Gamification, when modern journalism meets games

In its struggle to survive, journalism had no choice but embracing digital media. The problem is that online journalism, most of the time, only comes down to a translation of existing practices to the web. But you do not write a story for print newspapers as you write it for the web. What is at stake with the Internet is to seduce young people, who do not read print versions and who tend to read less and less newspapers, even online. In that case, which incentive could lead people to renew with information and journalism? Games can persuade, inform, influence, they can make information interactive, recreate historical events, build a community and make people feel involved. Games could be useful tools for journalists to contribute to civic life by amplifying the “how” instead of the “who”. They offer models of how the world works and how it might be improved. What if journalism of the future was not meant to be read but played?

– What is gamification?

Gamification sounds like the latest trend in marketing. But it’s not, or not entirely. According to interactive firm iStrategiesLab’s CEO Peter Corbett, gamification aims at « taking the rules of games – whether it’s leveling, prizes or achievements – and the psychology of playing games and applying it to something that doesn’t have that dynamic ». The game mechanics are thus applied to all sorts of non-game experiences. And the concept is not new. Companies have been using games in non-games context for a long time. Supermarkets, airlines companies or even hotels have loyalty programs, which are real incentives for people to buy their products. The more you spend, the more points and rewards you get.

Foursquare, a social media application is the embodiment of gamification: users can “check in” at their current location using geolocation software and they are rewarded with points for each check-in. If they frequent certain type of places a lot (such as restaurants, museums, bars…) they earn badges (the Super-user badge, for instance, is earned after checking 30 times in a month). Users compete against their friends, and the more intensive “players” can lead on the leaderboard. Intensive users can also get discounts if they check in at the same place many times, which obviously incent them to play.

Gamification suggests features such as points, levels, leaderboards, rewards, challenges etc. They are game mechanics widely used within videogames. As we live in a time where majority of people play games or are, at least, game-attuned, these kinds of features have become familiar. Since they are accustomed, games are an easy way to captivate and attract them in something they normally would not be engaged in. It works exactly the same way with news.

– Gamification applied to the news

Applied to the news, games make the information more involving. By playing games, people develop a deeper sense of the underlying themes of a story. People can learn through experimenting and that’s why we can “gamify” certain news and make them engaging enough so people will pay attention to them and stay focused on them for a longer period of time.

Gamification can be applied to news organizations using different methods. First, users can be rewarded for the time spent on a website or on an application, they can earn credits to access the archives or even badges and thus improve their visibility on the website. When organizations track their readers’ success, they provide a sense of progress. It motivates readers to continue reading, commenting or performing whatever actions on the site that will contribute to their overall progress.

Google recently launched the same “rewarding badges”, but only for its US browser. People can easily become curators, and they can identify what topics they are more interested in by reading their statistics of what they read the most, or how much time they spend on articles. These statistics are also useful to Google who can shape his offers to the user’s needs. On some websites, the “share” button allows the reader to incite his friends to read an article by sharing it on social medias.

– Newsgames

Newsgames is a word used to describe a genre that is currently emerging: videogames based on new events.

In 2011, the most shared and « liked » news story on Facebook was « The world at seven billion », an interactive game created by BBC news. As population reached the seven billion peak at the end of 2011, the BBC had this idea to incent readers to get interested in the story by offering them to know which number they were on the scale of the seven billion human beings. This game was a hit and the related papers counted many more views than the rest of the website.

Games are not just an amusement, they can be stimulations to analyze, debate and comment major news. That’s why several medias started creating their own games to tell stories. They range from very serious to more trivial topics.

When 33 Chilean miners were trapped underground, every media around the world relayed the story. In “Juego Los 33”, created by Root 22, the Internet user has a delicate mission to accomplish. He has to rescue each miner and thus get to understand the lengthy rescue progress.

For the French’s left presidential primary, the online newspaper created a virtual game where users could choose a candidate and try everything to make him win : choosing carefully your allies, organizing a strong strategy and so on. We can find many more examples on the Internet of videogames created by medias to raise people attention.

Videogames do not offer a panacea for the ills of contemporary news organizations but they appear to be a good method to enhance a reader’s understanding of the complexity of the issues involved. Within the next decade, it is likely to see gamification reshaping the way we experience the web, to the same degree that social media and networks redefined the web last decade. Yet, no game will be as useful as a long and accurate article written by a journalist who has a deep knowledge of the subject. Too bad, because we would have loved to play to “bail out Europe 2”.


Une réflexion sur “Gamification, when modern journalism meets games

  1. The font you are using is extremely hard to read, but I like what you wrote. I definitely support your point on rewards and badges, as users who « play » those games always seek rewards, whether by having a profile page where they can showcase their « achievements », or by special attention of the game’s distributor (i.e. a special status among others).

    Just an example: allows you to donate to various non-profits and throughout the past twelve months, the founder has implemented a profile page with the different non-profit categories, allowing you to collect medals for every x organizations you supported (with donations starting at $1!). Not exactly a news website, but a great initiative to introduce the broad mass to what I’d call small-scale or penny philanthropy.

    As for gamification in general, I am curious to find out what will happen in the coming decades, especially with concepts such as augmented reality entering the real world, and real-world applications entering the virtual space. Set aside new forms of hybrid reality, I think that it is crucial for a company supporting gamification that it allows its users to connect their achievements to other networks, for example by integrating their « game » as an application to Facebook. The better the « show-off effect », the more likely a user will be to contribute and to add his « rewards » to his overall social identity on the net.


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