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The consumer shares his opinion with his peers
You may enjoy this gamification because it
makes it easier to chat with a wide commu-
nity of readers and exchange points of view.
Socialreadingisamajortrendofourtimeandislikely
to develop more in the coming years.
Gamification could rhyme with sociability
The consumer gets personalised recommandations
The main problem with gamification is how
firms decide to use provided data. Kobo Reading
Life may be the most famous app providing a
gamified experience of reading, and its operating mode
highlights worrying issues.
Gamification always rhymes with information
Youmaynotwanttogivefirmsextra-data.Kobo
ReadingLife isafreeapp,anditsoperatingmode
confirms what Adesias said: “It’s free so it might
beyoutheproducttobesold!“Towhom?Tothoseprovid-
ingtargetedadvertisements,fittingyourprofileperfectly.
Gamificationcouldrhymewithintrusion
We may wonder how gamification could extend to reading given that books are already a simple way of escaping
the daily routine. Nevertheless, this trend is spreading out and is turning the reader into a gamer. It’s probably a
logicalcontinuationtohowreadingpracticesevolve.Choosinganexternalwaytogamifyourreadingpracticesmay
beanappropriatesolution.WhileKobodirectlygathersdatafromthecustomer’se-bookreaderortabletcomputer,
Babelio for example is a gamified community of readers which only gathers voluntarily disclosed information.
Gamificationisabout turningtheordinaryandthemundane(likegoingtothesupermarket)intosomething
entertainingandfunny.Everythingcanbecomeachallenge:doitfaster,doitbetter,thenyou’lltogetvouchers
and maybe win rewards eventually. Firms choose gamification strategies because people are more likely to pay
for something that makes them happy or, at least, entertained as explainsProfessor Kevin Werbach in a course.
*
Willthereaderbecomeagamer?
Whyebooks’gamificationmayimpactyourownwaytoread?
Whataboutyou?
Will you become a 3.0 reader?
LibraryThing
Anobii
Shelfari
Goodreads
Babelio
BookNode
Libfly
Livraddict
KoboReadingLife
M
yBoox Viabooks
LIVZ
SensCritique
Lecteurs.com
EntréeLivre
Bookish
Howdoesitwork?
The example of Kobo Reading Life
The consumer reads Ebook
Finally, you may find it a smart way to motivate kids
to read more books. For example, BookBoard provides
ebooks for children and encourages them to read by
offering them personalized rewards.
Gamification could rhyme with education
Whatisitabout?
Do books have to do with game?
The traditional reader talks about
the books he read to his family,
to his friends or to his customers if
he’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 buying
and could contribute too.
- Written communication
- Sociability and visibility increased
e.g.: Goodreads members.
This reader adopts gamified
reading practices. He’s friendly
with new technology and likes
to share his digital life.
- Sociability and visibility increased
- Reading abilities challenged
e.g.: Kobo Reading Life menbers.
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 stepto 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 firms
choose to gamify their offers and how does it work.
Zichermann is adamant
that publishers need to
rethink at a fundamental level
whatitisthattheircustomers
want. “I think most publishers
think that peoplebuybooksforthe
joy of reading. Well, maybe some
people do, but most don’t. They’re
looking for something else — to be
liftedup,ortransportedtoanother
reality, or for social interaction.
Consider the popularity of book
clubs.Publishersneedtostartthin-
kingaboutwhatemotionstheyare
tryingtodriveintheconsumer,and
how to make that happen with
their books.Gamification can be a
partofthat.”
“Publishers need
totakelesson
fromthegame“
Gabe Zichermann’s point of view
Anaturaltrend?
The 3 steps of readers’ profile
Pictures:ZoéThivet/-Font:Liber
READERS WEBSITES’ TIMELINE
I.0reader
Books only
2.0reader
Books and Ebooks
3.0reader
Ebooks only
The consumer discovers
his reading performance
You may also find it to be a good way to get motivated to read more
books.Whooncehasevertoldhimself“IshouldswitchofftheTVand
read 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
web
web
web
web
webweb
source : Wikipedia
mep4_poster 18/01/14 15:54 Page1

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Will the reader become a gamer?

