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Gamification and Newsgames as Narrative Innovations in Journalism

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Abstract

This chapter explores how innovative narratives, supported by a combination of playful approaches and technological convergence, provide a reconfiguration of digital news storytelling. The use of gamification and newsgames exemplifies what has been called “Total Journalism”. Newsgames seek to integrate two opposing logics: the culture of journalism, based on truthfulness and credibility, and the culture of games, characterized by the creation of imaginary worlds, persuasion, and mechanics. We analyse The Ocean Game (2019) and The Amazon Race (2019), which use different procedural strategies. We examine the development of gamification in journalistic storytelling, which uses game elements to enhance the user experience. The relationship that gamified news products establish with the audience illuminates changes in the rhetorical and structural dynamics between the news organization, the different types of media workers, and the users. Thus, innovation in journalistic narrative through gamification and newsgames might translate into effective ways of producing content that combines rigour in substance with attractiveness in form, while preserving journalistic quality and incorporating the playful elements of games.

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... Los newsgames son videojuegos que están diseñados para transmitir información y noticias a través de una plataforma de videojuegos (Tejedor Calvo, 2022). Estos juegos pueden ser creados por periodistas o desarrolladores de videojuegos, se utilizan para comunicar información de manera accesible y atractiva (García-Avilés, Ferrer-Conill & García-Ortega, 2022). Los newsgames a menudo se centran en temas de actualidad, como las elecciones, el cambio climático, la desigualdad económica o la crisis migratoria (Marín Gutiérrez, Hinojosa Becerra & Ruiz San Miguel, 2018). ...
... Estos videojuegos pueden tener una amplia variedad de formatos y estilos, incluyendo aventuras gráficas, juegos de rol, juegos de estrategia o simuladores (Ndulue & Orji, 2022). A través de los videojuegos para el cambio los jugadores pueden aprender y experimentar los desafíos que enfrentan los individuos y comunidades afectadas por un tema determinado, al mismo tiempo que se involucran activamente en la creación de soluciones y acciones para abordar estos desafíos en el mundo real (Dale, Viktor, Schutt, & Gillian, 2022). ...
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... Gami cation in digital journalism has been a pivotal approach, engaging audiences and fortifying journalists' capacities, prompting an ongoing negotiation within journalism's boundaries (García-Avilés et al., 2022;Ferrer-Conill, 2017). The discourse surrounding this practice scrutinizes criticism that views gami ed news as a drift towards infotainment, advocating instead for gami cation as a form of serious journalism rooted in norms of audience engagement. ...
... Documentary games (also known as interactive documentaries, or i-docs) provide a unique blend of game mechanics and narrative documentary journalism, which can be leveraged for problematising historical violence [27]. Similarly, newsgames provoke critical thinking by integrating elements in their design that aim at bringing the attention of the player to particular topics and their implications, communicating diferent viewpoints around those topics, and, ultimately, instigate conversation between players [36]. Another area to draw inspiration from is that of 'historiographical video games', which place emphasis on the historian driving the narrative discourse through several mechanics, whilst encouraging interaction [10]. ...
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... Estos videojuegos pueden tener una amplia variedad de formatos y estilos, incluyendo aventuras gráficas, juegos de rol, juegos de estrategia o simuladores (Ndulue & Orji, 2022). A través de los videojuegos para el cambio los jugadores pueden aprender y experimentar los desafíos que enfrentan los individuos y comunidades afectadas por un tema determinado, al mismo tiempo que se involucran activamente en la creación de soluciones y acciones para abordar estos desafíos en el mundo real (Dale, Viktor, Schutt, & Gillian, 2022). ...
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... Documentary games (also known as interactive documentaries, or i-docs) provide a unique blend of game mechanics and narrative documentary journalism, which can be leveraged for problematising historical violence [27]. Similarly, newsgames provoke critical thinking by integrating elements in their design that aim at bringing the attention of the player to particular topics and their implications, communicating diferent viewpoints around those topics, and, ultimately, instigate conversation between players [36]. Another area to draw inspiration from is that of 'historiographical video games', which place emphasis on the historian driving the narrative discourse through several mechanics, whilst encouraging interaction [10]. ...
