Its all about gaming

Post on 09-May-2015

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description

The evolution of gaming as catalyst for behavioural change

Transcript of Its all about gaming

From where we were to where we are

It’s All About Games

1

History of Gaming

2

Gaming then and now

3

Gamification

4

Business models

5

Advertgames

6

Current Trends

7

Future Predictions

History of gaming

Games are the only force in the universe that can get people to take actions against their self-interest, in a predictable way

without using force

Gabe Zichermann (FUN IS THE FUTURE,

2010)

It all started with ‘pong’

The founding father

Nolan bushnell the founding father of

atari

Timeline of the development

1968Ralph Baer patents his interactive television game and Magnavox releases it

1972Nolan Bushnell and Al Acorn of Atari develop arcade table tennis game called PONG

1974Two decades before Doom, Maze wars introduces the first person shooter

1984Russian mathematician Alexey Pajitnov creates Tetris, a simple but addictive puzzle game. Four years later, Nintendo bundles it with every new Game Boy.

1976Text based game Adventure is released by Don Wood

1977Atari 2600 is released, the first Video Computer System

1980A missing slice of pizza inspires Namco's Toru Iwatani to create Pac-Man

1989Nintendo’s Gameboy popularizes handheld gaming although ten years earlier Microvision had introduced similar device

Business models

14 ways to sell games and make money

RetailBricks and Mortar

DigitalDirect to consumer

Episodic EntertainmentBorrowing from the TV

model

Skill-based ProgressionBuy a ticket to enter

Velvet RopePlayers pay for VIP access

SubscriptionWorld of Warcraft or Conan

Micro-TransactionsSmall, Impulsive driven up

selling

Sponsored GamesWorld of Warcraft or Conan

AdvertgamesSelling the experience

Try before you buyRestricted versions of game

Player to Player tradingTrade land, property and

characters

Pre-Sell the gameKickstarter.com

In-game advertisingBillboards and Branded

items in game world

Around game advertisingBanner & Skyscraper

gamification

This is how we all do it

ga.mi.fi.cat.ion [gay-muh-fi-kay-shuhn]Integrating game dynamics into your site,

service, community, content or campaign, in order to drive participation.

Things which should be kept in mind

Casual, short duration

play

Rapid rewards for

a non-gamer audience

Points and rewards work

on engagement

Integrate social

sharing

The foursquare story

If we zoom out a bit, Foursquare is one of the best example of gamification. There’s an activity that you want your users to do more often, so you give points for that. For certain activities or number of points, they get extras, like badges. A sense of competition is created using the leaderboards and with the opportunity to redeem the rewards, it takes intention to participate on a new level

The fun theory

Can we get more people to obey the speed limit by making it fun to do? Well, the answer, if you choose to use gamification is ‘YES’

advergames

Draw Something

Play Fanta

The game of ads

A video game which in some way contains an advertisement for a product, service, or company. Some

advergames are created by a company with the sole purpose of promoting the company itself or one of

its products, and the game may be distributed freely as a marketing tool

A regular popular video game, which may be sponsored by a company, and include advertisements within the game for

the sponsoring company

OR

Play fanta

A nine chapter graphic novel loaded with playable content. It offers endless storytelling, content development and co-creation opportunities all within an immersive, branded world.

Characters. Todd, Tristan, Andy, Floyd, Lola, Maud, Gigi and the Lhava Twins set out on a journey to save their community from turning into sad, grey characters known as the “Playless”

Draw something

Zynga monetized the viral mobile app by allowing brands to pay for words to be included in the game. The move came after Zynga tested recognisable brand terms like Nike, KFC and Doritos in the iOS and Android game and found them to be really popular. Brands could pay for words associated with their products in the word selection bank.

Gaming hardware

MicrosoftXbox 360

Six ways to enjoy games

Nintendo 64

WiiSuper Nintendo Entertainment

System

Nintendo Entertainment

System

Sony Playstation 3

Future belongs to them - Consoles

By bringing next generation console design and portability in to play these devices will make gaming accessible to one and all

Future belongs to them - Experience

Microsoft’s coffee table projector, IllumiRoom will expand content onto living room walls hence, making gaming an even more immersive experience

Current trends

Gamification trends

CORPORATE EMPLOYEESCorporations can not only gamify their products and services for consumers and end users, but also leverage game mechanics to make work more fun, measurable, productive, and rewarding for internal employees

ADRESS PHASES OF THE USER LIFE-CYCLELeveraging game mechanics to facilitate users along each phase of user experience: 1) New user onboarding (interactive tutorials); 2) user engagement; 3) conversion of free users to paid (or opt-in data sharing); 4) retention of power users

Gamification and social go hand in handIt has been found that users who are logged-in with Social Login spent 30% more time on-site than users who sign in with native site login. Pepsi builds custom co-viewing experience sites for Pepsi-sponsored TV shows like The X-Factor, The Grammies and the SuperBowl, allowing users to collect “caps” (badges) and gain social ranking by commenting, sharing, and liking other user’s comments

Moving beyond media and fitnessGamification is moving beyond the businesses which incorporated it. Education, eCommerce, local retail and financial services are upcoming

The future

Moving beyond the usual

Gamification is surpassing the

initial stage of PBL (Point-Badge-Leaderboard)

Where is it heading?

Motivating action through civic

engagement so as to infuse users

with much greater purpose

Their driving factors of engagement will have to

include intelligent responses and civic

learning that isn’t limited to mere purposive solution

or engagement

BYOD (Bring Your Own Devices)

makes the change easier with seamless

connectivity

Chaos isn’t a pit, chaos is a ladder

Thanks