
{"id":46064,"date":"2025-09-30T07:26:00","date_gmt":"2025-09-30T11:26:00","guid":{"rendered":"https:\/\/digitalcontentnext.org\/?p=46064"},"modified":"2025-09-25T15:24:39","modified_gmt":"2025-09-25T19:24:39","slug":"media-leaders-weigh-in-on-gamification-in-news","status":"publish","type":"post","link":"https:\/\/digitalcontentnext.org\/blog\/2025\/09\/30\/media-leaders-weigh-in-on-gamification-in-news\/","title":{"rendered":"Media leaders weigh in on Gamification in news"},"content":{"rendered":"<div class=\"shariff shariff-align-flex-start shariff-widget-align-flex-start\"><ul class=\"shariff-buttons theme-round orientation-horizontal buttonsize-medium\"><li class=\"shariff-button twitter shariff-nocustomcolor\" style=\"background-color:#595959\"><a href=\"https:\/\/twitter.com\/share?url=https%3A%2F%2Fdigitalcontentnext.org%2Fblog%2F2025%2F09%2F30%2Fmedia-leaders-weigh-in-on-gamification-in-news%2F&text=Media%20leaders%20weigh%20in%20on%20Gamification%20in%20news&via=DCNorg\" title=\"Share on X\" aria-label=\"Share on X\" role=\"button\" rel=\"noopener nofollow\" class=\"shariff-link\" style=\"; background-color:#000; color:#fff\" target=\"_blank\"><span class=\"shariff-icon\" style=\"\"><svg width=\"32px\" height=\"20px\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" viewBox=\"0 0 24 24\"><path fill=\"#000\" d=\"M14.258 10.152L23.176 0h-2.113l-7.747 8.813L7.133 0H0l9.352 13.328L0 23.973h2.113l8.176-9.309 6.531 9.309h7.133zm-2.895 3.293l-.949-1.328L2.875 1.56h3.246l6.086 8.523.945 1.328 7.91 11.078h-3.246zm0 0\"\/><\/svg><\/span><\/a><\/li><li class=\"shariff-button linkedin shariff-nocustomcolor\" style=\"background-color:#1488bf\"><a href=\"https:\/\/www.linkedin.com\/sharing\/share-offsite\/?url=https%3A%2F%2Fdigitalcontentnext.org%2Fblog%2F2025%2F09%2F30%2Fmedia-leaders-weigh-in-on-gamification-in-news%2F\" title=\"Share on LinkedIn\" aria-label=\"Share on LinkedIn\" role=\"button\" rel=\"noopener nofollow\" class=\"shariff-link\" style=\"; background-color:#0077b5; color:#fff\" target=\"_blank\"><span class=\"shariff-icon\" style=\"\"><svg width=\"32px\" height=\"20px\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" viewBox=\"0 0 27 32\"><path fill=\"#0077b5\" d=\"M6.2 11.2v17.7h-5.9v-17.7h5.9zM6.6 5.7q0 1.3-0.9 2.2t-2.4 0.9h0q-1.5 0-2.4-0.9t-0.9-2.2 0.9-2.2 2.4-0.9 2.4 0.9 0.9 2.2zM27.4 18.7v10.1h-5.9v-9.5q0-1.9-0.7-2.9t-2.3-1.1q-1.1 0-1.9 0.6t-1.2 1.5q-0.2 0.5-0.2 1.4v9.9h-5.9q0-7.1 0-11.6t0-5.3l0-0.9h5.9v2.6h0q0.4-0.6 0.7-1t1-0.9 1.6-0.8 2-0.3q3 0 4.9 2t1.9 6z\"\/><\/svg><\/span><\/a><\/li><li class=\"shariff-button mastodon shariff-nocustomcolor\" style=\"background-color:#563ACC\"><a href=\"https:\/\/s2f.kytta.dev\/?text=Media%20leaders%20weigh%20in%20on%20Gamification%20in%20news https%3A%2F%2Fdigitalcontentnext.org%2Fblog%2F2025%2F09%2F30%2Fmedia-leaders-weigh-in-on-gamification-in-news%2F\" title=\"Share on Mastodon\" aria-label=\"Share on Mastodon\" role=\"button\" rel=\"noopener nofollow\" class=\"shariff-link\" style=\"; background-color:#6364FF; color:#fff\" target=\"_blank\"><span class=\"shariff-icon\" style=\"\"><svg width=\"75\" height=\"79\" viewBox=\"0 0 75 79\" fill=\"none\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\"><path d=\"M37.813-.025C32.462-.058 27.114.13 21.79.598c-8.544.621-17.214 5.58-20.203 13.931C-1.12 23.318.408 32.622.465 41.65c.375 7.316.943 14.78 3.392 21.73 4.365 9.465 14.781 14.537 24.782 15.385 7.64.698 15.761-.213 22.517-4.026a54.1 54.1 0 0 0 .01-6.232c-6.855 1.316-14.101 2.609-21.049 1.074-3.883-.88-6.876-4.237-7.25-8.215-1.53-3.988 3.78-.43 5.584-.883 9.048 1.224 18.282.776 27.303-.462 7.044-.837 14.26-4.788 16.65-11.833 2.263-6.135 1.215-12.79 1.698-19.177.06-3.84.09-7.692-.262-11.52C72.596 7.844 63.223.981 53.834.684a219.453 219.453 0 0 0-16.022-.71zm11.294 12.882c5.5-.067 10.801 4.143 11.67 9.653.338 