... They can serve as additional mean for explaining news or better understanding them. García-Avilés et al. (2022) declare that «newsgames are a genre with great journalistic potential when using the correct choice of mechanics and dynamics that allows communicating information according to news standards. The balance between both aspects does not guarantee that a newsgame provides the narrative resources to understand the information autonomously». ...
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... Along with a review of the relationship between journalism and narratives, Vázquez-Herrero and de Haan [29] expose the value of interactive documentary and immersive journalism in the face of complexity and with the aim of finding the best way to inform the audience. On the other hand, García-Avilés and others [9] study the application of gamification elements to the creation of innovative journalistic products. The authors analyze the newsgames The Ocean Game (2019) and The Amazon Race (2019) and point out narrative and audience participation possibilities offered by this storytelling genre. ...
Chapter
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Chapter
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Traditional news outlets are on the decline and journalism has embraced digital media in its struggle to survive. New models of delivering news to the public are being explored in order to increase the levels of readership and user engagement.The narrative of this chapter focuses on the future of journalism and media, and the potential benefits and dangers of gamifying journalism. Since gamification is a new trend, a thorough look at the intersection between the enhancements of public mobility, the digitalization of news services, and the engagement of gamified systems can bring better understanding of future channels of reading news to the users, to researchers, and to the industry. This chapter aims to bridge the gap between gamification as an emerging practice in news distribution and yet a vastly uncharted area or research.
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Boundary work describes the active process by various actors to define and delimit the contours of legitimate journalism. It stems from a sociological approach to the production of systematic knowledge that eschews an essentialist approach to knowledge or truth to instead accentuate ongoing discursive and material processes that construct and reshape what is deemed acceptable. The value of boundary work for journalism is clear in the constant questions surrounding what counts as journalism or who is a journalist. This entry considers a typology of journalistic boundary work built around Thomas Gieryn's three categories of expulsion, expansion, and protection of anonymity. It then confronts the particular usefulness of boundary work in response to digital media, and the opportunities and challenges facing future conceptual and theoretical development.
Article
Newsgames are a young genre of digital journalism. This article analyses the genre on the basis of cases from various countries, puts it into context, critically examines the theoretical foundation and presents a study of utilization. A scientific definition takes the perspective of ‘boundary work’: It distinguishes Newsgames from other digital games (such as interest-driven, entertaining or educating games) and draws a boundary between Newsgames and other digital journalistic genres (such as multimedia reports, web documentaries or types of data journalism). The drawing of Newsgames boundaries highlights the general problems of drawing boundaries of journalism in digital media. To date, no study on the utilization of Newsgames exists. Our explorative and qualitative interviews and observations are situated within the framework of uses and gratifications research. Main categories are the level of awareness, information performance and success factors of Newsgames. The results show that the new genre possesses a wide range of possibilities that cannot be uniformly assessed. Ethical doubts as to whether serious topics should be played in games are offset against the benefit of creating interest and empathy. Users want to experience success when playing – an aspect that emphasizes the competitive character and distinguishes Newsgames from other genres.
Chapter
Sociological inquiries into journalism have considered journalism as the product of cultural, economic, political, and technological forces in different times and spaces. As part of (and like) the field of media sociology, the sociology of journalism is an interdisciplinary subfield. It has several objectives of inquiry: examining situational and larger cultural differences of journalisms; analyzing systemic complexities in which journalism arises (i.e. technological formats and change, events, normative crises or organizational structures); illuminating intended and unintended consequences of practical routines of journalism; and exploring long-term patterns of professional, institutional, and organizational changes in journalism. Analyzing journalism through the sociological prism is central for understanding its larger societal implications and a continuous reminder that journalism studies is not an end in itself. Starting in the late 1950s, the gradual relocation of sociology of journalism from sociology to communication coincided with the establishment and professionalization of the two social science disciplines in US academia. Even as communication science has now produced generations of graduates in its own doctoral programs, the intellectual centrality of the sociology of journalism continues and has been recently confirmed through post-financial crisis academic hires. This paper introduces some of the major strands of the sociology of journalism research from the beginning of the 20th century to today. It also argues that the sociology of journalism took on a new ideational and professional significance within the field.
