earlier than the advent of digital
technology, digitalization and particularly the networked capacity of the internet have opened up
new dimensions for gactivism. Gactivism is largely marked by developments in digital and
networked technologies. As such, it suffers from many of the social costs and benefits from
many of the advantages that have been attributed to the utilization of new technologies for social
movement activism. Digitalized forms of activism have been praised for their wide reach (Gurak
Theorizing the Potential of Gamified Activism 7
& Logie 2003: 45; Salter 2003: 129) and interactive potential (Scholz 2010: 21; McCaughey &
Ayers 2003: 4), but also been criticized for their limited outcomes (i.e. Pemberton 2014; also see
Sharma 2014), and contribution towards political apathy or limited, ‘clicktivist’ engagement (see
Karpf 2010b for more on clicktivism). The potential of gactivism could therefore lie in its
interactive qualities or – particularly in the case of social movement organisations – capacity for
relationship-building (Uzunoglu & Kip 2014; Ingenhoff & Koelling 2009; Yang & Taylor 2010;
Waters et al 2009). As with ‘clicktivism’, however, it can be suggested that gactivism may
apolitical culture.
While the potential effects of digitally enabled activism have been contested, gactivism occupies
an interesting role within a growing form of contention which has been spurred by such
technological innovations. This new activism has been characterized as flexible and spontaneous
(Kavada 2010: 101, 113), decentralized (Kavada 2010: 101; Salter 2003: 129; Garrido &
Halavais 2003: 170; Gamson 2003: 258), ‘seemingly without leaders’ (Hwang 2010: 121) and
therefore relatively non-hierarchical (Gurak & Logie 2003: 31; Salter 2003: 129; Wellman in
Cullum 2010: 49), or at least allowing for horizontal organisation (Columbus 2010: 173) and a
diversity of power structures (Schultz & Jungherr 2010: 33). Digital space therefore offers the
potential for more participatory, deliberative, and open politics (Nielsen 2010: 182). Movements
can develop suddenly and spontaneously (Kavada 2010: 113), be viewed by a comparatively
large audience (Gurak & Logie 2003: 45), gain a ‘sense of continuity’ (Kavada 2010: 117), be
sustained over longer periods of time (Gurak & Logie 2003: 42), and remain – if for nothing else
In many ways these new tendencies are suited to uses of gactivism. The decentralisation of
movements means that potential activists can now gain access to movements via different entry
points and different levels of engagement in what has been called the ‘engagement ladder’ (e.g.
James and Manilov 2011; Andersen 2010). In an engagement ladder, activism does not represent
one specific type of activity that is as a whole suitable for particular movements, but rather a
range of activities that depend on an individual’s engagement (James and Manilov 2011) and
may have different benefits for a movement. An engagement ladder includes a variety of
activities with different commitment levels. In that sense gactivism may directly represent
engagement on lower rungs of the ladder while promoting additional steps to movement
engagement. Integration and movement along the engagement ladder is further facilitated by the
flexible, spontaneous, participatory, and hierarchically flat nature of digital networks. Those
features allow users to explore movements through different contexts and audiences without an
The potential of gactivism also lies – like with other forms of digital activism – in its integrated
uses. The networked capacity of online technologies allow for campaigns that are hybrid in the
sense that they combine online and offline elements, and to function within a media ecology.
While gamified activism could take on a variety of models and organizational types, the ways in
which gactivism is participative is inherently in line with other new tendencies in society that are
expanding with the support of digital technologies. Namely, the process of media convergence
(see Green 2010; Dwyer 2010; Lupton 2013) is helping to remove associational demarcationsvi
and practical limitations to the integration of a wide array of social phenomena. New
technologies are now enabled to interact with each other and as a result audiences often use
several technologies simultaneously (Lupton 2013: 3). That includes digital tools such as the
Theorizing the Potential of Gamified Activism 9
Wii, as discussed by Lupton (2013: 3), are now connected to the internet, transferable over
various new media devices, and enabled for social media interaction.
As games are integrated into the wider media landscape, gactivism becomes (like other types of
digital activism) more networked and therefore more embedded and valuable in activist pursuits.
