Games at the CTAM Summit 2007

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    Games at the CTAM Summit 2007 - Presentation Transcript

    1. a game designer ’s perspective on the future of happiness Jane McGonigal, Ph.D. Institute for the Future + 10 ways to engage audiences as players
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    4. The New Gamer Majority
      • 69 percent of U.S. “ heads of household ” report playing games. *
      • 42 percent of gamers are women . **
      • The majority of gamers are aged 22 – 44 and in middle-class incomes. **
      *From a comprehensive 2006 study conducted by the Entertainment Software Association. ** From the 2007 annual NDP report on games.
    5. The New Gamer Majority
      • In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999. **
      ** From the 2007 annual NDP report on games.
    6. The New Gamer Majority
      • 54% of gamers say they anticipate spending more time playing games 10 years from now than they do today. *
      • 80 percent of gamer parents say they play video games with their kids. Sixty-six percent feel that playing games has brought their families closer together. *
      *From a comprehensive 2006 study conducted by the Entertainment Software Association.
      • “ 52 percent of U.S. gamers report watching less television as a result of spending more time playing games .”
      • - Annual report of the Entertainment Software Association, 2006
      • A Future Forecast for CTAM :
      • In the next decade, this new gamer majority represents a challenging and increasingly significant market for the cable & telecommunications industry.
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    8. “ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.” –Edward Castranova, Synthetic Worlds
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    15. User Hours per Month
    16. US $ Exchanged on Lindex (in Millions)
      • Why is this mass exodus to online game environments happening?
      • To innovate in this space, you need to understand why games make people happier than other forms of entertainment.
    17. A future forecast ( 2017 ):
      • Quality of life becomes the primary metric for evaluating products and services.
      • Positive psychology is increasingly a principal, explicit influence on design + development.
      • The public will expect companies to present a clear vision for a life worth living.
      • To succeed, a brand must increase real happiness – the new capital.
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      • EEGs + ESMs
      • (ElectroEncephaloGraphs) + (Experience Sampling Methods)
      • “ After watching TV , people's moods are about the same or worse than before.”
      • --Mihaly Csikszentmihalyi, Flow
      • “ Surveys show again and again that the average mood while watching television is mild depression .”
      • -- Martin Seligman, Authentic Happiness
      • “ After playing games , people report i mprovements in mood.
      • --Mihaly Csikszentmihalyi, Flow
      • “ Playing games produces measurable and lasting increases in perceived well-being .”
      • -- Martin Seligman, Authentic Happiness
    20. The 3 Tiers of Happiness:
      • 1. pleasure
      • – feeling good
      • 2. engagement
      • – doing a good job
      • 3. meaning
      • – discovering good
    21. Why do networked games generate more happiness?
        • They create powerful engagement with:
        • clear goals
        • specific avenues for advancement
        • dynamic feedback
        • focused attention
        • highly responsive environments
    22. Why do networked games generate more happiness?
        • They create a sense of greater meaning through:
        • a rich, world (re)building mythology
        • intense community
        • a shared context for action
        • a sense of heroic purpose
    23. a game designer ’s perspective on the future of happiness
    24. The exodus to networked gaming environments is an extremely important signal – Not (as some think) that the public will ultimately abandon everything else for games , but rather that we need to make other services and products as engaging and as meaningful as our games.
      • A Future Forecast for CTAM :
      • Games will increasingly demand that cable & telecommunications services become part of their ongoing efforts to maximize happiness and generate well-being .
      • A Future Forecast for CTAM :
      • To be perceived as contributing to a higher quality of life, the cable & telecommunications industry must be branded as a vehicle for engagement and for collaborative meaning- making.
    25. ENGAGEMENT Case Study: The Sopranos A & E Connection Area Code for A & E (2007)
