Foursquare motivated people to check in at their locations by making it into a game, while the founder’s game-less predecessor (Dodgeball) failed. “FarmVille” is the fastest growing media property to 50 million users, reaching that benchmark four and a half months since it’s release. Virtual goods ( buying “nothing”) was a billion dollar industry in 2009. Despite these points and the ones brought up in the video, there’s a serious danger to the prospect of life as a game.
The issue at hand is one of motivation. Gamers don’t wake up with a strong desire to tap a button several hundred times — it’s the framework around those button-presses that gets people engaged. The problem with “life as a game” is that we are motivated to do many things in life simply for their own sake. Making a game out of those actions endangers our very willingness to do them. Read full article on Mediapost.