Gamification for Game Designers & Developers

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This is a talk I gave at Develop in Brighton on 7/13/2010 about gamification and game mechanics for game designers and developers. It highlights the opportunities for game industry professionals to get involved in gamification and provides some of the keys lessons learned in this emerging industry thus far.

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Gamification for Game Designers & Developers

  1. 1. ( gamification for game people gabe zichermann, develop 2010 )
  2. 2. ( ) @gzicherm gamebasedmarketing.com
  3. 3. ( game designer )
  4. 4. ( social engineer? )
  5. 5. ( ) happiness consultant?
  6. 6. ( )
  7. 7. ( )
  8. 8. ( )
  9. 9. ( )
  10. 10. ( )
  11. 11. ( )
  12. 12. ( )
  13. 13. ( games have been good to us ) worldwide game revenue 60 45 30 15 0 1982 1993 1997 1999 2001 2002 2004 2005 2006 2007 2008 2009
  14. 14. ( maybe too good? Games Music Movies Books DVDs ) 11% 27% 31% 17% 13%
  15. 15. ( a staggering pace of change ) casual mobile } download social 1982 1998 2001 2003 2007 2009 2010+
  16. 16. ( what now? )
  17. 17. game thinking ( )
  18. 18. ( rewards are good* ) *and don’t have to be cash
  19. 19. ( keeping score is de rigeur )
  20. 20. ( gamification! )
  21. 21. gamification win conditions loop leaderboards challenges point system badges social networking
  22. 22. ( foursquare ) games mechanics solve very simple fun experience no game designers - just game thinkers
  23. 23. ( swoopo & groupon ) more fun with your friends prefer simple, structured activities variable reinforcement consumers are prepared to “work for it”
  24. 24. ( people love to poke! )
  25. 25. ( people love to poke! )
  26. 26. Bartle’s Player Motivations ( achiever socializer ) explorer killer
  27. 27. ( this is part of the biggest human behavior change in history )
  28. 28. ( what gameification is not ) ⊛ games for good ⊛ serious games ⊛ about Games, per se
  29. 29. ( create 10K+ game jobs* *but it’s a new discipline )
  30. 30. ( the differences Existing customers, companies, ) industries, e.g. context Extrinsic business objectives Rarely for sale/direct revenue stream No charts, or retail BS
  31. 31. ( lessons learned ) it’s easy to over-design it’s hard to under-design not a Game, a game
  32. 32. ( your job: creating trillions in happiness )
  33. 33. ( ) @gzicherm gamebasedmarketing.com

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