There's been previous talks about how to implement gaming into the everyday life and activities and let me tell you one thing. I'd love to have a cleaning game.
Every day after work I start going trough my stuff (read: shit I've collected over the years), keeping some, throwing some away, trying to sell some of it and packing the rest. I would be enjoying the whole thing a whole lot more if there was a system monitoring my choices and giving me points for every item I donate to the poor, etc.
Heck, if there was such a system, I wouldn't let my place turn into the mess it has in the first place!
It's all about the Theory of Fun which I link a video about in:
And talking about games and the real life working together, I found this today on Gamasutra. There's a company that's launching a thingymajing for the NDS that's suppose to help people work hard on handling their diabetes. Since I'm a diabetic I find this very interesting. It's not something I'll use, but it's interesting nonetheless.
[...]DIDGET converts blood glucose test results into reward points.
Players can redeem these points to unlock new levels, minigames, and items[...]
Here's the problem I see with this. The games unlocked in this package are probably gonna... Well... Suck... Hard... So very, very hard. I really hope I'm wrong.
Anyway, the point I'm trying to make is that in a product like this you really have to create a strong incentive to actually wanting to unlock more stuff and I'm not sure they can do that. Great idea otherwise though.
But being a diabetic is not the only reason why I found this interesting. Dun dun dunnn! Stay tuned!
Captain Novolin; an old SNES-game about Diabetes.