Media convergence further means that new technologies and therefore also digitally enabled
forms of activism become more integrated into everyday life and more closely associated with,
for example, lifestyle, contemporary affairs, and entertainment. As a social practice which
integrates entertainment and politics by default, gactivism then carries considerable potential for
For gactivism to become increasingly relevant within the processes of social movement
outcomes. By reviewing the social movement outcomes literature we can situate gactivism
amongst other movement strategies and tactics and highlight gamification’s specific
contributions to social and political activism. The outcomes literature within social movement
studies has drawn on a wealth of theoretical advances and empirical data from the last forty years
of research and has frequently found mobilization to play a role in social movement impact (for a
Increased levels of support for a cause that are demonstrated through participative acts, rather
than passive approval, signal to others a wider base of support for the cause. Under democratic
Increased mobilization could therefore be used as an indicator of growing and perhaps already
widespread support for the movement’s position on the policy or policies in question. Evidence
has been found to support these arguments, with several studies setting out to test democratic
theory in the context of social movement pressure (Burstein, 1991, 1998, 1999, 2003; Burstein
and Linton, 2002). In addition, popular controls over the decision-making of authorities exist in
non-democratic contexts (Li, 2014; Lorentzen, 2013; Malesky & Schuler, 2010; Weeks, 2008;
Sharp, 1973), albeit through different mechanisms (Distelhorst & Hou, 2014a). Social change,
rather than just policy change, can also be accelerated by the presence of increased numbers of
participants (see Earl, 2006), particularly regarding novel concerns. Within democratic contexts,
scholars have found that social movements tend to mobilize in order to make public displays to
show others, including policymakers and other movement targets, their worthiness, unity,
numbers, and commitment – or WUNC displayed (Tilly 2003). In doing so, WUNC displays
help to fill out an implicit and standardized ‘scorecard for challenges’ by ‘authorities, allies,
repressive forces, allies, rivals, and spectators’ in which the product of worthiness, unity,
numbers, and commitment equal the strength of the movement (Tilly, 1999, p. 261). It is argued
that the stronger the movement, the greater capacity to generate desired outcomes (e.g. Kolb
Another line of research has posited that outcomes are more likely to be generated with
increased, and better utilized, resources. This ‘resource mobilization’ approach, in part, argues
that ‘human resources’ (Jenkins, 1983) should also be considered and that individuals engaging
actively in the process would benefit the movement (Ganz, 2000; McCarthy, 2005; Rabrenovic,
2009). In addition, other types of resources could be accumulated due to increased mobilization
Theorizing the Potential of Gamified Activism 11
McCarthy, 2004). These theoretical threads suggest the importance of mobilization. The next
section will be concerned with understanding the routes to mobilization and the opportunities for
The social movement literature provides a strong case for the use of online gamification in
ranging from collective action theory, to framing, to research on emotions, could be used to
justify the use of gamification with regards to increasing mobilization. The variety of these
evidence-backed theories suggests that digitally-enabled gactivism can generate additional and
Chong’s seminal 1991 text, Collective Action and the Civil Rights Movement, explores the
application of rational choice theory in explaining the ebbs and flows of the Black Civil Rights
Movement in the United States. A central argument in the text concerns the need for selective
incentives, or private goods available to those who engage in collective action, for mobilization
to occur when the objective of the mobilization is the creation of a public good (also see Olson
1965). This rational choice argument posits that individual participation in social movement
activities, particularly activities with relatively high costs, cannot be explained by the desire of
collective goods unless their individual participation was either understood to be a significant
other kinds of incentives (i.e., selective incentives). Whereas in the civil rights movement Chong
(1991) argued that social benefits such as community, respect in the eyes of others, and being en
vogue were advantages one could only get from the movement by participating in the
Theorizing the Potential of Gamified Activism 12
movement; gamification could provide the selective incentives of ‘gaining points’, ‘leveling up’,
outcompeting others, and achieving an ‘epic win’ for participants (Witt, Scheiner, & Robra-
Bissantz, 2011; Hamari & Koivisto, 2013; Huang & Soman, 2013). While the outcomes of the
collective mobilization may be public goods and therefore spread across individuals regardless of
whether they participate, the aspects of gamification described above can be used as selective
incentives for generating the participation of those who otherwise may not participate, and
Since Chong’s work, others have contributed to our understanding of mobilization in social
movements through this rational choice lens. We shall refer here to two particularly interesting
accounts for the consideration of gactivism. First, Junker (2014) argued that ‘enchanted’
selective incentives also operate when it comes to movement participation. In his research,
Junker found that activism of the religious minority group Falun Gong was intrinsically linked to
the religious aspect of their movement and that the spiritual and metaphysical benefits promised
by the religion require participation. Such a selective incentive can conceivably be found across
religious movements and in movement participation by individuals who are similarly motivated
in their action. For our purposes however, these enchanted selective incentives operate not only
in a metaphysical realm, but also the ‘game world’. That is, benefits acquired within the game
world are themselves enchanted selective incentives and can encourage participation in the same
The cultural turn, and particularly the focus on emotions in recent social movement literature
(see Goodwin, Jasper, & Polletta, 2001), can also help contribute to our understanding of the
potential for gamifying activism. Calhoun (2001), for example, argues that ‘movements produce
emotions’ and that these emotions can serve as selective incentives where ‘[r]ecurrent occasions
Theorizing the Potential of Gamified Activism 13
for ‘peak’ emotional engagement may be more or less ritualized and more or less consciously
managed by movement leaders’ (Calhoun 2001, p. 55-6). These emotional incentives can also be
attempted within the realm of gactivism where narratives can be developed to highlight and
intensify the emotional stimulus of participation, bridging the roles of movement leader and
gamemaster.
