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       Playing	
  is	
  a	
  core	
  human	
  desire	
  
                                                    	
  
-­‐How	
  social	
  games	
  change	
  the	
  entertainment	
  industry-­‐
                                                                        	
  
                                      	
  
       Jens	
  Begeman	
  (Founder	
  &	
  CEO)
                                              	
  
wooga	
  –	
  world	
  of	
  gaming	
  
 About	
  wooga	
  
 Founded	
  January	
  2009	
  
                                                                                    Jens	
  Begemann	
  
 Funding	
  of	
  $32m	
  (Balderton	
  Capital,	
                                    -­‐Founder	
  &	
  CEO-­‐	
  
 Holtzbrinck	
  Ventures,	
  Highland	
  Capital	
  
 Partners	
  &	
  Tenaya	
  Capital)	
  
 InternaAonal	
  team	
  of	
  100	
  
 from	
  over	
  20	
  countries	
  in	
  Berlin	
  
                                                       Key	
  stats	
  
                                                       5	
  games	
  on	
  Facebook,	
  34	
  million	
  acAve	
  users	
  
                                                       2nd	
  biggest	
  social	
  game	
  developer	
  worldwide	
  
                                                       Only	
  5%	
  of	
  users	
  from	
  adverAsing	
  
                                                       70%	
  of	
  users	
  are	
  female	
  (age	
  20-­‐60)	
  




                                                                                                                              2	
  
Vision:	
  
              	
  	
  


„Games	
  for	
  everyone“	
  

                                 3	
  
Agenda	
  

 I.  Playing	
  is	
  a	
  core	
  human	
  desire	
  




                                                         4	
  
Typical	
  cliché	
  gamers	
  




                                  5	
  
We	
  start	
  playing	
  as	
  kids	
  




                                           6	
  
And	
  conAnue	
  playing	
  our	
  whole	
  life	
  




                                                        7	
  
But	
  computer	
  games	
  are	
  quite	
  male	
  




                                                       8	
  
and	
  young	
  (or	
  do	
  you	
  believe	
  this	
  is	
  real?)	
  




                                                                          9	
  
They	
  don’t	
  play	
  computer	
  games	
  




                                                 10	
  
She	
  doesn’t	
  play	
  tradiAonal	
  games	
  




                                                    11	
  
Flow	
  Concept	
  
                                       Flow	
  =	
  „opKmal	
  human	
  
                                               experience“	
  
                     Too	
  hard	
  
  Difficulty	
  




                                                 Too	
  easy	
  



Source: Murphy, C.
                                                 Time/	
  Skill	
      12	
  
How	
  to	
  achieve	
  flow	
  (in	
  a	
  game)?	
  


       1	
   Clear	
  tasks	
  


           2	
   Immediate	
  Feedback	
  


                3	
   Balanced,	
  aRainable	
  goal	
  


                     4	
   ConcentraKon	
  on	
  the	
  game	
  

Source: Murphy, C.                                                 13	
  
To	
  achieve	
  flow	
  is	
  a	
  
 challenge	
  for	
  all	
  
 computer	
  games	
  

                                      14	
  
Some	
  of	
  the	
  best	
  selling	
  games	
  of	
  past	
  years	
  

     PC	
  
     §  Starcrab:	
  11	
  m	
  shipped	
  
     §  Half-­‐Life:	
  9.3	
  m	
  shipped	
  
     §  World	
  of	
  Warcrab:	
  12	
  m	
  subscribers	
  



                                                      Console	
  
                                                      §  Grand	
  Theb	
  Auto	
  IV:	
  36.2	
  m
                                                      §  Call	
  of	
  Duty	
  Black	
  Ops:	
  23.2	
  m	
  
                                                      §  Halo	
  3	
  (Xbox):	
  11.3	
  m	
  


Source: http://www.vgchartz.com                                                                                  15	
  
