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The news is not
         fun news is
 Why gamifying the
   harder than we think
The news is not
      fun
     Or is it?!
Gamification is the
addition of gameplay
elements onto non-
game applications.
Gamification is the
addition of gameplay
elements onto non-
game applications.



The idea is to make a
service fun so that you
and your network
continue using it.
One example is
Foursquare, which
uses points and
badges to get
people off their
couch.
Another example is
Epic Win, an app
that uses fantasy
elements like
heroes, quests, and
magic items to
Chris O'Brien was the first person to
write about news gamification.
He wrote “How can we 'gamify' the news
experience?" for PBS MediaShift.
I think too many people are coming to
gamification with the idea of making
money, and not making great experiences.
One talk from Amy
Kim asked marketers
                  to,
    "think like game
         designers".
One talk from Amy
Kim asked marketers
                  to,
    "think like game
         designers".

   Which is about as
      easy as asking
         marketers to
"think like industrial
          designers".
Marketers seem to think that making
games is all about badges and points.
Marketers seem to think that making
games is all about badges and points.
The problem with this model is that points
and badges aren't fun by themselves.
Most gamification is like a level of
Mario that has nothing but coins.
Most gamification is like a level of
Mario that has nothing but coins.

       This isn't fun.
What makes Mario fun is that there are
killer mushrooms. And bullets. And jumps
that look impossible at first. Increasingly
           complex challenges.
What Epic Win gets wrong is that there is
nothing challenging about doing laundry.
What Epic Win gets wrong is that there is
nothing challenging about doing laundry.

  That's why we hate doing it.
We play video games because they are fun. Fun is
a mix of challenge, and reward, and play. Why do
we read the news? It's certainly not because it's
fun, or challenging, or playful. We read the news:
We play video games because they are fun. Fun is
a mix of challenge, and reward, and play. Why do
we read the news? It's certainly not because it's
fun, or challenging, or playful. We read the news:



 ★ to stay informed
 ★ to be an engaged citizen
 ★ to have something to talk about with
   others
 ★ to inform opinion
 ★ to learn
 ★ to be entertained (not the same thing as
   fun)
The news, however, can also be
meditative. It can become a ritual. Folding
papers, having a coffee, checking your RSS
feed. We read the news to be informed.
We enjoy the news because it becomes a
ritual.
The first concept:

A word game with unnecessary explosions.
The second concept:

An Facebook-style office sim that
    generates readable content
The daily newspapers produced are pulled
           from your RSS feed.
The third concept:
A meditative virtual newspaper that tracks your reading
                        habits.
The controls are complex, and the
 newspaper tracks your reading
  history in video-game detail.
fin

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The News is Not Fun

  • 1. The news is not fun news is Why gamifying the harder than we think
  • 2. The news is not fun Or is it?!
  • 3.
  • 4. Gamification is the addition of gameplay elements onto non- game applications.
  • 5. Gamification is the addition of gameplay elements onto non- game applications. The idea is to make a service fun so that you and your network continue using it.
  • 6.
  • 7. One example is Foursquare, which uses points and badges to get people off their couch.
  • 8.
  • 9.
  • 10. Another example is Epic Win, an app that uses fantasy elements like heroes, quests, and magic items to
  • 11.
  • 12. Chris O'Brien was the first person to write about news gamification. He wrote “How can we 'gamify' the news experience?" for PBS MediaShift.
  • 13.
  • 14. I think too many people are coming to gamification with the idea of making money, and not making great experiences.
  • 15.
  • 16. One talk from Amy Kim asked marketers to, "think like game designers".
  • 17. One talk from Amy Kim asked marketers to, "think like game designers". Which is about as easy as asking marketers to "think like industrial designers".
  • 18.
  • 19. Marketers seem to think that making games is all about badges and points.
  • 20. Marketers seem to think that making games is all about badges and points. The problem with this model is that points and badges aren't fun by themselves.
  • 21.
  • 22. Most gamification is like a level of Mario that has nothing but coins.
  • 23. Most gamification is like a level of Mario that has nothing but coins. This isn't fun.
  • 24.
  • 25. What makes Mario fun is that there are killer mushrooms. And bullets. And jumps that look impossible at first. Increasingly complex challenges.
  • 26.
  • 27. What Epic Win gets wrong is that there is nothing challenging about doing laundry.
  • 28. What Epic Win gets wrong is that there is nothing challenging about doing laundry. That's why we hate doing it.
  • 29.
  • 30. We play video games because they are fun. Fun is a mix of challenge, and reward, and play. Why do we read the news? It's certainly not because it's fun, or challenging, or playful. We read the news:
  • 31. We play video games because they are fun. Fun is a mix of challenge, and reward, and play. Why do we read the news? It's certainly not because it's fun, or challenging, or playful. We read the news: ★ to stay informed ★ to be an engaged citizen ★ to have something to talk about with others ★ to inform opinion ★ to learn ★ to be entertained (not the same thing as fun)
  • 32.
  • 33. The news, however, can also be meditative. It can become a ritual. Folding papers, having a coffee, checking your RSS feed. We read the news to be informed. We enjoy the news because it becomes a ritual.
  • 34.
  • 35. The first concept: A word game with unnecessary explosions.
  • 36.
  • 37. The second concept: An Facebook-style office sim that generates readable content
  • 38.
  • 39. The daily newspapers produced are pulled from your RSS feed.
  • 40.
  • 41. The third concept: A meditative virtual newspaper that tracks your reading habits.
  • 42.
  • 43. The controls are complex, and the newspaper tracks your reading history in video-game detail.
  • 44. fin

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