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« Games Are The New Normal »
« Games are the new Normal »
• Generations °80’s grew up with videogames,
many of them still play today.
• All of them are consumers and potential clients.
• A lot of them are today’s decision-makers,
managers, influencers.
• Game mechanics are not a novelty, it’s ’how it
should be’.
Gamification!
Image from Flickr
Gamification?
• Gamification is the use of game mechanics for
non-game applications/businesses.
• Game mechanics:
– Level structure
– Reward (feedback) systems: points, badges, …
– Competitive elements (leaderboards, tournament)
– Appointment mechanics
– Virtual currency
– …
It’s not (always) about making stuff FUN
Gamification =! Making a game
Gamification =! Making a boring
business/activity more fun
Gamification = using game
elements or mechanics to
improve businesses or
experiences
Before 2008:
- Games = Niche
- Big, But Closed Industry
- Brands & Non-Gamers Not Welcome
Image from gogaminggiant.com
Number of gamers exploded:
2000: 250M
2011: 1B+
• New fast-growing ‘open’ platforms (Fb, iOS)
• Metrics-led design, new generation of game devs
• Broadband penetration
• Free!
Image from chandlersfantasyblog.com
Growing importance of
entertainment.
Digital entertainment industry
revenues tripled in last decade.
“Consumers' appetites for
entertainment, experience and
new technologies are insatiable”
IBM, Media & Entertainment 2010
Image from bestthemeparks.blogspot.com
Freemium
Free-to-Play
Social Games:
Hyped, inflated, but
REAL REVENUE
Image from Flickr
Brands Are Welcome!
Gamification ingredients
Image from free-photos.biz
1. What motivates the user/customer?
2. What are the mechanics/rules?
3. Is there Social Interaction?
4. How do you Win/Level Up? (victory
conditions)
What motivates the user?
• Power
• Personal development
• Being recognised, Status
• Curiosity, learning, creating
• Winning (prizes, cash)
• Competition
• Affiliation, social interaction (‘making friends’)
• Ownership, control
• Achievement
TripIt - leaderboards
Status & competition (brag about your business trips, show how ‘global’ you are)
Changes dynamics of travel planning.
Credit Cards - Levels
• Basic but effective Level design
• Unclear, vague victory conditions add to status
Game mechanics
• Resource Management
• Auction
• Luck, Random elements
• Time (against the clock)
• Rewards (badges, points, achievements)
• Risk (penalty vs reward)
• Levels
• Collecting
• Leaderboard
• Points, Virtual Currency
• Capture (remove opponent’s tokens/resources)
• Appointment mechanics (come back in 15 minutes or else)
• …
Mindshapes – gamified education
Gamified learning apps for kids
B2B - DevHub
• Gamified website creation
• Make the process fun and rewarding
• Badges, Achievements
• Characters
• ‘Virtual World’
Social Interaction
• Social Graph
• Gifting
• Feedback (internal/external)
• Status, peer recognition
• Communal collaboration
• Leaderboard
• Self-expression (Avatars,
customisation)
• Exchange
Nike+
Victory Conditions
• Elimination (wipe out competitors)
• Score (most points win)
• Race (first player wins)
• Territory control (biggest area)
• Game-specific rules
McDonald’s Monopoly Promotion
• Victory = collect the right sets of streets
EA Sports Active
Victory & game rules automated: software tells you how well you did (points, challenges)
• Criticism:
– ‘Pointsification’
– Fluffy metrics (‘engagement’)
– Re-inventing loyalty systems
– Ugly word
• Most gamification projects are
‘glorified loyalty programmes’.
• Game mechanics can’t fix broken
businesses!
Raf Keustermans
raf@plumbee.co.uk
twitter.com/raf_keustermans
Image from Flickr

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Games Are The New Normal: How Gamification Improves Experiences