Flow	
  Concept	
  


                     Too	
  hard	
  
  Difficulty	
  




                                       Too	
  easy	
  




Source: Murphy, C.
                                         Time/	
  Skill	
     16	
  
E.g.	
  Halo	
  controller	
  layout	
  is	
  not	
  for	
  beginners	
  
18	
  
Flow	
  Concept	
  


                     Too	
  hard	
  
  Difficulty	
  




                                       Too	
  easy	
  




Source: Murphy, C.
                                         Time/	
  Skill	
     19	
  
Agenda	
  

 I.  Playing	
  is	
  a	
  core	
  human	
  desire	
  

 II.  EvoluAon	
  of	
  computer	
  games	
  




                                                         20	
  
Pong	
  




           21	
  
Atari	
  2600	
  –	
  Space	
  Invaders	
  




                                              22	
  
Home	
  
computers	
  




                23	
  
PlaystaAon	
  1	
  –	
  GTA	
  




                                  24	
  
PlaystaAon	
  2	
  –	
  GTA3	
  




                                   25	
  
PlaystaAon	
  3	
  –	
  GTA	
  IV	
  




                                        26	
  
Massive	
  MulAplayer	
  –	
  World	
  of	
  Warcrab	
  




                                                           27	
  
Why	
  isn‘t	
  she	
  playing?	
  

                                  1	
   Wants	
  to	
  play	
  with	
  friends	
  
                                           §  Playing	
  rather	
  alone	
  
                                           §  Playing	
  with	
  strangers	
  


                                  2	
   Entry	
  barriers	
  
                                           §  Investment	
  of	
  ca.	
  300	
  €
                                           §  IniAal	
  set-­‐up	
  and	
  installaAon	
  


                                  3	
   Does	
  not	
  have	
  the	
  Kme	
  
                                           §  Learn	
  modern	
  games:	
  50	
  h	
  
                                           §  +10	
  h	
  per	
  week	
  


                                  4	
   Playing	
  everywhere?	
  
                                           §  Usually	
  bound	
  to	
  home	
  

                                                                                              28	
  
Agenda	
  

 I.  Playing	
  is	
  a	
  core	
  human	
  desire	
  

 II.  EvoluAon	
  of	
  computer	
  games	
  

 III.  Social	
  Games	
  




                                                         29	
  
1.	
  Social	
  –	
  Playing	
  with	
  friends	
  




 Social	
  games	
  connect	
  real	
  
 friends	
  on	
  social	
  networks	
  
                                                      30	
  
2.	
  No	
  entry	
  barriers	
  



    No	
  installaKon	
  
      necessary	
  	
  
               &	
  
      Free	
  to	
  play	
  




                                    31	
  
3.	
  Quick	
  –	
  „I	
  only	
  have	
  a	
  10	
  min	
  break“	
  

 3	
  min	
  to	
  understand	
  the	
  game	
     Appointment	
  Gaming	
  




                                                      3	
  min	
         4	
  hours	
  




  Short	
  core	
  game	
  loop	
                  23	
  hours	
     70	
  hours	
  
                                                                                          32	
  
4.	
  Place	
  –	
  ConAnue	
  playing	
  anywhere,	
  anyAme	
  




                                                               33	
  
It	
  seems	
  easy	
  to	
  create	
  a	
  successful	
  social	
  game	
  




                                                                           34	
  
But	
  only	
  25	
  really	
  big	
  
        games	
  currently	
  
        on	
  Facebook	
  


                                  	
  M AU	
  
                         5m




Source: Appdata.com, Top Games by MAU, Aug 14 2011   35	
  
How	
  to	
  achieve	
  flow	
  (in	
  a	
  game)?	
  


