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Game of Life

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Working in or around the games business, it's easy to become focused on issues which seem to be of crowning importance, but which are actually only one facet of a much wider picture. The industry obsesses over the pace of the transition to digital distribution, for example, and its debates often fail to give full credence to the much broader debate over the future of copyright, intellectual ownership and property of which that is merely one aspect.

Equally, every industry conference or gathering in recent years has talked at length about conquering "mainstream" markets - the march of progress into casual or downstream sectors, the opening up of new fronts in social and mobile gaming, and so forth. This, too, can be seen as merely one expression of a larger movement within society - a movement on which the games business can enjoy a unique perspective.

That movement is, in simple terms, the integration of video game mechanics into non-gaming tasks - the steady "gamification" of the world around us, as more and more actions in our daily lives come to be governed and (perhaps arguably) enhanced by interactions, rules and systems learned from the world of games.

This is an excerpt from the full article. Read the whole thing by visiting GamesIndustry.biz

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Matt Martin avatar
Matt Martin joined GamesIndustry in 2006 and was made editor of the site in 2008. With over ten years experience in journalism, he has written for multiple trade, consumer, contract and business-to-business publications in the games, retail and technology sectors.
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