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Social Serious Games


  Serious Game Expo 2012
  Lyon, October 23th 2012
Program
• Serious game
  – Key performance indicators
  – Usage

• Social game
  – KPI & usage
  – Mechanics

• Social serious game expectations
About speaker
Founder of Succubus Interactive

• Pionneer of serious gaming (2002)

• Heaviest track record (dozens of games for B2B)

• Major accounts: Ministry of Industry, Electricité de France, …

• Best serious game in 2010 (Serious Game Expo award), best HR
  game in 2012 (e-virtuoses award) 

• 2nd expertise of the company are non serious games over social
  networks

• Only company in France using Facebook for serious gaming
1. Serious game
What for?
Simplify to the maximum the transmission of a message


• More enjoyable

• Easier to understand

• More persuasive

• …
Short Demo
• No time for that now  Catch me after my talk or try
  for yourself:
 www.secrethappynight.com
Example
www.macyberautoentreprise.pme.gouv.fr
Example
What applications?
                   3 categories

• Formation - evaluation

• Information - sensibilization

• Promotion - marketing
KPI
• Understanding / memorizing
   Group A with SG, group B without, assess

• Audience
   How many people played the game

• Persuasive
   Data on behavioral change very hard to get
   Measure instead time of exposure
Serious gaming is casual gaming
• 1st entertainment in France

• 10 millions players play everyday (pop 60M)

• 73% play free online games

• 2/3 of major accounts have a serious game

• 1: number of times a SG tends to be played
2. Social game
Scope
What do I call a social game?


• A video game …

• … using social networks features
    “play with your friends”


• The « s » word will be misused in this conf
Metrics

Monthly Users
   (MAU)




 Daily Users
   (DAU)



   Paying
   Users
Game mechanics
• Viralization
  – Invite / requests
  – Defy
  – Open Graph

• Engagement
  – Macro gameplay: unlock & collect content
  – Community management
  – Social status
Advergame
• 9.5 millions visitors for Wilkinson « Fight For Kisses »

• 50,000 visitors over 1 month for Toyota « Auris » (16K contacts)

• 22% of product clicks for Panasonic « gyro runner »

• 4.5 millions visitors for King Kong mini-website (Pringles)

• 4 millions players for Presigame (French 2007 presidential election)

• 3 millions players for Sheeps of Rage (Sony)
3. Social serious game
For mass audience
• You’re not doing a serious game anymore
   you’re really doing a social game

• Socialization becomes the key point to achieve
   instead of retention
   it’s about bragging that you know more than others

• Business model is free2play
   without any monetization
For corporate or edu
• Intranet social networks are now common
  amongst big companies

• LMS are becoming more and more social

• New type of game mechanics
  – Multiplayer realtime serious gaming
  – Peer to peer knowledge sharing
  – Good old « bragging » always around, use it!
What you should strive for
• KPI understanding / memorizing raised
   If peer to peer knowledge sharing is achieved


• KPI audience x2-10
   due to viralization


• KPI persuasive x10+ (time spent)
   due to gameplay retention mechanics
Questions?

laurent.auneau@succubus.fr

 www.seriousgameblog.com

 www.succubus.fr

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2012.10.23 serious game expo - social serious games

  • 1. Social Serious Games Serious Game Expo 2012 Lyon, October 23th 2012
  • 2. Program • Serious game – Key performance indicators – Usage • Social game – KPI & usage – Mechanics • Social serious game expectations
  • 3. About speaker Founder of Succubus Interactive • Pionneer of serious gaming (2002) • Heaviest track record (dozens of games for B2B) • Major accounts: Ministry of Industry, Electricité de France, … • Best serious game in 2010 (Serious Game Expo award), best HR game in 2012 (e-virtuoses award)  • 2nd expertise of the company are non serious games over social networks • Only company in France using Facebook for serious gaming
  • 5. What for? Simplify to the maximum the transmission of a message • More enjoyable • Easier to understand • More persuasive • …
  • 6. Short Demo • No time for that now  Catch me after my talk or try for yourself:  www.secrethappynight.com
  • 9. What applications? 3 categories • Formation - evaluation • Information - sensibilization • Promotion - marketing
  • 10. KPI • Understanding / memorizing  Group A with SG, group B without, assess • Audience  How many people played the game • Persuasive  Data on behavioral change very hard to get  Measure instead time of exposure
  • 11. Serious gaming is casual gaming • 1st entertainment in France • 10 millions players play everyday (pop 60M) • 73% play free online games • 2/3 of major accounts have a serious game • 1: number of times a SG tends to be played
  • 13. Scope What do I call a social game? • A video game … • … using social networks features  “play with your friends” • The « s » word will be misused in this conf
  • 14. Metrics Monthly Users (MAU) Daily Users (DAU) Paying Users
  • 15. Game mechanics • Viralization – Invite / requests – Defy – Open Graph • Engagement – Macro gameplay: unlock & collect content – Community management – Social status
  • 16. Advergame • 9.5 millions visitors for Wilkinson « Fight For Kisses » • 50,000 visitors over 1 month for Toyota « Auris » (16K contacts) • 22% of product clicks for Panasonic « gyro runner » • 4.5 millions visitors for King Kong mini-website (Pringles) • 4 millions players for Presigame (French 2007 presidential election) • 3 millions players for Sheeps of Rage (Sony)
  • 18. For mass audience • You’re not doing a serious game anymore  you’re really doing a social game • Socialization becomes the key point to achieve  instead of retention  it’s about bragging that you know more than others • Business model is free2play  without any monetization
  • 19. For corporate or edu • Intranet social networks are now common amongst big companies • LMS are becoming more and more social • New type of game mechanics – Multiplayer realtime serious gaming – Peer to peer knowledge sharing – Good old « bragging » always around, use it!
  • 20. What you should strive for • KPI understanding / memorizing raised  If peer to peer knowledge sharing is achieved • KPI audience x2-10  due to viralization • KPI persuasive x10+ (time spent)  due to gameplay retention mechanics