I think I wasn't quite as clear as I meant to be. I'm talking about gamification first. Gamify a classroom, gamify a social media site, gamify... taxes, I dont know, whatever. Could be anything. But that's just step #1.
Step #2 is using transgaming to pair traditional, social, casual, console gaming up with other things which you gamified! Sure, this is useful on a base level for turning a profit, but you also allow kids to assist their classmates by hopping on to call of duty for an hour, and allow a roommate to assist in a 3rd world with me while I'm on an MMO. If properly implemented, you could vamp up Gamification's appeal by like 40% by pairing it with transgaming options as well.
I understood what you wrote. The topic of this thread is Transgaming, and I'd prefer staying on that. Gamification is related, but not significantly. Suffice it to say, Transgaming in any way, using any media, is a precarious subject. Tying transgaming to competitive advantage means that it will, in all likelihood, become a necessity, either by design or by player min-maxing.
Was I the only only one who thought of people playing opposite their gender identities when they read the title?
Okay, this is all very intriguing stuff. However I can foresee how it may be abused and lead to some dark future. There can possibly be tremendous pressure to branch out onto other titles just to keep up with one profile on one game.
By the sound of it, Peter Molyneux's newly created company 22cans will be bringing in some more transgaming experiences over the next few years.
Their first game, Curiosity, is an experiment in psychology and monetisation, but their next games will apparently be played across Facebook and Twitter accounts.
Its interesting, I've been working on a game which involves many of these ideas,
For Many years I've been a Gamesmaster, I worked a long time on my world ideas, and my friends who wanted to gamesmaster too wanted to play in the same 'world' so I would have to publish things.. But my world is dynamic, players influence the world around them, so I put the game into a 'turn based' world, which each Player has control of some aspects of 1 Country, but GM's have access to the insides of each location because it influences the availability of equipment their players can acquire.
I know what you're getting at as far as connected gaming experiences (transgaming) but I just don't like it....
Here's the main issue i have...
Players are going to have advantages over other players (depending how the game is set up) and really, that is fun for nobody when you're ALWAYS the one losing. That is one way to turn around and never play that game ever again.