LinkedIn Expands Into Mobile Games With Fun and Regular Mini-Games

Companies like the New York Times, Duolingo, and LinkedIn are integrating with their platforms and point out that even free-to-play comes at a cost.

One night, my spouse woke up with a start, and drowsily exclaimed, “I missed my double XP boost, I’m going to lose my position in the Diamond League!For those in the know, those terms refer to the mechanics of Duolingo.

Duolingo is an app designed for other people to learn languages. It has been around since 2013 and has more than 50 million users. Since its launch, it has leaned heavily towards gamification, adopting more and more mechanisms that seem designed to be addictive.

Duolingo is rarely alone, corporations like the New York Times have been looking to take advantage of the pandemic, and from a profit perspective, it turns out it’s working.

More recently, LinkedIn, the employment-focused social media platform, jumped on the gaming bandwagon by releasing 3 mini-games, Pinpoint, Crossclimb and Queens. All 3 can be finished in about five to 10 minutes and are intended to be played once. one day.

Pinpoint and Crossclimb are puns, and Queens is kind of a combination of Sudoku and nonogram games. All three innovate in the New York Times formula.

Duolingo, the New York Times, and LinkedIn are offering their games for free, but increasingly, I can’t help but think this is misleading. We live in a knowledge economy – our time online, our clicks, and our reviews have genuine value. Three corporations use games on a basis to attract users to their sites. In addition to time and engagement on the site, they gather knowledge from users. There is no such thing as a single lunch.

It’s tempting to wonder: how much is literally 10 minutes of my time worth?But ten minutes a day is a lot of money, and a short daily game is a strategy for developing addiction. These games are designed to make you need more.

Mobile game developer William Siu notes that the purpose of short, limited daily play is to create games that build habit and facilitate decision-making. “We were looking for other people to grab their phones first thing in the morning and jump right into our games, just as they check their social media and email,” Siu says in his guest essay for The New York Times.

Selective elimination from the decision-making process is what worries me the most about companies’ adoption of gamification techniques. When does a fun morning routine become an inconsiderate habit?

I don’t need them to be too casual or cellular games. They are heavily criticized for employing addictive mechanisms without much benefit. But those games can create a community. They offer the ability to play fast and on the go – not everyone has the time, money, or interest to spend 50 hours and $60 on a triple-AAA title. They can relax and manage stress.

Perhaps the most rewarding aspect of these games is that they are fun to share with others. LinkedIn’s new mini-games offer the opportunity to foster interpersonal relationships between players. As Daniel Roth, vice president of LinkedIn, said in a LinkedIn post: “We expect those games to spark banter, conversation, and even healthy competition. “

My fondest Wordle memories are my phone conversations with my mom in the middle of a pandemic as we discussed our methods for solving the riddle of the day. This interaction felt very different from the strain of maintaining my prestige on the leaderboards of other mobile games.

But even the promise of social interaction is confusing because of LinkedIn’s prestige as a work-centric platform. I don’t want my employer to realize that it took me an embarrassing six minutes to finish Queens today. I don’t need to be part of the “league” of my workplace.

That’s why I don’t think I’m going to incorporate LinkedIn games into my routine. After all, between Wordle, Duolingo, Spelling Bee, and Waffle, my mornings are pretty busy.

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