The Game-ification of Life

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Michel Reilhac's keynote presentation at the first day conference of Power to the Pixel's Cross-Media Forum, 12 October 2010

Published in: Entertainment & Humor

The Game-ification of Life

  1. 1. THE GAMIFICATION OF LIFE
  2. 2. IS LIFE A GAME ?
  3. 3. Film TV Books …
  4. 4. Film TV Books … Transmédia
  5. 5. Film TV Books … Transmédia STORY TELLING
  6. 6. Film TV Books … Transmédia STORY TELLINGGAME
  7. 7. Film TV Books … Transmédia STORY TELLINGGAME EXPERIENCE DESIGN
  8. 8. WHAT IS A GAME ?  FICTICIOUS : an escape SEPARATE : limited time/space REGULATED : a set of rules for a « pure world »  UNPREDICTABLE OUTCOME  FUN : pleasure/tension towards a goal  FREE : play/leave  NON PRODUCTIVE 
  9. 9. 4 types of games
  10. 10. 4 types of games COMPETITION
  11. 11. 4 types of games COMPETITION CHANCE
  12. 12. 4 types of games COMPETITION CHANCE MIMICRY
  13. 13. 4 types of games COMPETITION CHANCE MIMICRY DIZZY
  14. 14. 4 types of games COMPETITION CHANCE MIMICRY DIZZY 66 ≠ world ≠ self
  15. 15. 2 BEHAVIOURS ACTING : - Competition games - Mimicry games SURRENDERING : - Chance games - Dizzy games
  16. 16. 2 PLAY MODES DISORDER ORDER Civilization process
  17. 17. GAMES CONTAMINATE REALITY… NOW MORE THAN EVER
  18. 18. HOW ?
  19. 19. Gamification : the process of using game thinking and dynamics to engage audiences and solve problems, revolutionizing the motivations for real life and virtual activities.
  20. 20. AS IF becomes AS IS
  21. 21. Game mechanics have always been here : 1800’s : stuff (buy 10, get 1 free) 1930’s : cash incentives (redeemable stamps) 1980’s : loyalty systems (free miles) 2000’s : virtual rewards for status
  22. 22. STATUS : What we get for our non productive time wasted on games. (platinum cards, number of followers or friends, highest level, best badge…)
  23. 23. 4 types of players Achievers Socializers Explorers Killers
  24. 24. 1% actors 9 % s u p p o r t e r s 9 0 % v i e w e r s Same as in transmedia storytelling
  25. 25. Gamification Serious Games (game designers, storytellers) Game Layer (marketing)
  26. 26. The 6 P’s Product Place Price Positionning Promotion Pleasure
  27. 27. Gamification = Funification ? (the marketing approach)
  28. 28. Through « Funware » (the game layer) - Rules - Challenges - Win conditions - Rewards/achievments - Leaderboards - Levels - Badges - Point - Embedded social networking Pleasure…
  29. 29. The shopping experience
  30. 30. Serious games combine game dynamics with real life situations and storytelling Education Politics Culture Government Health care Financial services Employee training Work environment
  31. 31. WHY NOW ?
  32. 32. - Social networks - Geolocalisation Play
  33. 33. Game is more fun than reality
  34. 34. GAME I live again and again I want I can Try again Unpredictable Time turns Fun Positive Optimistic Freedom Easy … REALITY I die I must I can’t Once Predictable Time passes Serious Negative Pessimistic Constraint Difficult …
  35. 35. Kids at age 21 10 000 hours gaming 10 000 schooling =
  36. 36. 10 000 hours = virtuoso/expert
  37. 37. « Gamers are super empowered hopeful individuals believing they can change the virtual worlds they play in. » Jane McGonigal
  38. 38. Who you are online Who you are
  39. 39. You need to trust people to play with people
  40. 40. Online @ccess is : e@sy, che@p, m@ssive, vers@tile.
  41. 41. IS THIS GOOD ?
  42. 42. Serious gaming might change the world… - no longer isolated - urgency - need to have an impact - new optimism - new age of us
  43. 43. NEW FUN GAMES ? SOLVING : Equitable finance World peace Environmental clean-up Green behaviour Curing cancer, AIDS, TB… Energy awareness Racism Religious intolerance …
  44. 44. l Through ARG’s YOU are the player that becomes empowered
  45. 45. People are gHHd I trust people, I play with people
  46. 46. Gamers - have urgent optimism - weave tight social fabric - generate blissful productivity - seek epic meaning
  47. 47. Multiple identities Multiple fictions
  48. 48. Play is freedom
  49. 49. Starting a game reboots democracy
  50. 50. Gamification gets rid of the learning chore and makes work fun
  51. 51. Greenification fuels gamification - small does matter - guilt feeling - return to an original state - produce a landscape - solidarity (barnraising) - transcend nationalism
  52. 52. IS THIS BAD ?
  53. 53. Is gamification an infection ?
  54. 54. or manipulative ? Are gamified services really fun ?
  55. 55. Does gaming compensate the loss of real community ?
  56. 56. Gamification promotes DISORDER only
  57. 57. Gamification as a caricature of american cultural utopia ?
  58. 58. Declining democratic values have developped fun and massive consumption into a childising Sweet Monster
  59. 59. Reality blurs into fiction
  60. 60. « There is a fine line between beeing a cultivated citizen and being someone else’s crop » A. J. Patrick Liszkiewicz
  61. 61. Life is a meta-game and it is up to us to write and play the rules.
  62. 62. Michel Reilhac ARTE France Cinéma Blog : http://michel-reilhac.blogs.arte.tv Twitter : @michelreilhac Mail : m-reilhac@artefrance.fr

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