One of my favorite quotes from Aristotle is “the avarice of man is insatiable.” The word ‘avarice’ alone has my ears perked - coupled with ‘insatiable’ and I simply must have it. I whip it out at parties whenever I want to remind everyone that they should stop feeling even brief moments of joy.
All jokes aside, I think there is an innate addiction to getting more that no one has figured out how to square with the idea that we exist in a limited system.
In today's world, the idea of growth is synonymous with progress and success. Societies are often measured by their ability to grow economically, technologically, and in terms of population. However, this insatiable desire for growth has come at a cost, including the depletion of natural resources, widening social inequalities, and environmental degradation.
In their book "Limits to Growth," Donella H. Meadows and her co-authors presented a comprehensive analysis of the consequences of uncontrolled growth. They argued that the exponential increase in population, consumption, and pollution would eventually lead to the collapse of the world's ecosystems, and the exhaustion of vital resources like food, energy, and water.
To prevent this, we need to find new ways to encourage people to engage in sustainable and responsible behavior. Here I present an idea I thought of a few hours ago. My solution is the use of gamification, which is the application of game design principles to non-game contexts. By using games to motivate people to adopt more sustainable behaviors, we can create a culture that values quality of life over quantity of growth.
Point the target of our avarice to intangible growth in fixed, game, systems. Spare the environment, spare our consumerist tendencies, and instead act out our natures in a society of games.
This approach aligns with the concept of "convivial tools" proposed by Ivan Illich, who argued that tools should be designed to empower people to meet their own needs, rather than being dependent on large-scale institutions. Convivial tools should be flexible, accessible, and easy to use, enabling individuals to take control of their own lives and resources.
The most ancient game of all, throwing sheep's knuckles, which eventually evolved into dice, could not be more approachable. There is something deep in our psychology that responds to these synthetic interactions. I would argue that the near constant presence of games themselves proves that physiologically we as humans draw something deep from these experiences. We need games. And now more than ever to curb our hunger for things.
By using gamification to promote sustainable behaviors, we can create a new set of convivial tools that empower individuals to act towards a more sustainable future. I am talking about a world that celebrates games of all sizes and shapes. The promotes a culture of contained betterment. Improve at a preexisting game rather than change superficial expressions of identity of person hood such as clothes or other wealth symbols. This alone will not save us, but it offers a psychologically rewarding alternative to continuous growth in other more superficial areas such as income, clothes, or other more environmentally detrimental activities.
In conclusion, the use of gamification and convivial tools can play a significant role in curbing society's obsession with growth. By using games to promote sustainable values, we can create a culture that values quality of life over quantity of growth. This approach aligns with the ideas presented in "Limits to Growth" and the concept of convivial tools, which emphasize the importance of empowering individuals to take control of their own lives and resources.