Why ebooks’ gamification may impact your own way to read?
Upcoming SlideShare
Loading in...5
×

Like this? Share it with your network

Share

Why ebooks’ gamification may impact your own way to read?

  • 123 views
Uploaded on

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

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

More in: Education
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
    Be the first to like this
No Downloads

Views

Total Views
123
On Slideshare
123
From Embeds
0
Number of Embeds
0

Actions

Shares
Downloads
3
Comments
0
Likes
0

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. mep4_poster 18/01/14 15:54 Page1 Will the reader become a gamer? Bertrand CLERC, Fanny MICHAL, Alice PACHECO, Dongwan PEI, Zoé THIVET - Master PANIST 2013-2014 Why ebooks’ gamification may impact your own way to read? What is it about? Gamification is about turning the ordinary and the mundane (like going to the supermarket) into something entertaining 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 pay for something that makes them happy or, at least, entertained as explains Professor Kevin Werbach in a course. Do books have to do with game? web 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 firms choose to gamify their offers and how does it work. A natural trend? The 3 steps of readers’ profile I.0 reader 2.0 reader Books only “Publishers need to take lesson from the game“ 3.0 reader Books and Ebooks Gabe Zichermann’s point of view Ebooks only The traditional reader talks about the books he read to his family, to his friends or to his customers if he’s a bookseller. This reader joins communities of readers on the Internet. He reads notices before buying and could contribute too. This reader adopts gamified reading practices. He’s friendly with new technology and likes to share his digital life. e.g.: everybody around us... e.g.: Goodreads members. e.g.: Kobo Reading Life menbers. - Oral communication - Sociability increased How does it work? The example of Kobo Reading Life - Written communication - Sociability and visibility increased - Sociability and visibility increased - Reading abilities challenged The consumer shares his opinion with his peers You may enjoy this gamification because it makes it easier to chat with a wide community of readers and exchange points of view. The consumer reads Ebook Social reading is a major trend of our time and is likely to develop more in the coming years. web Gamification could rhyme with sociability web The consumer discovers his reading performance * 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. Zichermann is adamant that publishers need to rethink at a fundamental level what it is that their customers want. “I think most publishers think that people buy books for the joy of reading. Well, maybe some people do, but most don’t. They’re looking for something else — to be lifted up, or transported to another reality, or for social interaction. Consider the popularity of book clubs. Publishers need to start thinking about what emotions they are trying to drive in the consumer, and how to make that happen with their books.Gamification can be a part of that.” You may also find it to be a good way to get motivated to read more books. Who once has ever told himself “I should switch off the TV and read more books“ and he just didn't really feel like doing that? Gamification could rhyme with motivation web Gamification could rhyme with education The consumer gets personalised recommandations web What about you? Gamification always rhymes with information Will you become a 3.0 reader? READERS WEBSITES’ TIMELINE ks ue e Lif iaboo ritiq m g e de ing V sC o ds ivr hin ad ox Sen urs.c ict ii ari drea o kNo e o ish d b lf eL yT i ok no he rar tré oo abel Boo ibfly ivrad bo R yB IVZ ecte A S Bo G B L L En Lib Ko M L L source : Wikipedia You may not want to give firms extra-data. Kobo Reading Life is a free app, and its operating mode confirms what Adesias said: “It’s free so it might be you the product to be sold!“ To whom? To those providing targeted advertisements, fitting your profile perfectly. web Gamification could rhyme with intrusion 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 logical continuation to how reading practices evolve. Choosing an external way to gamify our reading practices may be an appropriate solution. While Kobo directly 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. Pictures: Zoé Thivet/- Font : Liber 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.