Tuesday, January 15, 2013

Gamifying Beauty

A few months ago, I stumbled across a website that promised a “virtual makeover.” You’d upload a photo of yourself, then apply various “looks” with all manner of makeup colors and hairstyles; you could even “borrow” a celebrity’s entire look, pasting her makeup and hair onto your image.

I’d seen similar tools before, of course, but they were always comically bad—more along the lines of my friend Lindsay Goldwert’s awesome collection of horror-makeover images than anything you’d actually use to evaluate whether you’d look good in, say, coral lipstick. On a whim, though, I decided to give it a try, figuring that the technology must have changed since I’d last given them a whirl.

I was right. Though the results were obviously computerized, the tech had developed so that you could align your face more precisely in the application frame, meaning that lipstick actually landed on your lips instead of where the computer wanted your lips to be. More important, it was actually useful. I was surprised to find that I actually might look good in coral lipstick; I confirmed that, sadly, the mod look makes me look just wrong; I found a half-up, half-down hairstyle that looked great on me, and when I tried it out on terra firma, it was indeed flattering.

The site linked out to other sites that had features besides makeovers—you could digitally slim yourself down, or plump yourself up. You could get a breast lift, breast augmentation, or both, which served as a complement to the rhinoplasty and face-lift features on the makeover site.

Do I even need to tell you what happened? I went down the rabbit hole. Making adjustment after adjustment, I manipulated my face and body—just to see, of course. Learning what I’d look like with Gwen Stefani’s hair (absurd) led to seeing what I’d look like what Penelope Cruz’s hair (not bad), which led to me trying on dozens of brunette celebrity styles to see which might suit me best (Ginnifer Goodwin?). I plumped my body out 20 pounds to see if it would resemble how my body actually looked when I was 20 pounds heavier (it did), then trimmed myself down 10 pounds to see if it echoed my erstwhile 10-pounds-lighter frame (it didn’t, which didn’t stop me from going on to drop another 15 virtual pounds, because, hey, this is just a game, right?). I narrowed my nose, went up three cup sizes, ridded myself of my deep nasolabial folds, and alternated between digitally tanning and digitally “brightening” until I realized I was aiming for pretty much the skin tone I actually have. And then, a good two hours after I’d sat down to try on Gwen Stefani’s hair for a lark, I went to bed.

Now, there’s plenty to say here about the nature of that rabbit hole, and how it relates to self-esteem and dissatisfaction. (Is it any surprise that after inflating my breasts three cup sizes, clicking back to the photo of myself au naturel left me feeling deflated?) But in truth, after spending an evening creating a slimmer, bustier, better-made-up version of myself, the most pervasive feeling I had was not of self-abasement but of extraordinary fatigue. It was like I’d spent 12 hours proofreading a dissertation on, I don’t know, dirt, printed out in 7-point font. I felt the brain-drain not only of sitting in front of the computer for too long, but of doing crap I don’t actually feel like doing. Which is to say: I felt like I’d been working.

In fact, I sort of was working, even if I tricked myself into thinking I was doing it just for fun. It made me think of gamification, the use of game elements and digital gaming techniques in non-game situations. The idea, in part, is that by lending the benefits of gaming to more tedious tasks (like work), the tedium is lessened because it feels more like play. Perhaps you’ll be more likely to, say, complete online training courses if you earn “points” or “badges” for each segment you finish. It seems silly that something essentially imaginary would motivate people—but one peek at the popularity of programs like Foursquare that allow you to gamify your own life shows that it works. The term more broadly applies to any sort of game thinking that applies to non-game situations—like interactive features (that annoying Microsoft Word pop-up dude) and simulation (think 3-D modeling à la SimCity), though most of the critiques of gamification that I’ve read focus on its reward aspects.

by Autumn Whitefield-Madrano, The New Inquiry |  Read more: