gamification for secret services


“In flagranti”, image from the art series “detective stories” by Massimo Mascarpone

This is just a a very brief follow-up to my last post in which I was looking at the market sizes of virtual assets.

techdirt has a blog post in which it is described that apparently the NSA uses gamification for making the use of the XKeyscore system more appealing.

I guess although here a game is used as an introduction for a virtual application this type of game wouldn’t fall into the free-to-play category, from superdataresearch:

One important trend in this context is the emergence of free-to-play or virtual goods revenue model. It allows the next generation of gamers to try a game before they commit any money, offering them a smooth introduction to games rather than asking for $50-$60 at the door.

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