Radoff gamification summit_sf_2012


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Jon Radoff's presentation at Gamification Summit 2012 (San Francisco) on the importance of story & narrative in crafting experiences: how entertainment brands and media are gamifying their ex

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Radoff gamification summit_sf_2012

  1. 1. Gamifying Media:How Entertainment Brands are Redefining User Engagement Jon RadoffGamification Summit 2012 – San Francisco June 21, 2012
  2. 2. Jon RadoffAuthor of Game OnCEO of Disruptor Beam,social game developer;founder of GamerDNA,Eprise (NASDAQ:EPRS),NovaLink.
  3. 3. How has social technology and gameschanged everything? How do entertainment brands thrive inthe new media landscape? What does the entertainmentbusiness teach us about every business?
  4. 4. Soon trillions of sensors—the “Internet of Things” Mesh Network analogwill transmit information from every corner ofthe Earth.• Social network = human mesh network Photo Credit: Ma
  5. 5. Sohaib Athar’s StoryJust wanted to get awayfrom society and do ITconsulting up in the hills…In a matter of days, he wentfrom an unknown person toover 100,000 followers onTwitter.Why is this important?
  6. 6. Humans are almost everywhere, encountering vastinformation, and interconnecting as never before.
  7. 7. Digital connections yield social and neural connections. Flickr Image CreditL Hijod Huskona
  8. 8. Happy Distribution of Smiling Faces on Facebookpeoplecluster.Unhappypeoplecluster. SOCIAL NETWORKS AND HAPPINESS
By Nicholas A. Christakis & James H. Fowler
  9. 9. Experiences = More Happiness than Things Leaf van Boven and Thomas Gilovich. “To Do or to Have? That is the Question.” American Psychological Association. 85.6 (2003): 1198. Reprinted with permission.
  10. 10. Flickr Image by SoloSocial technology changes everything because it hasdisrupted how we relate to time and space.
  11. 11. Social networks allow people to form connections witheach other regardless of geography.
  12. 12. Mobile Devices enable access to content from anywhereand at any time – as natural as any other object. Flickr Image by: courosa
  13. 13. Collectible card games are a “mobile social game”that achieved success before social networks orthe explosion of smart mobile devices. Flickr Image by Seattle.roamer
  14. 14. For millenia, media consumption and game-playingwas a victim of the “tyranny of the clock.”
  15. 15. Digital video recorders are one of the first examples ofhow digital media consumption became asynchronous.
  16. 16. Game content is being repackaged for asynchronousconsumption.
  17. 17. The old model for content delivery:content in a can. Flickr image by urbanmkr
  18. 18. Mobile devices have made the “content in a can” modeleasier to carry with you to any place and any time… Flickr image by scottwills
  19. 19. Social networks andsocial apps areevolving how media isbeing consumed.
  20. 20. Flickr Image by Josh BancroftIs this the digital living room?
  21. 21. …or is this the new digital living room?
  22. 22. The stories of your lifeare the content of thesocial network.
  23. 23. Members of socialnetworks are playinggames together—which have becomethe most effectivemeans of monetizingsocial network traffic.
  24. 24. Is this a story?
  25. 25. Evolutionary Gameplay Motivations
  26. 26. Immersion: storytelling, practicing theory ofmind, adopting new viewpoints, imagining cause andeffect, recognizing patterns, appreciating beauty. Flickr Image by Express Monorail
  27. 27. Achievement: mastering skills. Csikszentmihalyi has created the theory of Flow to explain why people are happy when they’re applying skills that they’re good at. Evolutionary explanations for positive psychology are emerging.
  28. 28. Flickr image by Haags Uitburo.Cooperation: altruism, coordination, coalition-building, grouping.
  29. 29. Competition: for attention, for resources, forrecognition, for physical domination, mates, etc.
  30. 30. Thank you!Jon RadoffCEO, Disruptor BeamEmail: jradoff AT disruptorbeam.comTwitter: @jradoff