Gamifying the World: From SimCity and The Sims to the Future

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Exceptional games like SimCity, The Sims and Spore have set the standard for blending real life with games. They've managed to simplify super complicated concepts (like urban planning) while …

Exceptional games like SimCity, The Sims and Spore have set the standard for blending real life with games. They've managed to simplify super complicated concepts (like urban planning) while maintaining the dynamism and interrelations that help educate and entertain hundreds of millions of people worldwide. What lessons can we take from these games -- and decades of experience designing for fun -- to create engagement for large audiences with complex models and issues? How can we make simple everyday interactions more compelling and use them as teachable moments to energize society? Can everything really be fun -- and what are the secrets for balancing detail and simplicity? Join game design legend Will Wright as he re-imagines how the world becomes a more fun and engaging place, sharing his vision for the future and powerful design insight.

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  • 1. GSummit 2013-Will Wright
  • 2. GamificationSongificationHot dogs, Armour hot dogsWhat kind of kids eatArmour Hot Dogs?CharacterificationStoryfication
  • 3. Gamification
  • 4. We want to feel more like a gaming experience.tax preparationhomeworkmedical examsshoppingexerciseeatingpersonal hygieneMSGeemame-likeake itBoring ActivityMagic Engine
  • 5. movie elements
  • 6. Stories GamesEmpathy AgencyEmotionDramaPrideGuiltCamaraderie
  • 7. experiencetoyexperiencesothersPlay
  • 8. experiencetoyexperiencesPlayStoryEducationalTechnologies
  • 9. James Paul Gee (2005)- Pleasantly Frustrating- System Thinking- Explore, Think Laterally, Rethink Goals- Smart Tools and Distributed Knowledge- Cross-Functional Teams- Identity- Interaction- Agency- Production- Customization- Risk Taking- Performance beforeCompetence- Well-Ordered Problems- Challenge and Consolidation- Situated Meanings- "Just-in-Time" and "On Demand"
  • 10. Games are a subset of playGamesPlay
  • 11. Game = A set of interesting decisions
  • 12. Possibility Space
  • 13. possibilities
  • 14. Senet3500BC
  • 15. Models – build – test - replace
  • 16. ScienceF =Gm m1 2r2compression
  • 17. Scott DiddamsQuantum – Optical interactionsTimmyProperties of magnetic interactionPhysics model Comprehensive World ModelPhysicist - National Institute ofStandards and Technology (NIST)Toddler (3yrs.old) –Carolina Day School
  • 18. Gamesif ((fdLen = DFANgetfdslen(dfanFileID, 1)) == FAIL) {if (verbose) cout << "There is no file desc annotation.n";} else { numFd++;DFANgetfds(dfanFileID, cdesc1, fdLen, 1);while((fdLen = DFANgetfidlen(dfanFileID, 0)) != FAIL) {numFd++;}} // endif desc1 phase space - player perceptionMental Model
  • 19. Games Mental Models
  • 20. ?Ramping the model
  • 21. 10 sec.
  • 22. 1 min.
  • 23. 10 min.Nested complexity– Can I play it offline?
  • 24. FailureSuccess10sec.10min.1hr.10hrs.
  • 25. BasicControlNeedsJob/SkillsEconomySocial -FriendsFamilyPeeCollapseLonelyStarveDemotionLose JobRepo ManElectrocutionArgumentInsultJealousyFightBreakupSocial ServicesAffairMilitary SchoolHappyFree TimeObjectsHouseEfficiencyMarriageChildrenFriendshipRomancePartiesSuccessFailureMoveInteract
  • 26. Problems
  • 27. Size of Solution Space
  • 28. SocialMaterialSuccessGameplay Landscape (Sims)Start
  • 29. Real design target
  • 30. Ramping the model
  • 31. Nobody ever went broke underestimating theintelligence of the American public.H. L. MenckenNo game designer ever went wrong byoverestimating the narcissism of their players.Will Wright
  • 32. Size of solution space(open ended)Each players path uniqueReflection of the PlayerSharing
  • 33. Prey on the player’s positive self-esteemEarly win ------ Showcase accomplishments“This is what I’m good at” ---
  • 34. 2 week contagion period1 week contagion period% infected 50%10%
  • 35. Richard Bartle – “Bartles Types”
  • 36. The Future?(next week or so)
  • 37. 1700 1800 1900 2000 2100The Future is becoming lesspredictable
  • 38. is to…is to…as
  • 39. Media(movie)
  • 40. PlatformsTechnology Culture Psychology
  • 41. Immersive gaming
  • 42. Non-immersive gaming
  • 43. Blended Reality
  • 44. Big Data / Deep Metrics
  • 45. Real LifeGaming
  • 46. - Deeply Personal- Relevant- Ubiquitous- Effective- FunGaming/Play
  • 47. End
  • 48. Symbolic
  • 49. evolutionGood Samaritan PsychopathManic Depressive
  • 50. evolutionSocial Interactions