{"65963":{"#nid":"65963","#data":{"type":"external_news","title":"Bogost on Gamification","body":[{"value":"\u003Cp\u003E\u201cGamification replaces real, functional, two-way relationships [between brands and their customers] with dysfunctional perversions of relationships,\u0022 argues Ian Bogost, Associate Professor and Director of Graduate Studies in Digital Media. Bogost continues, \u0022Organizations ask for loyalty, but they reciprocate that loyalty with shams, counterfeit incentives that neither provide value nor require investment.\u201d \u003Cem\u003ESource: Wall Street Journal - May 4, 2011 \u003C\/em\u003E\u003C\/p\u003E\u003Cp\u003E\u003Ca href=\u0022http:\/\/blogs.wsj.com\/tech-europe\/2011\/05\/04\/gamification-hype-or-game-changer\/\u0022 target=\u0022_blank\u0022\u003ERead full article\u003C\/a\u003E\u003C\/p\u003E","summary":null,"format":"limited_html"}],"field_subtitle":"","field_summary":"","field_summary_sentence":"","uid":"27418","created_gmt":"2011-05-05 11:47:51","changed_gmt":"2016-10-08 02:24:30","author":"Lauren Langley","boilerplate_text":"","field_publication":"","publication":"Anton Leykin","field_article_url":"","publication_url":"http:\/\/blogs.wsj.com\/tech-europe\/2011\/05\/04\/gamification-hype-or-game-changer\/","dateline":{"date":"2011-05-04T00:00:00-04:00","iso_date":"2011-05-04T00:00:00-04:00","tz":"America\/New_York"},"extras":[],"groups":[{"id":"1281","name":"Ivan Allen College of Liberal Arts"}],"categories":[{"id":"134","name":"Student and Faculty"}],"keywords":[{"id":"12700","name":"gamification"},{"id":"3663","name":"Ian Bogost"},{"id":"3562","name":"Wall Street Journal"}],"core_research_areas":[],"news_room_topics":[],"event_categories":[],"invited_audience":[],"affiliations":[],"classification":[],"areas_of_expertise":[],"news_and_recent_appearances":[],"phone":[],"contact":[],"email":[],"slides":[],"orientation":[],"userdata":""}}}