gamification for secret services
Thursday, June 19th, 2014
“In flagranti”, image from the art series “detective stories” by Massimo Mascarpone
This is just a a very brief follow-up to my last post in which I was looking at the market sizes of virtual assets.
techdirt has a blog post in which it is described that apparently the NSA uses gamification for making the use of the XKeyscore system more appealing.
I guess although here a game is used as an introduction for a virtual application this type of game wouldn’t fall into the free-to-play category, from superdataresearch:
One important trend in this context is the emergence of free-to-play or virtual goods revenue model. It allows the next generation of gamers to try a game before they commit any money, offering them a smooth introduction to games rather than asking for $50-$60 at the door.