For me the biggest trend or fad of the last six months is that of gamification, essentially taking a lot of things we love about videogames, and using them for non-gaming exercises. Jane McGonigol's rhetoric has been key in a lot of this – she has termed game designers to be “happiness engineers” - to be those most suited to finding ways to motivate players, and then getting them to have a great time doing so, and hopefully in the process, creating excess social good. Of course marketers have gotten their hands the idea and have run with it – this is gamification, or as Ian Bogost has suggested people put it – exploitationware. It kinda makes everybody uncomfortable, but that's okay. That's the point.
I think that gamification has caught the affection of so many in the corporate world because it holds the same promise that advertising geared to the subconscious desires of humanity did. It attempts – through subtle goals and mechanics, to engineer consumers. By using these methods marketers can once again take the upper hand. I mean, where else is there to go? Sure ads and brands still scramble desperately to appeal to our inner subconscious – to our eternal longing for social acceptance and self-worth – but like over-inoculating entire populations against flu each year leading to stronger viruses immune to contemporary drugs, our overly-self aware, discursive and self-referential advertising culture has bred a generation of jaded, media savvy people, whose very first response to just about everything is often this:
THIS IS FAKE/STAGED/PHOTOSHOPED
We don't believe anything anymore! We call out bullshit before we are even certain that its bullshit because we have been told and taught to believe that everything is a lie. As the philosopher Slavoj Žižek has said many times, if we believe in anything today it's deconstruction. We, as academics – and I would say as a culture - deconstruct with extreme prejudice.
I believe that videogames are powerful tools and powerful ways of communicating – but they are only just that – another way to communicate, just as the telegraph, radio and television were. Yet gamification seems to offer the promise of a new way of engineering happiness – a new way of controlling the population when consumerism seems to have come up so short in creating the docile consumer that governments and corporations would like. This is the continuation of Edward Bernays' Freudian cynical view of people; as blind slaves to nature. Instead we should be very open to the understanding that there is a moral dimension to gamification: it can exploit people.
In addition, chances are this vision of a new docile consumer created through its use is likely a myth, sprouting out of many peoples desire to reinvigorate the old ways of controlling populations and publics.
So knowing this, how should we use videogames, and what else can they do? That's what I hope we can think about in our ongoing discussion and what videogames mean for power at the bottom up, instead of from the top down.

Game Over: No More Lives
I see people in the video game industry spout this "story telling" and "communication" blather all the time, usually as an attempt to justify being a 40 year old who has done nothing but play games their whole lives. If video games really are a form of communication, the single biggest message they communicate is "Kill, motherfucker, kill!"
Mindless killing to achieve a goal is, without question, the primary message communicated by video games. Murder and mayhem to get what you want is at the core of most games. The US Supreme Court just ruled that engaging in even the most realistic computer simulated violence is every child's First Amendment Right. Being exposed to even the most tasteful nudity, however, is a totally different story.
The latest trend in gaming is pandering to the pathetic masses who are desperate for validation. Like so much in this sick culture, games are now offering the false promise that "You too can be a superstar!" Not only that, you can interact with "real" people via the mediation of the game company and their restrictions. If your idea of communication is "Gr8 solo, man" or "Shoot him in da balls", you're golden. Anything deeper and you're probably out of luck. That limiting, simplifying, nature of video game "communication" is another problem with treating it seriously. Instant reactions and hand eye coordination is not the stuff a worthy society is built upon.
Like TV, the communication is one-way, top down. Unlike TV, you are not just subjected to the program, you are absorbed into the program and shaped by it. Your input is the passive acceptance of the role assigned to you by the game. Sure, you may get to choose your battle armour, which prostitute you beat, or what car you want to steal, but those choices are as false and as trivial as "Pepsi or Coke". You accept the choices your programmers are offering you. It is illegal to do otherwise (ie hack in your own adaptations & choices).
Unless more positive, thought inducing, games with more positive messages take over the industry, I don't see anything substantially positive resulting in "gamification". I only see something that encourages more short-term, reactionary, thinking and deluded fantasies. We need less of that, not more.
Game Over: No More Lies
I realize that I'm replying to a comment that's several months old and that my reply might not be read, but it seemed absurd to me to leave this rant unanswered.
I believe that "mindless killing to achieve a goal" is far from being the primary message conveyed by video games. You would need to look no further than games like Psychonauts, Beyond Good and Evil, Planescape: Torment and Final Fantasy Tactics to see examples of really excellent narrative. The author of the above post might also be interested to know that the Grand Theft Auto series which he or she alluded to has been following a trend of increasing narrative complexity with each new iteration. Storytelling is just one example of things that video games can do exceptionally well.
I'm not saying that every video game features a stirring storyline, but generalizing all games as being mindless is, in my opinion, a very ignorant perspective.