At the F8 conference last week, the main example used to demonstrate this new functionality was a game of Words With Friends from Zynga. Not only will games between your friends show up in the Ticker stream, but you can hover over the update to get a live view of what the current word being played is, and even click on the thumbnail to watch the game in a larger window.
| — | m.guardian.co.uk |
I’m prepping for a FailChat about gamification this evening http://t.co/Y55aztu
Charles Hudson, the moderator, just sent me a set of interesting questions, including this one:
Loyalty programs, reward programs, etc have been around before we had the term “gamification” - how are the things we’re talking about now different from classic concepts of loyalty or other usage incentive systems?
I see a lot of confusion between loyalty programs and games — partly because the two areas share a common set of mechanics — Redeemable Points, Levels, Rewards, Collectibles, and Premium Services for Big Spenders.
One fundamental DIFFERENCE between loyalty and games revolves around skill, learning and mastery (or lack thereof). As you progress within a loyalty/rewards program, there’s no real skill involved - you’re learning to “play the points game” and maximize your points. It’s not about engagement - it’s about sticking around and spending/consuming.
OTOH when you progress in a (good) game, you’re learning something - you’re developing some cognitive, social or perceptual skill. That’s part of what makes games so compelling - the sense of getting better at something, of being engaged and shaped by the experience.
Here’s a VENN diagram showing some common mechanics is Gaming and Loyalty. I’ve also thrown in Cialdini’s Influence Principles, because they’re so common and central in social gaming.
What you do think? Can you make a better version of this diagram? Ever seen something similar? Let me know.
The downside is that because negative engagement ultimately squeezes players, these games do not generate sustained virality (I mean true virality, not the spam-publishing kind). If they are novel then they might see a significant early bump, but after that they rely on permanent advertising budgets to nag players back into playing again and again. So while their business process is replicable and expandable, it does not inherently sustain itself. Games based on negative engagement are also very easily copied by competitors.
Beck, in losing his mass-media perch, is repeating the history of Father Charles Coughlin, the radio priest of the Great Depression. Economic hardship gave him an audience even greater than Beck’s, but as his calls to drive “the money changers from the temple” became more vitriolic, his broadcast sponsors dropped him. He gradually faded from relevance as his angry themes lost their hold on Americans and his anti-Semitism became more pronounced. It is a sign of the nation’s health and resilience that Beck, after 27 months at Fox, is meeting a similar end.
Maybe some of the concerns that I have may simply come down to the name itself. The term “gamification” sounds as if you can wave a wand and badges, points and mayorships magically appear, instantly transforming your site or application into something more engaging and successful. Games are lot more complex than that. There is no generic solution. Designing them well is a custom challenge, for every audience and context.
