His main point is that gamification is an empty relationship: nothing of value is exchanged by either party. That it "works" is an unfortunate product of our psychological wiring, and is thus more aptly described as "exploitationware."
It's important to note that Bogost has worked for many years on serious/persuasive games as a means of exposing systems. Allowing users to interact with those systems as a means of persuasion or education is, as far as he's concerned, a more enlightening experience.
[1] http://www.gamasutra.com/view/feature/6366/persuasive_games_...
I'm sure there are some elements of truth and some valid points in what he says, but the anti-marketing stuff is so over-the-top that it obscures the deeper point(s), IMO.