Gaming Headlines – Driving Readers Insane On The Cable Debate

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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

PaidContent.org – http://bit.ly/HLLkvX

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

and, Vision2mobile.com release this article – http://bit.ly/HT30Dq

CORD-CUTTING MORE COMMON, BUT CABLE NEED NOT FEAR?

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.

#whygamify

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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No More Excuses – The Time To Gamify Education Is NOW !

The excuses need to be thrown out the window, the education system needs to change – Teachers are so far beyond the kids when it comes to information dissemination, instruction, understanding, reporting, data collection, socialization and GAME THEORY, that they should be teaching the classes.  I work with school systems from Newark to LA and I’ve seen small gems of hope coming from experimental groups –

iPads for all the kids – http://www.denverpost.com/news/ci_18179724

Video Games in the classrooms – http://nyti.ms/bMP9EG

Game Mechanics and leveling – http://bit.ly/y1d4fS

The above links show a ripple in the systems, the problem is, we need a tsunami to make real change.  We need legislation, curriculum and “leaders” in all aspects to make this a priority.  Legislation and curriculum needs to change their embedded focus and change with the technology and the teaching tools of game theory.

Here’s another example from John Hunter through Ted Talks (http://huff.to/w1ZbhL) using game mechanics to teach an issue in ethics and morality.  To get to his kids with such deep subject matter, he needed to gamify the experience… I love the video below.

“The game board itself is a multi-level tower of Plexiglas covered with thousands of game pieces and layer upon layer of complex, global crisis requiring hyper collaborative problem solving, in the midst of chaos, uncertainty, and adversarial pressures. Everything is, and is designed to go wrong on every level and in every sphere… all at once… for everyone.”

Imagine if John’s system was built into a curriculum using technology from virtual worlds to apps for the latest mobile devices.

Innovation Through Education…

#whygamify

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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Gamify The Law – Drive and Win!!!

Ever wish the law could be just a bit more fun?

Last year, Kevin Richardson’s “SPEED CAMERA LOTTERY” ( http://www.youtube.com/watch?v=iynzHWwJXaA) made the news by “gamifying” the law.  Kevin proposed a “gamified” tactic to try and slow down motorists by rewarding their good habits as opposed to simply penalizing their bad ones.  The Sweeds deployed the program and saw a 22% reduction in speed.  This practice is a great example of how and why game theory is being tested worldwide in everything from politics to entertainment.  It will be “fun” to see how the “gamification” trend will continue to spill from the psychological theorists to executable tactics seen throughout society.

The politics of societal culture will shift as Generation G* shifts into the power position in both pop culture and the mainstream workplace.  Look for more “gamified” laws in year to come…

* I benchmarked “Generation G” from Gabe Zichermann, i think it’s a perfect description of the “gamfied” generation that is populating our planet.

#whygamify

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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I HATE QR CODES!!!! They are Brand Graffiti

I Hate QR Codes

 

It’s a bit strong, but really, QR codes are a manifestation of the perfect mobile marketing storm for idiots.

Here are the steps:

1. Brand wants to “get into mobile” – they don’t know what that means, but they think they need to for job preservation and something to talk about at the next marketing meeting

2.  Brand hires “mobile marketing consultant” who explains to the Brand that QR codes will revolutionize mobile marketing.

http://carltonzone.com/blog/qr-codes-the-future-of-local-business-marketing-is-here/

3.  Brand agrees without any question because, of course, the industry is “buzzing” about QR codes and – Bam!!!!, those ugly, black and white, kinda but not really futuristic, brand graffiti is now popping up everywhere.

Brands, “gamifying” a user experience needs a payoff, and QR codes don’t deliver.  With QR codes, users have to take out their phone, download an app, aim their camera perfectly, let the reader take the picture (if you are lucky, many times the “focus” won’t work), and then get a coupon or marketing message… BIG DEAL – if you want to send them a message or coupon, then just do it.  Don’t make the user go through 5-7 steps to generate something that a simple ** campaign (dial **DQ or **USA) or text campaign does.

