I figured some might. Try to charitably understand why I chose to emphasize with that word. Yes, obviously, playing games provides all sorts of meaningful things to the player. As I said, playing games is intrinsically rewarding.
But what most games don't do is provide extrinsic utility. Playing a videogame does not pay your mortgage, fix your leaky sink, cure your halitosis, or get you an A in class. (Ignoring professional game playing for money, of course.)
Your electricity company's website can be a slow, bug-ridden heap of PHP 1.0 garbage and you will still use it because it lets you pay their bill and keep your lights on. A videogame has no such luxury. If using the game itself is not enjoyable, you have no users. That means good game designers are very well trained in making things people want to use. That's a great skill for anyone who wants to design beloved things.
> The idea we should capture the way games build tangible experiences and apply them to “useful software” is to misunderstand both what makes games useful and software that achieves a task.
There is definitely an important aspect of games that cannot be harnessed by useful software. A key, perhaps the fundamental thing that makes play play is safety. There is a lower bound to how much harm playing a game poorly can do. That keeps the stakes low, which allows you to get into a freer, more exploratory mindset.
Obviously, the app you use to pay your mortgage cannot offer that freeing sense of delight. While that safety is what makes games games, that is not all that makes games enjoyable.
> Gamification is swimming in the shallow end of game design.
Oh dear, I certainly didn't have "gamification" and all the sleazy things that has been used for in mind, though I can see how what I said was ambiguous regarding that.
Maybe a more direct way of stating what I was getting at is that game designers have a greater appreciation of usability than many others. Every tool has some mixture of utility (what it can do) and usability (what it makes easy/enjoyable to do). If a tool has important utility, users will suffer using regardless of its usability. If a university's slow automated phone system is the only way to register classes, well, I guess you're gonna sit on hold for three hours. But you won't like it.
Since games have no utility, they must have usability. Usability ("fun") is foundational in a way that it isn't in other fields. And I think there's a lot to be learned from game designers about how they approach that.