Social media dimensions of gaming

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    Social media dimensions of gaming - Presentation Transcript

    1. Games People Play
      • Social Media Dimensions of Online Gaming
    2. The intersection
      • Gaming is at a crossroads
      • Social media and gaming are intersecting
      • Where social media and gaming meet, or collide:
        • What are the challenges?
        • What are the opportunities?
    3.  
    4. Social media is game changing
      • Social media will change the evolutionary process for game marketing and development
      • Social media will create new business models
      • social media/gaming equation
      • New audiences x (collaboration + participation) = synergy
    5. Changing the game plan
      • Social media are changing every aspect of business
      • So social media is going to change the gaming industry
      • It’s going to change
        • What games we play
        • Who plays games
        • What a game is
      • Social media will change how games evolve
    6. Social media is going to change the playing field
      • Social media will impact all aspects of gaming:
        • That’s players, designers, vendors
      • Social media isn’t just moving the goal posts, it is changing the playing field
      • Social media will change how games are developed, reach the market place and become successful, or not
    7.  
    8. Adapt or die
      • Have you heard of the dodo?
      • Evolution dictates that weakness and inefficiency do not persist in complex environments, such as the Internet
      • When environments change too fast, animals go extinct
      • To survive, animals must adapt
    9.  
    10. Survival of the fittest
      • The fittest games will survive
        • Easiest to play
        • Easiest to share
        • Best meet our basic needs such as human interaction
      • Crap games do not last long in the market place.
      • The best games persist
      • The best features are copied and passed on to other games
    11. Selection  Extinction
      • Customers are selecting, like natural selection.
      • Due to natural selection, all the dinosaurs went extinct.
      • The birds are the only relatives of the dinosaurs to survive.
      • With social media selection in the gaming industry is going to be ever more ruthless and faster.
    12. Extinction  Consolidation
      • Selective processes will move away from top down conception, design and execution.
      • Selection will occur at the earliest stages.
      • Control of game conception development and marketing will be bottom up
      • This pressure will lead to consolidation.
    13. Extinction  Consolidation Birds
    14. Adapting to change
      • The gaming industry must adapt to change
      • Another lesson from evolution is that complex environments provide many niches
      • The gaming industry will exploit niches and thereby diversify
      • There are niches within the industry that don’t exist today, and that we can’t even imagine
      • We’ll see later what some of these might be
    15. Diversification Biological niches
    16. Social media meets gaming
      • Around 2006 games met social computing
      • Ppopular sites such as MySpace and Wikipedia had reached popular audience
      • The world was introduced to Facebook
    17. Interest in online games
      • Searches for online games steadily increased over the past several years.
      • Searches for games on Facebook has grown with the explosive growth of the social network.
    18. “ online games” “ facebook games”
    19. There are a multitude of games on Facebook.
    20. Mafioso on Facebook
      • Click of a mouse: invite friends Bigger mob = more properties, weapons, money
      • Profile status updates
      • Recreates the village
      • How you match up against others, not a machine
      • Social element takes games to new audiences
    21. New audiences
      • Howard Dean used web-games to teach democracy and increase interest in campaigns
    22. New audiences
      • US Army’s arcade-style games help with recruitment
    23. New audiences
      • Dept. of Treasury and Ad Council created a game to teach about importance of good credit.
    24. New audiences
      • Kids use Sim City to design their ideal city for the Future City contest.
    25. New audiences
      • Elf Island, with Second Life-like functionality, empowers kids to benefit environmental causes
    26. New applications = new audiences
      • These games are being used in new ways
      • They break out of the mold of game as entertainment
      • They introduce new audiences to games
      • These games lack a strong social component
      • Bringing a social element will allow gaming to break out of bottlenecks to growth
    27. Bottlenecks to growth
      • Limited business models
        • Pay to play
        • Hardware and software sales
      • Gaming as entertainment
      • Gamers as nerds or dropouts
      • Implementing social media models
        • Institutional inertia
        • Low value or misleading content (spam)
    28. Game changers
      • User-created games
        • Kongregate, Facebook
      • User-created content
        • Spore
      • Bottom-up control
      • Portable profiles
      • Hardware obsolescence
      • Distributed computing
      • Mashups
    29. Distributed computing
      • Onlive is gaming on demand
      • High-end equipment not needed for optimal gaming experience
      • Multi-user platform with social gaming
      • Promises “massive
      • spectating” with
      • “ instant community on
      • an epic scale”
    30.  
    31. What’s coming?
      • Augmented reality games will emerge into the real world through geocaching, such as Gowalla.
      • Ubiquitous computing = everything is a gaming platform
      • Mashups
        • Second Life + Google Maps + GPS
        • Walk or drive, find and identify friends via augmented reality systems
        • Look inside the shop before deciding to go in.
        • Far-fetched?
        • They’re already doing this in Japan.
    32.  
    33. Chipuya Town
      • Chipuya Town is a virtual world accessible on a cell phone.
      • Users create custom avatar, for a version of Tokyo's Shibuya shopping district.
      • Companies pay $4,000 a month for ads on in-world billboards.
      • Players socialize with other avatars and earn “Grooves”
      • They recruit friends, go on treasure hunts, and attend sponsored events.
    34.  
    35. New business models (gaming niches)
      • Create microgames
      • Crowdsourcing development and marketing
      • Games for everyday life
        • Work (e.g., employment screening)
        • Play (improve your game)
        • Shop (optimal instore experiences)
        • Drive (safer and faster)
        • Dine (finding a restaurant)
        • Health (learn healthful lifestyles)
        • Think (mind-mapping)
    36. Welcome to… The Gaming Economy Gaming is the new communication.
    37. Gaming as communication
      • Tough challenges create exciting opportunities
      • Where gaming and social media intersect, a gaming economy is emerging
      • Gaming can be the currency of this economy
      • Combined with social media gaming will be the new paradigm for communication
    38. Contact
      • [email_address]
      • 919 573 6307
      • Twitter: @rharris
      • LinkedIn : rogerharris
    SlideShare Zeitgeist 2009

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