* Goals to be achieved that give the player a sense of purpose.
* Rules that limit how the player can achieve said goals.
* Feedback on the player's progress towards the goals the proves them to be attainable and motivates the player.
* Voluntary participation by players aware of the rules and goals.
And then the further argument is that we can make the world a better place and people happier in general by bringing all of these game-style elements into work and everyday life. It's an interesting read, if a little one-sided.On the flip side, the Black Mirror episode "Fifteen Million Credits" features a dystopia in which most people spend their entire lives generating electricity by peddling on stationary bicycles to earn credits they can use to outfit a virtual persona. Let's hope that's not the logical conclusion of Farmville!