<node id="65963">
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  <created>1304596071</created>
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  <title><![CDATA[Bogost on Gamification]]></title>
  <body><![CDATA[<p>“Gamification replaces real, functional, two-way relationships [between brands and their customers] with dysfunctional perversions of relationships," argues Ian Bogost, Associate Professor and Director of Graduate Studies in Digital Media. Bogost continues, "Organizations ask for loyalty, but they reciprocate that loyalty with shams, counterfeit incentives that neither provide value nor require investment.” <em>Source: Wall Street Journal - May 4, 2011 </em></p><p><a href="http://blogs.wsj.com/tech-europe/2011/05/04/gamification-hype-or-game-changer/" target="_blank">Read full article</a></p>]]></body>
  <field_article_url>
    <item>
      <url><![CDATA[http://blogs.wsj.com/tech-europe/2011/05/04/gamification-hype-or-game-changer/]]></url>
      <title><![CDATA[]]></title>
    </item>
  </field_article_url>
  <field_publication>
    <item>
      <value><![CDATA[ Anton Leykin ]]></value>
    </item>
  </field_publication>
  <field_dateline>
    <item>
      <value>2011-05-04</value>
      <timezone></timezone>
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  <field_media>
        </field_media>
  <og_groups>
          <item>1281</item>
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  <og_groups_both>
          <item><![CDATA[Ivan Allen College of Liberal Arts]]></item>
      </og_groups_both>
    <field_userdata><![CDATA[]]></field_userdata>
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