"Discover my current favourites - from delicious eats and places visited; to must-see entertainment - in my monthly roundup."
https://atwistofcreate.com/blog/february-round-up

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"Discover my current favourites - from delicious eats and places visited; to must-see entertainment - in my monthly roundup."
https://atwistofcreate.com/blog/february-round-up

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Is All Gamification Bullshit?
GAMIFICATION IS BULLSHIT
My position statement at the Wharton Gamification Symposium
http://www.bogost.com/blog/gamification_is_bullshit.shtml
Hmm, lots of great responses to the Thesis "Gamification is Bullshit" - For and against. Â
I agree it is going through a "Bullshit Phase" It is so overused - not much of a game etc.
However, as a marketer, I think people miss the true potential in the process. Â I think of it as "User-Engagement" strategy rather than "Game-Strategy". Â Because, there is an explicit relationship between customers and service providers. Â It's a two-way street.
My thesis states the more engagement there is i.e. two-way street, the more value is created for both the customer and service provider.
After studying a number of apps with and without "gamification" I noticed a pattern that suggest less use in those that had passive engagement than those with more active engagement. Â
What it means to me IMHO, is the passive ones create less value to the user than the more active ones. Â
Given all this, the active user-engagement has a cost; and, any strategy that encourages more use on a freemium platform needs to benefit in some way, symmetrically, or asymmetrically. So, pro-active user-engagement is more suited for a long-term customer acquisition/retention objective. Â
So, if a strategy aims at a long-term objective that builds increasing value to the customer, how can that be a bad thing?
Please #FAIL the short-term, near-sighted abusers of the term, platform, and concept.