  • 1. « Games Are The New Normal »
  • 2. « Games are the new Normal » • Generations °80’s grew up with videogames, many of them still play today. • All of them are consumers and potential clients. • A lot of them are today’s decision-makers, managers, influencers. • Game mechanics are not a novelty, it’s ’how it should be’.
  • 4. Gamification? • Gamification is the use of game mechanics for non-game applications/businesses. • Game mechanics: – Level structure – Reward (feedback) systems: points, badges, … – Competitive elements (leaderboards, tournament) – Appointment mechanics – Virtual currency – …
  • 5. It’s not (always) about making stuff FUN Gamification =! Making a game Gamification =! Making a boring business/activity more fun Gamification = using game elements or mechanics to improve businesses or experiences
  • 6. Before 2008: - Games = Niche - Big, But Closed Industry - Brands & Non-Gamers Not Welcome Image from gogaminggiant.com
  • 7. Number of gamers exploded: 2000: 250M 2011: 1B+ • New fast-growing ‘open’ platforms (Fb, iOS) • Metrics-led design, new generation of game devs • Broadband penetration • Free! Image from chandlersfantasyblog.com
  • 8. Growing importance of entertainment. Digital entertainment industry revenues tripled in last decade. “Consumers' appetites for entertainment, experience and new technologies are insatiable” IBM, Media & Entertainment 2010 Image from bestthemeparks.blogspot.com
  • 10. Social Games: Hyped, inflated, but REAL REVENUE Image from Flickr
  • 13. 1. What motivates the user/customer? 2. What are the mechanics/rules? 3. Is there Social Interaction? 4. How do you Win/Level Up? (victory conditions)
  • 14. What motivates the user? • Power • Personal development • Being recognised, Status • Curiosity, learning, creating • Winning (prizes, cash) • Competition • Affiliation, social interaction (‘making friends’) • Ownership, control • Achievement
  • 15. TripIt - leaderboards Status & competition (brag about your business trips, show how ‘global’ you are) Changes dynamics of travel planning.
  • 16. Credit Cards - Levels • Basic but effective Level design • Unclear, vague victory conditions add to status
  • 17. Game mechanics • Resource Management • Auction • Luck, Random elements • Time (against the clock) • Rewards (badges, points, achievements) • Risk (penalty vs reward) • Levels • Collecting • Leaderboard • Points, Virtual Currency • Capture (remove opponent’s tokens/resources) • Appointment mechanics (come back in 15 minutes or else) • …
  • 18. Mindshapes – gamified education Gamified learning apps for kids
  • 19. B2B - DevHub • Gamified website creation • Make the process fun and rewarding
  • 20. • Badges, Achievements • Characters • ‘Virtual World’
  • 21. Social Interaction • Social Graph • Gifting • Feedback (internal/external) • Status, peer recognition • Communal collaboration • Leaderboard • Self-expression (Avatars, customisation) • Exchange
  • 22. Nike+
  • 23. Victory Conditions • Elimination (wipe out competitors) • Score (most points win) • Race (first player wins) • Territory control (biggest area) • Game-specific rules
  • 24. McDonald’s Monopoly Promotion • Victory = collect the right sets of streets
  • 25. EA Sports Active Victory & game rules automated: software tells you how well you did (points, challenges)
  • 26. • Criticism: – ‘Pointsification’ – Fluffy metrics (‘engagement’) – Re-inventing loyalty systems – Ugly word • Most gamification projects are ‘glorified loyalty programmes’. • Game mechanics can’t fix broken businesses!

Editor's Notes

  1. Title slide TBD
  2. Explosion in number of gamers – 4 years ago WoW was cultural phenomenon with 12M players (today medium sized social game)
  3. Ever increasing importance of entertainment
  4. The Free Economy – free to play vs $50+ upfront
  5. Motivation = status & competition (brag about your business trips, show how global you are)
  6. Victory conditions: collect all the streets to win
  7. Victory & game rules automated: game will tell you how well you did (points, challenges)