1.48.471 3 .471 4.515v21.088h-8.357c-.07-7.588.153-15.182-.131-22.765-.587-4.368-7.04-5.747-9.672-2.397-2.422 3.04-1.47 7.155-1.67 10.735v6.392h-8.307c-.146-4.996.359-10.045-.404-15.002-1.108-4.218-7.809-5.565-10.094-1.666-1.685 3.046-.712 6.634-.976 9.936v14.767h-8.354c.109-8.165-.238-16.344.215-24.5.674-5.346 5.095-10.389 10.676-10.627 4.902-.739 10.103 2.038 12.053 6.631.375 1.435 1.76 1.932 1.994.084 1.844-3.704 5.501-6.739 9.785-6.771.367-.044.735-.068 1.101-.073z\"\/><defs><linearGradient id=\"paint0_linear_549_34\" x1=\"37.0692\" y1=\"0\" x2=\"37.0692\" y2=\"79\" gradientUnits=\"userSpaceOnUse\"><stop stop-color=\"#6364FF\"\/><stop offset=\"1\" stop-color=\"#563ACC\"\/><\/linearGradient><\/defs><\/svg><\/span><\/a><\/li><\/ul><\/div>\n<p>Ever since Wordle became a household name, later acquired by <em>The New York Times<\/em>, it\u2019s been impossible to ignore the huge potential of games as a draw for the digital media business. The September 2025 study \u201c<a href=\"https:\/\/www.mdpi.com\/2673-5172\/6\/3\/151\">Exploring Gamification in Online Journalism: Perspectives from Media Owners Through Interviews<\/a>\u201d offers fresh insight into how gamification is being utilized and debated within newsrooms.<\/p>\n\n\n\n<p>Gamification involves applying interactive game mechanics to non-game environments, such as news platforms, to drive user engagement and loyalty. Gamification can include more complex activities such as crossword puzzles, but also simpler interactive features such as quizzes, point collection systems, leaderboards, badges, hashtags, rankings, \u201clike\/dislike\u201d options, and sharing, which may be more feasible for certain settings.<\/p>\n\n\n\n<p>While most gamification studies focus on user experience, this one explores executive-level perspectives from media owners and editors-in-chief. Originally published in <em>Journalism and Media<\/em>, the study focuses on how Greek news media leaders are exploring and utilizing gamification strategies. The study\u2019s authors conducted and analyzed interviews with a variety of digital media decision makers to uncover key trends and actionable insights.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"h-opportunities-abound\">Opportunities abound<\/h2>\n\n\n\n<p>Games are synonymous with fun. But gamification can have serious business benefits for digital media platforms, such as:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Increased user time-on-site and repeat visits.<\/li>\n\n\n\n<li>Deeper user interaction, not just as a novelty, but fostering audience retention.<\/li>\n\n\n\n<li>Generation of analytics on user behavior, which can inform editorial strategy and content personalization.<\/li>\n\n\n\n<li>Appeal to younger, tech-savvy users- potentially without alienating long-term audiences.<\/li>\n<\/ul>\n\n\n\n<p>Most of the media owners and editors interviewed perceive gamification as a promising strategic approach for increasing user engagement while enriching the digital news experience. &nbsp;Leaders emphasized the need to uphold professional ethics while adapting established journalistic practices to accommodate the interactive and participatory nature of today\u2019s digital media environment.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"h-potential-pitfalls-of-media-gamification\"><strong>Potential pitfalls of media gamification<\/strong><\/h2>\n\n\n\n<p>As much promise as gamification holds, some media executives express ethical concerns, such as credibility risks, especially among long-term users who value tradition. Some noted that older audiences may perceive gamification as gimmicky or inappropriate for news, possibly alienating core audiences. They stress the importance of maintaining editorial integrity and journalistic standards, especially in hard news contexts. Concerns about aggressive monetization were discussed. Finally, some leaders interviewed expressed concern about potential manipulation: the possibility that gamification could be used to prioritize clicks over informed citizenship.