Gossip Girl: Social Climbing Game Launches on Facebook: “earn rewards for climbing New York’s social ladder by attending virtual fashion shows, sample sales and club openings with their favorite characters. Players can also purchase in-game items to boost their progress and complete higher-level missions.”
Studies show users value (most to least): status, access, power, stuff.
Important observation on gamification by Gabe Zichermann via Chris Dixon and Jocelyn Leavitt: studies show that users value rewards, from most important to least important:
- Status — i.e. Platinum Elite in frequent flyer programs.
- Access — i.e. Gilt Noir members get access to sale items 15 minutes before others.
- Power — i.e. A player gets “power” over others, like power moderators on Craigslist.
- Stuff — i.e. Buy ten coffees and get one free.
This is the exact inverse of the cost of providing these rewards.



