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Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
Social Games and Gamification
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Social Games and Gamification

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A brief introduction to what, why and how social games are an important part of our culture--why are social games important to any business?

A brief introduction to what, why and how social games are an important part of our culture--why are social games important to any business?

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  • 1. The Who, Whatand Why of Social Games<br />Jon Radoff<br />Social Media Breakfast<br />April 28, 2011<br />
  • 2. What do people do without TV?<br /> Without computers?<br /> Without printing presses?<br />
  • 3. Traditional Dancer,<br />Papua New Guinea<br />
  • 4. MarnGrook ball<br />
  • 5. Backgammon Board from Ancient Rome<br /> Photo Credit: Ian W Scott<br />
  • 6. Medieval backgammon players from the Codex Manesse (14th Century Zurich) <br />
  • 7.
  • 8. What are Games?<br />
  • 9. “That games are extensions, not of our private but of our social selves, and that they are media of communication, should now be plain. If, finally, we ask,” Are games mass media?” the answer has to be “Yes.” Games are situations contrived to permit simultaneous participation of many people in some significant pattern of their own corporate lives.<br />– Marshall McLuhan, Understanding Media: The Extensions of Man (1964)<br />
  • 10. Who is your customer today?<br />
  • 11. 97%<br />of Teens Play games<br />
  • 12. Why should you care?<br />
  • 13. New distribution channels change who the customers are. They change not only how customers buy but also what they buy. They change consumer behavior, savings patterns, industry structure—in short, the entire economy.<br /> – Peter Drucker, “Beyond the Information Revolution”<br />
  • 14. Experiences = More Happiness<br />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.<br />
  • 15. What is in a game?<br />
  • 16. Qualitative<br />Few Players<br />Many Players<br />Quantitative<br />
  • 17. Games allow customers to have fun through immersion, competition, cooperation and achievement.<br />
  • 18. There is only one thing more fun than playing a game…<br />
  • 19. …is building a game!<br />
  • 20. Pat Croce, Pirate King<br />Media + Vision + Passion<br />Bringing Content to Life with Games <br />
  • 21.
  • 22.
  • 23.
  • 24. You will learn more about yourself, your customers and the human mind than anything else.<br />
  • 25. Thank you!<br />Jon Radoff<br />CEO, Disruptor Beam<br />Email: jradoff AT disruptorbeam.com<br />Twitter: @jradoff<br />

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