  • 1. The consumer shares his opinion with his peers You may enjoy this gamification because it makes it easier to chat with a wide commu- nity of readers and exchange points of view. Socialreadingisamajortrendofourtimeandislikely to develop more in the coming years. Gamification could rhyme with sociability The consumer gets personalised recommandations The main problem with gamification is how firms decide to use provided data. Kobo Reading Life may be the most famous app providing a gamified experience of reading, and its operating mode highlights worrying issues. Gamification always rhymes with information Youmaynotwanttogivefirmsextra-data.Kobo ReadingLife isafreeapp,anditsoperatingmode confirms what Adesias said: “It’s free so it might beyoutheproducttobesold!“Towhom?Tothoseprovid- ingtargetedadvertisements,fittingyourprofileperfectly. Gamificationcouldrhymewithintrusion We may wonder how gamification could extend to reading given that books are already a simple way of escaping the daily routine. Nevertheless, this trend is spreading out and is turning the reader into a gamer. It’s probably a logicalcontinuationtohowreadingpracticesevolve.Choosinganexternalwaytogamifyourreadingpracticesmay beanappropriatesolution.WhileKobodirectlygathersdatafromthecustomer’se-bookreaderortabletcomputer, Babelio for example is a gamified community of readers which only gathers voluntarily disclosed information. Gamificationisabout turningtheordinaryandthemundane(likegoingtothesupermarket)intosomething entertainingandfunny.Everythingcanbecomeachallenge:doitfaster,doitbetter,thenyou’lltogetvouchers and maybe win rewards eventually. Firms choose gamification strategies because people are more likely to pay for something that makes them happy or, at least, entertained as explainsProfessor Kevin Werbach in a course. * Willthereaderbecomeagamer? Whyebooks’gamificationmayimpactyourownwaytoread? Whataboutyou? Will you become a 3.0 reader? LibraryThing Anobii Shelfari Goodreads Babelio BookNode Libfly Livraddict KoboReadingLife M yBoox Viabooks LIVZ SensCritique Lecteurs.com EntréeLivre Bookish Howdoesitwork? The example of Kobo Reading Life The consumer reads Ebook Finally, you may find it a smart way to motivate kids to read more books. For example, BookBoard provides ebooks for children and encourages them to read by offering them personalized rewards. Gamification could rhyme with education Whatisitabout? Do books have to do with game? The traditional reader talks about the books he read to his family, to his friends or to his customers if he’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 buying and could contribute too. - Written communication - Sociability and visibility increased e.g.: Goodreads members. This reader adopts gamified reading practices. He’s friendly with new technology and likes to share his digital life. - Sociability and visibility increased - Reading abilities challenged e.g.: Kobo Reading Life menbers. 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 stepto 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 firms choose to gamify their offers and how does it work. Zichermann is adamant that publishers need to rethink at a fundamental level whatitisthattheircustomers want. “I think most publishers think that peoplebuybooksforthe joy of reading. Well, maybe some people do, but most don’t. They’re looking for something else — to be liftedup,ortransportedtoanother reality, or for social interaction. Consider the popularity of book clubs.Publishersneedtostartthin- kingaboutwhatemotionstheyare tryingtodriveintheconsumer,and how to make that happen with their books.Gamification can be a partofthat.” “Publishers need totakelesson fromthegame“ Gabe Zichermann’s point of view Anaturaltrend? The 3 steps of readers’ profile Pictures:ZoéThivet/-Font:Liber READERS WEBSITES’ TIMELINE I.0reader Books only 2.0reader Books and Ebooks 3.0reader Ebooks only The consumer discovers his reading performance You may also find it to be a good way to get motivated to read more books.Whooncehasevertoldhimself“IshouldswitchofftheTVand read 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 web web web web webweb source : Wikipedia mep4_poster 18/01/14 15:54 Page1