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Page 1: Will the reader become a gamer?

The consumer shares his opinion with his peersYou may enjoy this gamification because itmakes it easier to chat with a wide commu-nity of readers and exchange points of view.

Social reading is a major trend of our time and is likelyto develop more in the coming years.

Gamification could rhyme with sociability

The consumer gets personalised recommandationsThe main problem with gamification is howfirms decide to use provided data. Kobo ReadingLife may be the most famous app providing a

gamified experience of reading, and its operating modehighlights worrying issues.

Gamification always rhymes with information

You may not want to give firms extra-data. KoboReading Life is a free app, and its operating modeconfirms what Adesias said: “It’s free so it might

be you the product to be sold!“To whom? To those provid-ing targeted advertisements, fitting your profile perfectly.

Gamification could rhyme with intrusion

We may wonder how gamification could extend to reading given that books are already a simple way of escapingthe daily routine. Nevertheless, this trend is spreading out and is turning the reader into a gamer. It’s probably alogical continuationto how reading practices evolve. Choosing an external wayto gamify our reading practices maybe an appropriate solution. While Kobodirectly gathers data from the customer’s e-book reader or tablet computer,Babelio for example is a gamified community of readers which only gathers voluntarily disclosed information.

Gamification is about turning the ordinary and the mundane(like going to the supermarket) into somethingentertaining and funny. Everything can become a challenge: do it faster, do it better, then you’ll to get vouchers

and maybe win rewards eventually. Firms choose gamification strategies because people are more likely to payfor something that makes them happy or, at least, entertained as explainsProfessor Kevin Werbach in a course.

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Will the reader become a gamer?Why ebooks’ gamification may impact your own way to read?

What about you?Will you become a 3.0 reader?

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Entrée Livre

Bookish

How does it work?The example of Kobo Reading Life

The consumer reads EbookFinally, you may find it a smart way to motivate kidsto read more books. For example, BookBoard providesebooks for children and encourages them to read by

offering them personalized rewards.

Gamification could rhyme with education

What is it about?Do books have to do with game?

The traditional reader talks aboutthe books he read to his family, to his friends or to his customers ifhe’s a bookseller.

- Oral communication- Sociability increased

e.g.: everybody around us...

This reader joins communities of readers on the Internet. He reads notices before buyingand could contribute too.

- Written communication- Sociability and visibility increased

e.g.: Goodreadsmembers.

This reader adopts gamified reading practices. He’s friendlywith new technology and likes to share his digital life.

- Sociability and visibility increased- Reading abilities challenged

e.g.: Kobo Reading Lifemenbers.

Electronic reading can lead to federating readers’ communities via the web 2.0. Gamification seems to be an interesting solution to liven up these communities and create a spirit of emulation. It may even be the necessary step to the evolution of reading. Nevertheless,while adopting a gamified reading mode, the reader is likely to become an electronic document himself because of data gathering. Is the challenge of competition worth getting that data out there? Before adopting such practices, we should try to understand why firmschoose to gamify their offers and how does it work.

Zichermann is adamantthat publishers need to

rethink at a fundamental levelwhat it is that their customerswant. “I think most publishersthink that people buy books for thejoy of reading. Well, maybe somepeople do, but most don’t. They’relooking for something else — to belifted up, or transported to anotherreality, or for social interaction.Consider the popularity of bookclubs. Publishersneed to start thin-king about what emotions they aretrying to drive in the consumer, andhow to make that happen withtheir books.Gamifi cation can be apart of that.”

“Publishers need to take lesson from the game“Gabe Zichermann’s point of view

A natural trend?The 3 steps of readers’ profile

Pictures: Zoé

Thivet/- Fo

nt : Liber

READERS WEBSITES’ TIMELINE

I.0readerBooks only

2.0readerBooks and Ebooks

3.0readerEbooks only

The consumer discovers his reading performanceYou may also find it to be a good way to get motivated to read morebooks. Who once has ever told himself “I should switch off the TV andread more books“ and he just didn't really feel like doing that?

Gamification could rhyme with motivation

Bertrand CLERC, Fanny MICHAL, Alice PACHECO, Dongwan PEI, Zoé THIVET - Master PANIST 2013-2014

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source : Wikipedia

mep4_poster 18/01/14 15:54 Page1

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