Others who have critiqued notions of individual calculation-making have nevertheless expanded
on points made by Chong and others, arguing that people who participate in social movements
are often integrated into networks of other activists (Kim & Bearman, 1997). These social
networks can also exert selective incentives on individuals and therefore such social pressures
may operate through this same basic mechanism (Gould, 2003; Kitts, 2000; Passy, 2003). These
social pressures can be integrated into online gactivism by making it social and/or competitive.
In this case, online social networks can be cultivated through the game or existing social
networks can expand via the game. Social pressures can then be felt with ‘playing the game’ -
The online gamification of activism can also provide a new discourse through which to appeal to
frames are a ‘schemata of interpretation’ (Goffman, 1974, p. 21) that provide a reason and
motive to engage in collective action (Benford & Snow, 2000, p. 617). Gamification would
provide a new motivational frame for potential participants, using appeals such as 1) heroism
through ‘epic [activist] quests’ (Brownhill, 2013, p. 34), 2) self-development through activist
skill ‘level-ups’, 3) collaborative competition that provides small individual victories and
challenges within a wider collective endeavour, and 4) self-efficacy from the completion of
Theorizing the Potential of Gamified Activism 14
(small) challenges. These can be contrasted with more traditional motivational frames used in
Regarding heroism, motivational paths have been linked to heroism in ways quite different from
the idea of ‘epic quests’. For example, a study examining motivational frames in the Iranian
revolution and among terrorists found that the use of heroism through martyrdom had an impact
in movement recruitment (Snow & Byrd 2007; Salehi, 1996, p. 50). Others have found similar
reasons for engagement in more ubiquitious types of protest events (e.g. Gorringe & Rosie 2006;
Nash 2008).
While activists may get a sense of improved skills without gamification, skill development has
rarely been incorporated into the motivational framing of participation, particularly since it is not
often explicitly and purposefully developed within contexts of contentious practices. However,
some jobs within the ‘social movement sector’ (Everett, 1992) have used such motivations in
appealing for job or internship applications. Games typically identify skill development, even if
for the game-world character or avatar and thus can easily be fit into the framing used for
gactivism.
Competition may very well motivate social movement participants, particularly across social
movement organizations within the same movement (e.g., Jenkins, 1983, p. 541-2), but also
across movements (Strang & Soule, 1998) and within organizations (Deaux & Reid, 2000,
p.188). Nevertheless this is often as a result of already engaged activism, rather than motivation
for initial engagement and it is rarely used as a motivational frame. Again, gactivism allows for
the typical gaming element of competition to be applied strategically as a frame through which to
Sustaining Mobilization
For social movements, sustained mobilization is crucial, partially because it increases the level
of ‘commitment’ found in the WUNC formula but also because it also allows for mobilization to
carry on even when movements are in decline or abeyance due to the closure of political
opportunities or changes in other external variables (Taylor, 1989). It has been argued that the
failure of some recent social movements was due to the lack of sustained mobilization, even
when the numbers that were mobilized were quite large – such as the anti-Iraq war movement
(Yeo, 2012). Therefore, sustaining mobilization may also be worth examining when discussing
gamification. This is particularly the case when a game ‘finishes’, or when point scoring is
suspended.
argued that the online gamification of activism could lead to the mobilization of less committed
activists who exit the movement when the gamified aspects of the social movement actions are
no longer available or no longer provide sufficient selective incentives. Such an exit could
quickly drain resources, both human and financial, from the movement and, if these resources
are relied upon and previously viewed as stable and consistent, this could damage the
movement’s organizations and groups more negatively than never having mobilized that
constituency.
