Gaming Headlines – Driving Readers Insane On The Cable Debate


Headlines have, since the dawn of the printing press, been the hook that grabs the eyes of readers.  They are a classic example of how magazines, blogs, websites and media in general utilize game tactics to drive revenue.  They will flip flop there headlines to create controversy, disinformation, or whatever they feel will drive more eyes to read more ads.  In the same day these two blogs used similar stats to create two different headlines –

Research: Over 1 million U.S. cable subscribers cut cord in 2011

and, release this article –


Both articles really only discussed some stats but used the headlines to give to clearly different reasons for  a user to click on their articles.

The argument over the cable industry and cord cutting is basically a joke.  Follow history and you’ll see that the cable companies who bundle a bunch of junk with a few decent channels (ESPN being the biggest driver) is similar to the old record business that bundled a bunch of junk songs with two hits to make you buy the entire album.  It’s old business and it’s going to die.  But if you read the article’s Headlines, you would think there was this huge debate based on the same data.

Google “CABLE IS DEAD”and you will find troves of articles spewing out stat upon stat while cable execs banter on about how great their business is doing.


Why Gamify? Because people deploy game mechanics in non-game based applications every day.  We have ringtones to achieve status, we use our American Express Cards to level up for “cool things”, and we become members of the million mile clubs just to use the lounges.  Our lives utilize ‘gamification’ mechanics every day, and this has been true since the dawn of mankind.  Why Gamify? intends to break down non-traditional applications and introduce leaders in these fields to comment on what has worked, what hasn’t worked, and their best guess for the future of ‘gamification’ in their fields.  Why Gamify? intends to bring together their insight on how ‘gamification’ and new technology will impact the way the average individual, teacher, business leader, entertainer, athlete, student and beyond thinks about ‘gamification’ in their lives.

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