Article
This paper conceptualises immersive journalism, and discusses the implications of the technology for users who then get a first-hand experience of being at a news event through wearing a virtual reality headset. The paper surveys current approaches to 360-degree immersive journalism films that were produced by early adopters in 2015, identifying the contrasting narrative forms and style of the stories. Focus group studies add new, significant understanding to the types of narratives that work and the impact that immersive storytelling has. The focus group is a study of 18–24 year olds in the UK who are being targeted by this new technology as a way for news broadcasters to reach a new audience. This first study into immersive journalism content produces a new understanding of the impact of the narratives. It identifies the value for news producers adopting this technology, whilst raising concerns over the production of filming 360 degrees. A framework is offered for further research studies into immersive technologies and storytelling in the field of news.
Article
This study interrogates if newsgames are meaningful supplements to already existing forms of journalism. Using the case of refugee and migrant issues, this study examines how the newsgames The Refugee Challenge, Against all Odds and The Migrant Trail convey information about migration in interactive game-play, and how migrants and their situation are represented in these games. The games are discussed in relation to empathy, objectivity, complexity and the representation of distant suffering. The overarching question is how newsgames compare to traditional journalism when it comes to helping audiences understand political events of global concern and power asymmetries between “Others” and “us.” We find that these newsgames especially enhanced journalism when they cleverly employed game logics to generate experiential engagement with the existential crisis of involuntary dislocation. Nevertheless, the games did not use their game capabilities to the fullest, which would have entailed opening up a discourse that allows for contradictory life worlds and different perspectives of and by Others in context.
Article
Scholars who use textual approaches to study news often blend theoretical perspectives in their work, asking some combination of questions about how news narratives function culturally, how news narratives are produced, and how news narratives are situated epistemologically. These perspectives often lead to compelling insights, and this article argues that a more fully fleshed-out approach to genre in journalism studies offers a robust means for contextualizing a wide array of theoretical concerns. Methodologically, attention to the textual conventions of a genre helps scholars attend to news narratives as both the products of standardized journalistic routines and evidence of broader cultural forces at play, cultural forces that rely upon journalism’s implicit authority over the truth. This article lays out guidelines for performing genre analysis while also offering examples for potential future studies.
Conference Paper
As the use of mobile phones spreads through society, traditional news consumption is steadily being substituted by innovative environments and behaviors, sparking new ritual forms of media consumption. Additionally, video games have become a pervasive type of media that attracts the big majority of youth, sometimes displacing news consumption. For this reason, several news platforms have started to introduce game mechanics into their web-based systems or mobile apps creating a new storytelling format for news consumption. Since habit strength is the most powerful predictor of news consumption, the goal is to not only engage news consumers, but also provide a personalized news experience, a sense of relatedness, and persuade users to foster the habit of consuming news regularly. While digital news media outlets have already started using gamification techniques within their services, there is a large research gap in the intersection of journalism and news, and gamification and persuasive technologies. This paper aims to discern how digital news media have introduced gamification within their online platforms in order to re-invent several fronts of the journalistic practice. This assessment is primarily done through four case studies of gamified news: The Guardian, The Times of India, the Bleacher Report, and Al-Jazeera. These case studies provide the room for discussion on the potential use of game mechanics within journalism, and gamification of news can potentially re-invent journalism, with an ambivalent set of results. On the one hand a gamified news service has the potential to engage users to read news and most importantly, to foster an intrinsic motivation to consume news while creating a habit out of it. Additionally, introducing game mechanics to news websites could introduce a profitable business model, by increasing readership, making it a service much more attractive to advertisers. On the other hand news outlets could use a gamified experience to exploit their users, either by manipulating their reading choices through game mechanics, or by monetizing the content and data they generate while they interact with the system. This could become a serious privacy risk involved with tracking the users’ every move and owning such data. It is at least ethically dubious. Furthermore, the interface and storytelling format could become the central aspect, relegating news to a secondary role, or delivering only the news that fit the narratives shaping the gamified system. Theoretically, the gamification process is meant to deliver a new format of storytelling creating a news experience with relevant, targeted news, embedded in a social environment, while keeping the quality of the news intact, and always aiming for a broadening of views, avoiding selective exposure, and emphasizing improvement of the users’ knowledge. Ultimately, the goal is to generate a feeling of competence, autonomy, and relatedness to generate the intrinsic motivation of consuming news in the user through persuasive design and game mechanics. However, the current way of implementing gamification within journalism points to ambivalent results, where the driving forces of the implementation process is a mixture of an attempt to engage users and a set of commercial.