If we briefly return back to motivational frames and rational choice theory however, we can see
that gactivism could be applied to mitigate this concern. One reason why sustaining mobilization
is difficult is that often selective incentives become present when movements are close to
achieving victory. It has been argued that as signals are given by authorities or social groups that
a movement is on the cusp of achieving its demand(s) people join the movement – both,
Theorizing the Potential of Gamified Activism 16
arguably, to ensure its success which would provide them with desired collective goods, but also
for the selective good of being a part of a successful campaign (see Chong, 1991) or feeling that
they were ‘being part of history’ (Gorringe & Rosie 2006). This allows mobilization to increase
However, success can often be seen as close to unachievable and movement objectives are often
established as (relatively) distant goals and therefore fail to drum up participation through the
The benefits that gamification could provide comes in the form of smaller level achievements
which would both motivate initial participation as well as maintain enthusiasm in continued
involvement. Such small accomplishments have also been found to motivate participation within
the empirical literature (e.g. Chong, 1991). Gactivist rules could allow individuals to feel a sense
of accomplishment in the game world through incremental and ongoing participation where
Therefore, despite some concerns around the longevity of mobilization through gactivism,
research within the social movement literature can again be used to support the use of
Discussion
While this essay lays out some of the theoretical benefits of gamifying activism with regards to
mobilization, we also acknowledge the possible drawbacks to such initiatives. Inevitably the
work of gamifying activism at a small or large scale, within movement organizations or across a
Theorizing the Potential of Gamified Activism 17
movement, and digitally or otherwise will require resources that could otherwise go to other
attempts at mobilization. If the theoretical support for the use of resources for gamifying
activism discussed above is strong, are there significant counterarguments to offset potential
benefits accrued through gamification? Indeed there may be reason for some concern even if we
Regarding both WUNC displays and collective action frames, online gactivism could prove
ineffective even if mobilization improves. Firstly, let us recall the simplistic but conceptually
of the movement (Tilly, 1999, p. 261). While Numbers may go up in the equation as a result of
online gactivism, the fact that selective incentives are incorporated into the participation may
threaten Worthiness in the eyes of stakeholders or wider publics. If online gactivism increases
the appeal for participating, observers could see that the participants lack worthiness as they are
being driven to act not by their conviction or desires, but by the points and badges provided
within the game world. In this way, online gactivism provides ammunition for the construction
of oppositional frames (Benford & Snow 2000) arguing against a movement or movement
organization’s stance. Opponents can highlight the game and its designers as the reason for large
levels of participation and apply a digitized version of the ‘outside agitator’ label often levelled
These brief points direct our attention to the problems of the process of gamification interacting
potentially severe consequences, then maybe it should not be gamified. This type of argument
can be applied to other aspects of existing social movements. When juxtaposing serious politics
with a game we could assume that ‘fun’ and ‘festivity’ fits much more so with the latter than
Theorizing the Potential of Gamified Activism 18
with the former. However, the festive elements of existing movements that are on public display
in the form of dancing, music, costume, etc… at protests and demonstrations does not seem to
have generated that criticism. The entertainment and joy experienced at political events also
serve as selective incentives but that does not make them a target of attack. In fact, one study has
found that similar styles of protests, when mixed with traditional confrontational elements, have
the power to generate relatively positive media attention and therefore potentially generate
additional mobilization, at least while that style of protest is novel enough to entice media
coverage (Author 1, 2015; also see Gorringe and Rosie 2006). In addition, it may be more
difficult to make such an argument as all aspects of social life are increasingly mediated through
a gamified process on existing social media (e.g., Facebook post ‘Likes’, retweets, Foursquare
‘check-ins’).
This last point regarding the ubiquity of online gamification provides another basis from which
to critique gactivism. Points and badges within the realm of social movement mobilization may
introducing game elements into various aspects of social life is to reduce the importance of any
intrinsic benefits those behaviours or interactions would have elicited and instead bolsters the
idea that those acts do not have any value in themselves. Similar critiques have been levelled
against, for example, grades in schools (Kohn, 1993) and studies have shown that extrinsic
rewards undermine intrinsic motivation (Deci, Koestner, & Ryan, 1999). In the case of online
gactivism, the extrinsic rewards of points and badges could actually reduce the desire to engage
in activism as the intrinsic worth of participation in social movements is devalued in the process
of chasing points and levelling up. For those opposed to gactivism it is this argument that is
perhaps the strongest as it challenges the commitment levels that would develop through the
Theorizing the Potential of Gamified Activism 19
gamified process. This should caution movements and organizations interested in developing
online gactivist platforms. According to the research discussed above, the negative impact on
intrinsic motivation is greater for children than for adults (Deci, Koestner, & Ryan, 1999).
Therefore it may be wise not to target too young an audience with gamified activist platforms.
Likewise, those already engaged and participating may be discouraged in the long-run by
gamification while those who were not previously engaged, despite appeals to intrinsic
We conclude that a social movement perspective shows strong potential of gactivism in routes to
mobilization, particularly in an age of media convergence. It bears the potential for additional
and perhaps sustained mobilization through selective incentives for collective action and
motivational frames through typical gaming design and presentation. This paper cautions,
however, that general pitfalls of digitalized activism such as low levels of commitment or
clicktivism apply to gactivism and that selective incentives could work to deemphasize the
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For examples of the use of gamified activism, see EVOKE 2010a, EVOKE 2010b, Smith 2016, White
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modified by Charles Darrow and sold to Parker Brothers, with Magie receiving no credit for its