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    29. Learn more: www.suitcaseofcash.com
      • 10% of visitors to the site played the game to completion
      • Average online playing time was 13 hours per player
      • Record traffic and engagement numbers for www.aetv.com
      ENGAGEMENT Case Study: The Sopranos A & E Connection
    30. MEANING-MAKING Case Study: NBC’s Heroes 360 Experience
      • “ Additional research has enabled the development of this new personality inventory to help determine whether you possess Heroic abilities….
      • “… But always remember, however powerful you may be as an individual, we are more powerful together than we could ever be apart.”
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    32. MEANING-MAKING Case Study: NBC’s Heroes 360 Experience
    33. http://heroeswiki.com/images/0/0e/Hanas_messages.jpg
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    36. MEANING-MAKING Case Study: NBC’s Heroes 360 Experience
    37. MEANING-MAKING Case Study: NBC’s Heroes 360 Experience
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    39. MEANING-MAKING Case Study: NBC’s Heroes 360 Experience
      • 6 million page views/week
      • 27 million video downloads in first 8 weeks
      • 200,000+ “real-world” subscribers
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      • “ We know what really makes people happy: It is
      • to have good relationships with other human beings ,
      • to do work you like
      • and to be a contributing member of some community .”
      • – psychologist Stephen Peterson, University of Michigan
    43. Invitation Graphic Goes Here
    44. 10 Super Powers of Networked Gamers -- or, 10 Ways to Turn Audiences into Players
      • Mobbability Open Authorship
      • Influency Emergensight
      • Ping Quotient Longbroading
      • Multi-Capitalism Cooperation Radar
      • Protovation Signal/Noise Management
    45. Mobbability
      • the ability to perform real-time work in large groups
      • a talent for organizing and collaborating with many people simultaneously
    46. Influency
      • the ability to be persuasive in multiple social contexts and media spaces
    47. Ping Quotient
      • measures your responsiveness to other people’s requests for engagement, your propensity and ability to reach out to others in a network
    48. Multi-Capitalism
      • fluency in working with and negotiating alternate capitals
      • natural, intellectual, social, financial, human, e.g.
    49. Protovation
      • fearless experimentation in rapid, iterative cycles
      • understanding that failure is fun
    50. Open Authorship
      • ease and savvy in creating content for “open consumption” – through peer 2 peer circulation, citation, and modification
    51. Emergensight
      • ability to prepare for and handle the surprising results and complexity that occur at larger scales
    52. Longbroading
      • thinking in terms of higher level systems, massively multiple cycles, and a much bigger picture
    53. Cooperation Radar
      • the ability to sense, almost intuitively, who would make the best collaborators on a particular task
    54. Signal/Noise Management
      • filtering meaningful info, patterns, and commonalities from massively-multiple streams of data
    55. 10 Super Powers of Networked Gamers -- or, 10 Ways to Turn Audiences into Players
      • Mobbability Open Authorship
      • Influency Emergensight
      • Ping Quotient Longbroading
      • Multi-Capitalism Cooperation Radar
      • Protovation Signal/Noise Management
    56. Super-Collaborative SCRABBLE TM
      • A 10 minute experiment to harness your 10 superpowers
    57. Super-Collaborative SCRABBLE TM
      • A 10-minute experiment to harness your 10 superpowers
      You have 2 minutes each round to join with other players and form as high-scoring a word as possible. If you are not in a word when time is up , you don’t get any points for the round!
    58. Super-Collaborative SCRABBLE TM
      • A 10-minute experiment to harness your 10 superpowers
      The Question Team has 3 minutes to write a question engaging as many team members as possible. Then, the Answer Team has 2 minutes to write an answer.
    59. 10 Super Powers of Networked Gamers -- or, 10 Ways to Turn Audiences into Players
      • Mobbability Open Authorship
      • Influency Emergensight
      • Ping Quotient Longbroading
      • Multi-Capitalism Cooperation Radar
      • Protovation Signal/Noise Management
      • “ You've opened our eyes and infected our minds with realities and possibilities.” – a super gamer
      www.slideshare.net/avantgame Can CTAM come and play?

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