tenshi gamification for gamers march 2012
TRANSCRIPT
Gamification for Gamers
Jonathan [email protected]
About me
• Programmer• Game creator• Businessman• Entrepreneur
• Playfuel• Tenshi Ventures Productions• Tenshi Consulting
History 1972 - 2009
Console Generations1 Magnavox Odyssey2 Atari 26003 NES4 Megadrive5 PlayStation6 PlayStation 27 Xbox 720
Home computerMobile first generation (J2ME)PC onlineHandheld
The World Changed
1 Mobile2 Social3 Browser / Online4 Tablet
0.99c mobile gamesFreemium
• The average gamer is 37 years old and has been playing for 12 years.• Twenty-nine percent of game players are over the age of 50.• Eighty-two percent of gamers are 18 years of age or older.• Forty-two percent of all players are women and women over 18
years of age are one of the industry's fastest growing demographics.• Today, adult women represent a greater portion of the game-playing
population (37 percent) than boys age 17 or younger (13 percent).• Sixty-five percent of gamers play games with other gamers in person.• Fifty-five percent of gamers play games on their phones or handheld
device.• Sixty-eight percent of parents believe that game play provides
mental stimulation or education.
Why are Gamers different
• 1 billion gamers• Think and work in a genuinely different way– Goal focused– Expectation of success– Socially task focused– Socially competitive (Achievements)– Blissfully productive
• Empowered, networked, hopeful individuals
Generation G
• Primary source of entertainment is Games • 126+ million millennials– Constantly Seeking Novelty– Hyper networked• Grown up with a social graph
– Multitasking• multi screen
– Reshape society
What is Gamification?
“Gamification is the use of game design techniques[1] and mechanics to enhance non-games”
What is Gamification?
“Gamification is the use of game design techniques[1] and mechanics to enhance non-games”
“Adaption / adoption of game thinking and mechanics to engage gamers in non-game environments and solve problems”
Gamification mechanics
• Competitiveness (male)• Collaboration (female)• Exploring• Sharing • Rewards• Achievements / Leveling up• Positive reinforcement loops• Adaptive difficulty
Competitiveness
• Weightwatchers• Brain Training– Brain Age
• Wii Fit• City Peaks– Office Stair Hikes– RFID / Oyster cards
Sharing
Reward
Reward
• Ford SmartGauge• Virtual Pet
Leveling Up
Positive feedback loop
• Stockholm, Sweden• Speed Camera Lottery• Prizes funded by speeders
Average speed32 km/hr -> 25 km/hr
Involvement
Bridging the virtual divide
• Sharing• Rewards– Badges
• Leveling up– Becoming the mayor
• Explore• Pairing virtual rewards
with real activities
Lessons learnt from the digital world
• Measure or Die– Metrics and Analytics– Measure everything– Release MVP and iterate– AB test– Games as a service
• Virality / Social graph• Engaging with community– Cross Promotion
The next generation
ConsoleWiiU / Xbox 720 / PS4Cloud / Streaming
MobileBrowserIPTVSocial
The next generation
Everything online Sensors everywhere
CamerasNearfieldWifi/cell/GPSAugmented Reality
Migration to Virtual Worlds
A vision of the future
MetaGame Black Mirror : 15 Million Merits Published November 9th 2010 by AmazonEncore
References
TED talks :Jane McGonigal: Gaming can make a better worldGabe Zichermann: How games make kids smarter
DICE talk:Jesse Schell : When Games Invade Real Life