In applying gamer theory to the residents of Alt-Erlaa, opportunities open up for desirable interplay between analogue and digital, physical and virtual. I intended the website to be viewed in parallel with the thesis 'manual'; to essentially view, understand and play the proposed concept. The intention was to primarily bridge the gap between a digital gaming ideology and built architecture, within the physical context of Alt-Erlaa. My secondary aim focussed on the engagement and familiarisation of the digital gaming form for the elderly. However, in hindsight, the use of a mobile device platform or tablet would have been suitably more appropriate due to their popularity, as technology advances.
The limitations of the argument lie in the time sensitive components that structure the arguments for a social credit system. Allowing more time for the development of further games would have enabled a primary source to receive feedback from beta testing. If time allowed to design several gaming variations, I could have determined the appropriateness of different gaming mechanics for its application into real-world settings. It would have also been beneficial to have made the game multiplayer compatible and use findings to perform advanced beta testing to obtain feedback from multiple ages groups and disciplines. This may have given an additional critical perspective of how differing user demographics could perform cohesively in gamified contexts. Also, further primary research including a questionnaire for Chinese citizens/students would have given credibility to speculations and could have offered alternative perspectives on Sesame Credits.
As game-like systems become increasingly weaved within daily life, it is important to continue speculative thought and application through architectural experimentation, to further debate and identify opportunities for change and implementation.