<\/p>\n\n\n\n<p>Practical concerns also surfaced in interviews. Smaller newsrooms may lack technical capacity, design expertise, or budget to implement gamification effectively. Internal pushbacks from staff can occur, especially among those who view gamification as incompatible with traditional journalism values. Some executives question whether gamified features can be maintained over time without becoming stale or losing relevance.<\/p>\n\n\n\n<p>Researchers also point out that while many participants in the study were able to recognize and assess individual gamified elements, they often lacked the training to conceptualize gamification as a planned, strategic approach. This indicates a need for professional development to help media leaders build skills to design, assess, and apply gamification in meaningful ways.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"h-so-is-gamification-right-for-your-media-business\">So, is gamification right for your media business?<\/h2>\n\n\n\n<p>Research indicates the importance of building internal buy-in before launching gamification innovations. Organizational resistance can hinder results, so ensure that all staff understand the value of proposed changes. Invest in training and be ready to assure stakeholders that ethical and practical issues have been thoughtfully considered to maintain integrity and mitigate potential pitfalls.<\/p>\n\n\n\n<p>One caveat: the study data is drawn from ten in-depth interviews with media executives in Greece, including owners and editors-in-chief of Greek newspapers, radio stations, television channels, and online news platforms. While the interviews were thorough and represented diverse media venues, the research is drawn from a modest quantity of participants within a limited geographic area.&nbsp;<\/p>\n\n\n\n<p>Nevertheless, this study offers fascinating insight from those with real-world expertise in the field. The perspectives shared highlight the promise and complexity of merging gamification with journalistic practices. Digital media leaders seeking to innovate through gamification while upholding editorial credibility will find this research particularly relevant.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<pre class=\"wp-block-preformatted\"><strong>Research framework<\/strong>\nThe study uses a Normalization Process Theory (NPT) framework to analyze how gamification can be integrated into newsroom culture. The results point to a clear need for intentional design, strong editorial governance, and regular impact evaluation.\n\nResearch authors outline how frameworks like Normalization Process Theory (NPT) can guide adoption:\n-Coherence: Make the purpose clear.\n-Cognitive Participation: Get buy-in from staff.\n-Collective Action: Assign roles and resources.\n-Reflexive Monitoring: Evaluate and adjust.\n\nThe NPT framework can also be used to guide introduction of other emerging technologies.<\/pre>\n<div class=\"shariff shariff-align-flex-start shariff-widget-align-flex-start\"><ul class=\"shariff-buttons theme-round orientation-horizontal buttonsize-medium\"><li class=\"shariff-button twitter shariff-nocustomcolor\" style=\"background-color:#595959\"><a href=\"https:\/\/twitter.com\/share?url=https%3A%2F%2Fdigitalcontentnext.org%2Fblog%2F2025%2F09%2F30%2Fmedia-leaders-weigh-in-on-gamification-in-news%2F&text=Media%20leaders%20weigh%20in%20on%20Gamification%20in%20news&via=DCNorg\" title=\"Share on X\" aria-label=\"Share on X\" role=\"button\" rel=\"noopener nofollow\" class=\"shariff-link\" style=\"; 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