LGST 240 Chapter Notes - Chapter 1: Virtual Office, Psych

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Document Summary

The online psych site was intended to enhance viewer engagement through games that tied in with usa properties. Games were free, and players earned points that were redeemable for usa. Creating interactive games helped usa encourage viewers to rewatch and share. Gamification is a way to provide a path for people to watch and showcase the best merchandise and other prizes previously aired content content. Psych was chosen due to its high ratings and young audience. Users complete challenges- playing a game or watching a video- to receive points. Leaderboards- where players are recognized for their engagement. Points are exchanged for psych merchandise, virtual goods -> put in a virtual office. Motivation for game: brand engagement and revenue. Game characteristics: references to motifs in show, surprises, shareable content, chats. Introducing a second screen application for phones, tablets, etc o: allowed users to interact and earn points only during live airings of he show.

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