Simon Pulman's breakdown of Pottermore's potential gamification:
"So we know that Pottermore will contain a “gamification” layer, whereby users will be rewarded for completing certain tasks with “house points.” These points will be awarded for reading the ebooks, interacting with certain site functionality and -almost certainly – for participating in limited time “events.” They will also be attributed by “house” (Gryffindor, Slytherin etc.), thus replicating the system depicted in the books and movies.
This begs the question: once users have started to accumulate these points, what can they use them for? Sure, gamification always tends to create positive associations when a little notification pops up and a pleasing sound effect plays (see, e.g. XBox Live), but it would strike me as a missed opportunity if the points were not then meaningful in some way.
1. Status
2. Virtual Items
3. Real Items
4. Story"
I (Siobhan) would add - what about fan-based social activism? move away from what can 'I' get? to what can we do in the world re. questions of social justice? social change.
See the Harry Potter Alliance - a fan-based social justice group acting on Rowling's principles in the real world
thehpalliance.org/
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