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You’ll always have loyalty-card-like systems (WeReward, Foursquare) but how about a “game” that gives me credit/points/something for calling my brother or working out regularly or giving an awesome presentation.
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It’s these kinds of experiences – fun first – that I think point the way for future endeavors. The former is a GTD app/game for smartphones and the latter is an RPG framework for familial household duties. Two excellent examples, the upcoming Epic Win App and the Chore Wars RPG. What I’m most interested in (currently) are alternate reality games, social games and game-like constructs that help educate, inform and get things done. Games are different and the introduction of game mechanics (and game-like risks & rewards) changes the math of what I’d think of as purely “social media” implementations. It starts with “tag” and moves to chess and now it’s XBOX Live and – some would argue – things like Gowalla and Miso.īut what I would argue (finally!) that “stand alone” experiences will never go away because, although most of the current crop of apps are about the “social”, you have to consider the personal, singular effects that these experiences have on the users/players who interact with them.ĭo I think Foursquare will be around in 2 years? No.ĭo I think Twitter will be around in 5 years? No.ĭo I think Farmville will be around in 10 years? Yes. These things may not seem related to why (or why not) technologies like Twitter or Foursquare or GetGlue ultimately survive, but they definitely have taught me that, as social animals, one need we have that exists right alongside this pure need to be social and share, is a desire to play, to have fun and to be rewarded in some way for our accomplishments. Here’s a recent video of a talk Jane gave in RE: SuperBetter: This idea of “ the gameification of everything” has been rolling around in my head for months, since I first saw Kottke’s blog post, saw Jesse Schell’s DICE talk and heard about Jane McGonigal’s “SuperBetter” post-concussion ARG. But they share the feature of rewarding certain behaviors and actions with the acquisition of “flair” no matter how fleeting or ephemeral. They take many forms: badges, buttons, mayorships, stars and even virtual goods and cash. One of the hallmarks of most of the current crop of time-wasters (everything from check-in apps of various stripes, to FarmVille to even Twitter itself) are achievements. Most of us probably don’t have the extemporaneous acting skills, free time or foam weaponry fabrication (smithing?) skills to participate in a LARP session but we love playing casual games on our phones and on Facebook.Ī couple of posts this week by Jeff Hilimire and Thomas Strickland – mainly on the topics of location-awareness and technology’s place in place-based transactions got me thinking along a parallel path: gaming. I’m fairly certain that clip inspired a good portion of the movie Role Models, but I can’t be totally sure. I don’t really have much real-world experience with live action role playing games (or that phrase an oxymoron), but I do enjoy game mechanics and I hate doing my chores.įor the truly uninitiated who may have never even played a tabletop or MMO(RPG), here’s a brief video as a reference point to LARPs:
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