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GSummit 2013-Will Wright
GamificationSongificationHot dogs, Armour hot dogsWhat kind of kids eatArmour Hot Dogs?CharacterificationStoryfication
Gamification
We want to feel more like a gaming experience.tax preparationhomeworkmedical examsshoppingexerciseeatingpersonal hygieneMS...
movie elements
Stories GamesEmpathy AgencyEmotionDramaPrideGuiltCamaraderie
experiencetoyexperiencesothersPlay
experiencetoyexperiencesPlayStoryEducationalTechnologies
James Paul Gee (2005)- Pleasantly Frustrating- System Thinking- Explore, Think Laterally, Rethink Goals- Smart Tools and D...
Games are a subset of playGamesPlay
Game = A set of interesting decisions
Possibility Space
possibilities
Senet3500BC
Models – build – test - replace
ScienceF =Gm m1 2r2compression
Scott DiddamsQuantum – Optical interactionsTimmyProperties of magnetic interactionPhysics model Comprehensive World ModelP...
Gamesif ((fdLen = DFANgetfdslen(dfanFileID, 1)) == FAIL) {if (verbose) cout << "There is no file desc annotation.n";} else...
Games Mental Models
?Ramping the model
10 sec.
1 min.
10 min.Nested complexity– Can I play it offline?
FailureSuccess10sec.10min.1hr.10hrs.
BasicControlNeedsJob/SkillsEconomySocial -FriendsFamilyPeeCollapseLonelyStarveDemotionLose JobRepo ManElectrocutionArgumen...
Problems
Size of Solution Space
SocialMaterialSuccessGameplay Landscape (Sims)Start
Real design target
Ramping the model
Nobody ever went broke underestimating theintelligence of the American public.H. L. MenckenNo game designer ever went wron...
Size of solution space(open ended)Each players path uniqueReflection of the PlayerSharing
Prey on the player’s positive self-esteemEarly win ------ Showcase accomplishments“This is what I’m good at” ---
2 week contagion period1 week contagion period% infected 50%10%
Richard Bartle – “Bartles Types”
The Future?(next week or so)
1700 1800 1900 2000 2100The Future is becoming lesspredictable
is to…is to…as
Media(movie)
PlatformsTechnology Culture Psychology
Immersive gaming
Non-immersive gaming
Blended Reality
Big Data / Deep Metrics
Real LifeGaming
- Deeply Personal- Relevant- Ubiquitous- Effective- FunGaming/Play
End
Symbolic
evolutionGood Samaritan PsychopathManic Depressive
evolutionSocial Interactions
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
Gamifying the World: From SimCity and The Sims to the Future
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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 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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Transcript of "Gamifying the World: From SimCity and The Sims to the Future"

  1. 1. GSummit 2013-Will Wright
  2. 2. GamificationSongificationHot dogs, Armour hot dogsWhat kind of kids eatArmour Hot Dogs?CharacterificationStoryfication
  3. 3. Gamification
  4. 4. We want to feel more like a gaming experience.tax preparationhomeworkmedical examsshoppingexerciseeatingpersonal hygieneMSGeemame-likeake itBoring ActivityMagic Engine
  5. 5. movie elements
  6. 6. Stories GamesEmpathy AgencyEmotionDramaPrideGuiltCamaraderie
  7. 7. experiencetoyexperiencesothersPlay
  8. 8. experiencetoyexperiencesPlayStoryEducationalTechnologies
  9. 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. 10. Games are a subset of playGamesPlay
  11. 11. Game = A set of interesting decisions
  12. 12. Possibility Space
  13. 13. possibilities
  14. 14. Senet3500BC
  15. 15. Models – build – test - replace
  16. 16. ScienceF =Gm m1 2r2compression
  17. 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. 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. 19. Games Mental Models
  20. 20. ?Ramping the model
  21. 21. 10 sec.
  22. 22. 1 min.
  23. 23. 10 min.Nested complexity– Can I play it offline?
  24. 24. FailureSuccess10sec.10min.1hr.10hrs.
  25. 25. BasicControlNeedsJob/SkillsEconomySocial -FriendsFamilyPeeCollapseLonelyStarveDemotionLose JobRepo ManElectrocutionArgumentInsultJealousyFightBreakupSocial ServicesAffairMilitary SchoolHappyFree TimeObjectsHouseEfficiencyMarriageChildrenFriendshipRomancePartiesSuccessFailureMoveInteract
  26. 26. Problems
  27. 27. Size of Solution Space
  28. 28. SocialMaterialSuccessGameplay Landscape (Sims)Start
  29. 29. Real design target
  30. 30. Ramping the model
  31. 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. 32. Size of solution space(open ended)Each players path uniqueReflection of the PlayerSharing
  33. 33. Prey on the player’s positive self-esteemEarly win ------ Showcase accomplishments“This is what I’m good at” ---
  34. 34. 2 week contagion period1 week contagion period% infected 50%10%
  35. 35. Richard Bartle – “Bartles Types”
  36. 36. The Future?(next week or so)
  37. 37. 1700 1800 1900 2000 2100The Future is becoming lesspredictable
  38. 38. is to…is to…as
  39. 39. Media(movie)
  40. 40. PlatformsTechnology Culture Psychology
  41. 41. Immersive gaming
  42. 42. Non-immersive gaming
  43. 43. Blended Reality
  44. 44. Big Data / Deep Metrics
  45. 45. Real LifeGaming
  46. 46. - Deeply Personal- Relevant- Ubiquitous- Effective- FunGaming/Play
  47. 47. End
  48. 48. Symbolic
  49. 49. evolutionGood Samaritan PsychopathManic Depressive
  50. 50. evolutionSocial Interactions
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