A gaming industry that is turning the world on its head
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Published on March 12, 2025 -
Written by Louise Blas
Gamification is everywhere
Let's take a moment to look at the choices made by some big names in the technology and services sector: LinkedIn launched several games to "spark conversations and friendly competition among professionals worldwide," modifying its interface for the occasion. Meanwhile, the New York Times, the leading American newspaper with 130 Pulitzer Prizes, is reaping massive profits from its casual games. There's even a flourishing economy of games based on the NYT's own, but in an unlimited version (the newspaper offering one "grid" per day per game): "You don't even have to invent a new game. In fact, it's better if you don't." Another particularly telling indicator: Netflix continues to invest in its gaming division, despite some turbulence.
The perception of the game has changed
What seems to have fundamentally changed is the very perception of gaming. No longer considered simply as a form of entertainment, gaming has become a tool for engagement, connection, and motivation, capable of bringing communities together.
But gamification isn't a magic bullet: the success of such an approach relies above all on organic integration that respects the user experience and aligns with the DNA of each platform. The code isn't quite cracked yet.