Brand Graffiti at it’s finest.  More on this later…

#Gamify

PS:  Take Brian Chen’s approach..  He hates ’em too.

http://www.digiday.com/stories/short-takes-wired-s-brian-chen-hates-qr-codes/

PSS:  Classic link to an anti QR code blog

http://theantisocialmedia.com/anti-social-media/fk-you-friday-qr-codes/

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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Old News, or Just too Early, “Gamify” Music, The Key to Billions

Hi “Gamers”

It will happen, soon.  Social entertainment platforms will change the way content and game theory co-exist.  Tracks (or songs) are the musicians “business cards” which will unlock revenue and reward based content – Digital goods, multi screen EST and VOD concerts, and “passes” to the live performances in local markets.

Playing in the Park by Banksy - Why Gamify

“Gamified” tracks will alter the way music is syndicated and drive the next billion dollar market.  The link below by Paul Resnikoff looks at this about a year ago….

http://www.digitalmusicnews.com/stories/091310socialgaming

What will happen next is the advent of social gamers unlocking premium content and it will start with music.  They will “spend” their time, their “eyeballs” on ads, or purchase of digital goods to unlock the new rewards – premium content.

Music is first – Day and Date feature films are next.

#whygamify

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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Virtual Worlds, The New Game in Social

Social is about to step it up a notch when it comes to “gamifying” the experience.  Yes, Linkedin has an XP bar and Google’s +1 has some segregated “freinds” circles, but the real games are about to hit.  A recent blog by Avatar Generation dedicated a series of articles around Virtual Worlds and kids.  http://www.avatargeneration.com/blog.  The blogger is on topic because when the kids who grew up gaming on their mobile phones, World’s of Warcraft, and so on learn to “grow up” in social and actually us social for what it is, they still want the experience they are used to – cool graphics, cool user tools, and excitement.

No longer will web 2.0 work.  Facebook, forget it, what an absolute joke- even today’s Myspace has more functionality in regards to personality.  Hell, all Facebook is these days is a place to “ohhh and awww” at photos and people’s digital graffiti.

If Facebook Changed Anything, It Might Be Cool

Big deal.  Facebook is far from making any earth shaking changes.  The next gen in social will drive the changes, and it will gamified, 3D and in a app format.  Stay tuned!!

#whygamify

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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3D Virtual Shopping Will Be Like A Social Game

Shoppers and Social Gamers share the same psychology;

1.  Interaction with peers – Most shoppers, like social gamers, bring friends with them to shop or “share” their personal stories with the clerks or employees. 

2.  Stress Relief – Both shopping and social games allow for a stress release 3.  Addiction – Both shoppers and social gamers suffer from an “addictive” trait.

3.  Vanity – “Leveling Up” and “Looking Good” co-exist.  It’s a status symbol which screams “Hey look at me”.  Achievement and social status fit into the same category.

3D Virtual World’s will lead the “shopping gamification” revolution in the near future.  The “world’s” will change the way users purchase through new media platforms.  The product reviews via a poorly produced YouTube video or 140 character tweet will be replaced with humanoid 3D avatars ready to engage in real-time product demos, answer questions via in an avatar based UI, and earn points for the shoppers as they browse.

In a recent article from Techcrunch (http://techcrunch.com/2011/06/18/web-of-games/) it states;

Gamification will accelerate the movement from physical to online solutions.  Already, we read about vanishing shopping malls being replaced by online shopping, but as websites that sell goods and services become games rather than content sites (and this is already happening), the trend away from buying at bricks-and-mortar stores will accelerate dramatically unless we can make shopping more fun

The transition from 2D to 3D shopping will take over the new media shopping landscape..  More posts to come on the leaders in 3D shopping and Gamification.

#whygamify

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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