Book
An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Book
Millions play Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking--addressing problems like a game designer--can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.
Article
Research about online journalism has been dominated by a discourse of technological innovation. The “success” of online journalism is often measured by the extent to which it utilizes technological assets like interactivity, multimedia and hypertext. This paper critically examines the technologically oriented research about online journalism in the second decade of its existence. The aim is twofold. First, to investigate to what degree online journalism, as it is portrayed in empirical research, utilizes new technology more than previously. Second, the paper points to the limitations of technologically oriented research and suggests alternative research approaches that might be more effective in explaining why online journalism develops as it does.
Article
Video games have been created about political and s ocial issues since the early days of the medium. In rece nt years, many developers are rapidly creating and releasing games in response to current events. These games are bei ng referred to as newsgames. With an increasing number of people citing the internet as their primary news so urce, it would appear that newsgames could become an important part of how people understand current events and co uld rise to be an important and expressive video game genre. However, the word "newsgame" is currently only quite loosely defined, resulting in the term being applie d to many forms of serious, or nonfiction games. Also, despi te the quantity of games that relate to current events, ve ry few newsgames can be said live up to the defining claim s that newsgames are the video game equivalent of politica l cartoons (25) - a well developed and established me dium for political expression. This paper fleshes out the political cartoon compar ison in order to learn from the long history of political c artoons and give direction to the current state of fledgling an d unsophisticated newsgames. It also suggests clear and flexible definitive criteria for newsgames as well as a re- declaration of their expressive power.
Article
Newspaper reading in its subjectivity seems to be play, pleasing one's self as in a child's game, the author says. His “ludenic theory” states that ludenic newsreading is communication-pleasure.
Conference Paper
ABSTRACT During the last few years, a debate took place within the game scholars community. A debate that, it seems, opposed two groups: ludologists and narratologists. Ludologists are supposed to focus on game mechanics and reject any room in the field for analyzing games as narrative, while narratologists argue that games are closely connected to stories. This article aims at showing that this description of the participants is erroneous. What is more, this debate as presented never really took place because it was cluttered with a series of misunderstandings and misconceptions that need to be clarified if we wantt o seriously discusst her oleof na rrativei n videogames. Keywords
Conference Paper
Computer games have a long history as entertainment media, but their use for educational or political communication is relatively recent. This paper explores the use of computer games as news media. Newsgames are computer games used to participate in the public sphere with the intention of explaining or commenting on current news. The paper provides a set of concepts for analyzing newsgames, based on public service theory. The paper expands this analytical approach with a reflection on game design methodologies for creating newsgames.
Article
Typescript. Thesis (M.A.) - California State University, Fresno. Includes bibliographical references.
Converged media content: reshaping the ‘legacy’ of legacy media in the online scenario
  • J A García-Avilés
  • K Meier
  • A Kaltenbrunner
García-Avilés, J.A., Meier, K., Kaltenbrunner, A.: Converged media content: reshaping the 'legacy' of legacy media in the online scenario. In: Franklin, B., Eldridge, S.A. (eds.) The Routledge Companion to Digital Journalism Studies, pp. 449-458. Routledge, London (2016)