Lecture L23
PLAYING GAMES
Games are
the most
powerful

force in the
world
Games
are
universal
Games 

are
everywhere
The on-line
world is part
of growing
up
Digital
natives are
g a m e
natives
The Net Gen wants
entertainment and
play in their work,
education and
social life
The Net Gen
has need for
speed – not
just in video
games
The Net Gen
has need for
speed – not
just in video
games
On-line
digital world
is also
changing
older
generations
Why should we stop 

playing when we

grow up?
Casual Games
Casual Games
9billion hours / year
Pictures from 

PopCap
Source: IGDA 2008-2009 Casual Games White Paper
Simple
Easy
Addictive
50+ hours
Short
Low barrier
9 billion hours / year
SOCIAL GAMES
players
compete with

other players
role playing
MMORPG
Source: IGDA 2008-2009 Casual Games White Paper
Source: The online computer and video game industry (OECD Report)
The MMORPG Top List
Thousands of players

Roles and resp...
VIRTUAL STUFF
Tom Chatfield
7 ways video games engage the brain
(2010)
90+ million
monthly
active users
worth 8billion USD
MOBILE GAMES
Image: business insider
MOBILE GAMES
With iOS and Android, mobile

game industry has exploded
!
Fastest growing segment
0"
10000"
20000"
30000"
40000"
50000"
60000"
2012" 2013" 2014" 2015"
VIDEO&GAME&MARKET&REVENUE&
Video"Game"Console"
Handhe...
Downloads
(Revenue Per Download - $5-$30)
Ad-supporterd, advergame
(Ad Revenue)
Subscription
(Annual / Monthly Fees)
HighB...
The 90-9-1 Rule
In social communities, 90% of the
users don’t contribute
In gaming 90% play for free but
are needed so the...
Gamification of Life, 

the Universe and 

Everything
http://ellahelga.blog.is/blog/ellahelga/image/953139/
http://ellahelga.blog.is/blog/ellahelga/image/953139/
http://ellahelga.blog.is/blog/ellahelga/image/953139/
Gamification
Gamification is the process of 

using game thinking and 

mechanics to engage 

audiences and solve problems
Games are the most powerful

force in the world
Games are the most 

powerful motivation to 

influence behavior
How can we use
game dynamics to

change the 

real world?
Too many cars…
Too many parking spaces… waste of space
20,7 circles around the world
game dy•nam•ics
Techniques used by game 

designers to make games 

fun and addictive
lederboard
progression
Influence and status
GAMIFICATION
Gabe Zichermann:
How games make kids smarter (2010)
Why should we take games

seriously?

!
Clearly people are wasting time
The time people have spent playing

World of Warcraft is

5,93 million years
Evolution of 

man took

5,93 million years
Each week we spend

3 billion hours playing computer

games
At the age of 21 people have spent

10.000

hours

playing 

computer games
Compulsory 

school is
10.000
hours
Real life can be so
boooooring
WHY ARE GAMES SO POWERFUL?
Gabe Zichermann:
How games make kids smarter (2010)
REALLY? GAMES DO WHAT?
Daphne Bavelier:
Your brain on video games (2012)
“ ... people who play
action games far
outperform the
people who don’t”
- Green and Bavelier’s experiment
Better in problem
solving
Better in unknown
situations
Better in exploring
new options

Track more objects
Better in monitoring
cluttered world
Better at processing
visual stream of
information
AND THIS MEANS?
Gabe Zichermann:
How games make kids smarter (2010)
Play more games!
Coming up...

Future Trends
L23 Playing Games
L23 Playing Games
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L23 Playing Games
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L23 Playing Games
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L23 Playing Games

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Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.

In this lecture we explore some of the elements of gamification. We will also look at casual games and multiplayer games, player types and player emotions.

