Why ebooks’ gamification may impact your own way to read?
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?
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
to take lesson
from the game“
Books and Ebooks
Gabe Zichermann’s point of view
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.
Gamiﬁcation could rhyme with sociability
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
Gamiﬁcation could rhyme with education
The consumer gets personalised recommandations
What about you?
Gamiﬁcation always rhymes with information
Will you become a 3.0 reader?
READERS WEBSITES’ TIMELINE
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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.
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.