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L23 Playing Games

  1. 1. Lecture L23 PLAYING GAMES
  2. 2. Games are the most powerful
 force in the world
  3. 3. Games are universal
  4. 4. Games 
 are everywhere
  5. 5. The on-line world is part of growing up
  6. 6. Digital natives are g a m e natives
  7. 7. The Net Gen wants entertainment and play in their work, education and social life
  8. 8. The Net Gen has need for speed – not just in video games
  9. 9. The Net Gen has need for speed – not just in video games
  10. 10. On-line digital world is also changing older generations
  11. 11. Why should we stop 
 playing when we
 grow up?
  12. 12. Casual Games
  13. 13. Casual Games
  14. 14. 9billion hours / year
  15. 15. Pictures from 
 PopCap Source: IGDA 2008-2009 Casual Games White Paper Simple Easy Addictive 50+ hours Short Low barrier
  16. 16. 9 billion hours / year
  17. 17. SOCIAL GAMES
  18. 18. players compete with
 other players role playing MMORPG Source: IGDA 2008-2009 Casual Games White Paper
  19. 19. Source: The online computer and video game industry (OECD Report) The MMORPG Top List Thousands of players Roles and responsibility Continuity and progress MMORPG
  20. 20. VIRTUAL STUFF Tom Chatfield 7 ways video games engage the brain (2010)
  21. 21. 90+ million monthly active users
  22. 22. worth 8billion USD
  23. 23. MOBILE GAMES Image: business insider
  24. 24. MOBILE GAMES With iOS and Android, mobile
 game industry has exploded ! Fastest growing segment
  25. 25. 0" 10000" 20000" 30000" 40000" 50000" 60000" 2012" 2013" 2014" 2015" VIDEO&GAME&MARKET&REVENUE& Video"Game"Console" Handheld"Video"Games" Mobile"Games" PC"Games" Millions USD Source: Gartner
  26. 26. Downloads (Revenue Per Download - $5-$30) Ad-supporterd, advergame (Ad Revenue) Subscription (Annual / Monthly Fees) HighBarrier HighBarrier Low Barrier Low Barrier Skill (Fees) AudienceSize Revenue Models
  27. 27. The 90-9-1 Rule In social communities, 90% of the users don’t contribute In gaming 90% play for free but are needed so the community works 90% Play for free 9% Pay for added value 1% Pay for anything
  28. 28. Gamification of Life, 
 the Universe and 
 Everything
  29. 29. http://ellahelga.blog.is/blog/ellahelga/image/953139/
  30. 30. http://ellahelga.blog.is/blog/ellahelga/image/953139/
  31. 31. http://ellahelga.blog.is/blog/ellahelga/image/953139/
  32. 32. Gamification
  33. 33. Gamification is the process of 
 using game thinking and 
 mechanics to engage 
 audiences and solve problems
  34. 34. Games are the most powerful
 force in the world
  35. 35. Games are the most 
 powerful motivation to 
 influence behavior
  36. 36. How can we use game dynamics to
 change the 
 real world?
  37. 37. Too many cars…
  38. 38. Too many parking spaces… waste of space
  39. 39. 20,7 circles around the world
  40. 40. game dy•nam•ics Techniques used by game 
 designers to make games 
 fun and addictive
  41. 41. lederboard
  42. 42. progression
  43. 43. Influence and status
  44. 44. GAMIFICATION Gabe Zichermann: How games make kids smarter (2010)
  45. 45. Why should we take games
 seriously? ! Clearly people are wasting time
  46. 46. The time people have spent playing
 World of Warcraft is 5,93 million years
  47. 47. Evolution of man took 5,93 million years
  48. 48. Each week we spend 3 billion hours playing computer
 games
  49. 49. At the age of 21 people have spent 10.000 hours playing 
 computer games
  50. 50. Compulsory 
 school is 10.000 hours
  51. 51. Real life can be so boooooring
  52. 52. WHY ARE GAMES SO POWERFUL? Gabe Zichermann: How games make kids smarter (2010)
  53. 53. REALLY? GAMES DO WHAT? Daphne Bavelier: Your brain on video games (2012)
  54. 54. “ ... people who play action games far outperform the people who don’t” - Green and Bavelier’s experiment
  55. 55. Better in problem solving
  56. 56. Better in unknown situations
  57. 57. Better in exploring new options

  58. 58. Track more objects
  59. 59. Better in monitoring cluttered world
  60. 60. Better at processing visual stream of information
  61. 61. AND THIS MEANS? Gabe Zichermann: How games make kids smarter (2010)
  62. 62. Play more games!
  63. 63. Coming up...
 Future Trends

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