       1	
   Clear	
  tasks	
  


           2	
   Immediate	
  Feedback	
  


                3	
   Balanced,	
  aRainable	
  goal	
  


                     4	
   ConcentraKon	
  on	
  the	
  game	
  

Source: Murphy, C.                                                 36	
  
Achieving	
  flow	
  in	
  Monster	
  World	
  
1	
          Clear	
  tasks	
              2	
     Immediate	
  feedback	
  




3	
   Balanced,	
  aRainable	
  goal	
     4	
        ConcentraKon	
  	
  
Flow	
  Concept	
  
                                               Future:	
  more	
  
                                                 in-­‐depth	
  
                     Too	
  hard	
              gameplay	
  
 Difficulty	
  




                                       ?	
  


                                                    Too	
  easy	
  


Source: Murphy, C.                             Time/	
  Skill	
       38	
  
Vision:	
  
              	
  	
  


„Games	
  for	
  everyone“	
  

                                 39	
  
Hours	
  spend	
  on	
  leisure/day	
  in	
  US	
  	
  
                                                                                  Social	
  Gaming	
  
                                                                                enables	
  widespread	
  
 3,00	
                                                                            use	
  of	
  games	
  

                                                                                                        TV	
  
 2,50	
  

2,00	
  
1,00	
        1	
                    2	
        3	
        4	
        5	
                       6	
  




0,75	
                                                                                                  Socializing	
  


0,50	
                                                                                   Other	
  leisure	
  
            Reading	
                                                                                   Computer	
  

0,25	
  
                      Sports	
  
                                                                               Relaxing	
  

0,00	
      2005	
                 2006	
     2007	
     2008	
     2009	
                    2010	
  

                                                                                                                   40	
  
Time	
  spent	
  on	
  games	
  in	
  hours/day	
  in	
  the	
  US	
  


                               PC/Mac	
  
                            download	
  
                                                       Casual	
  	
  
                 PC/Mac	
  	
   9%	
                  websites	
  
                  boxed	
  
                                                        23%	
  
                   9%	
  


                                  215,000,000
                                                                                Games	
  for	
  
          Console	
  	
           hours per day                                 everyone	
  
           games	
  
            19%	
  
                                                               Social	
  	
       51%	
  
                                                              networks	
  
                                                                16%	
  
                            MMO	
  	
       Mobile	
  	
  
                            games	
         devices	
  
                             12%	
           12%	
  


Source: Newzoo 2011                                                                                41	
  
Money	
  spent	
  on	
  games	
  in	
  bn	
  $	
  in	
  the	
  US	
  
    25	
  

                                            1.8	
  
    20	
  
                                            2.8	
                      Social	
  networks	
  
                                            2.1	
                      Casual	
  websites	
  
    15	
  
                                            2.6	
                      Mobile	
  devices	
  
                                                                       MMO	
  games	
  
    10	
  
                                                                       Console	
  games	
  
                                            8.0	
  
                                                                       PC/Mac	
  boxed	
  
      5	
                                                              PC/Mac	
  download	
  
                                            1.8	
  
                                            2.5	
  
      0	
  
       2009	
              2010	
          2011	
           2012	
  


                      2011	
  esKmate:	
  $	
  21.6bn	
  
Source: Newzoo 2011                                                                             42	
  
Agenda	
  

 I.  Playing	
  is	
  a	
  core	
  human	
  desire	
  

 II.  EvoluAon	
  of	
  computer	
  games	
  

 III.  Social	
  Games	
  

 IV.  MoneAzaAon	
  




                                                         43	
  
44	
  
How	
  do	
  we	
  make	
  money	
  
in	
  Monster	
  World?	
  
  Customize	
  avatar	
     DecoraKons	
      Expansions	
        Instant	
  Build	
  




       Materials	
             Coins	
       Magic	
  Wands	
           Fuel	
  




                                                                                         45	
  
0.3%	
   Customize	
  avatar	
     2.3%	
   DecoraKon	
  Items	
     2.8%	
      Expansions	
  




6.3%	
     Instant	
  Build	
      9.6%	
      Materials	
           10.5%	
        Coins	
  
 
33%	
     	
  Magic	
  Wands	
  




                                   47	
  
 
35%	
     	
  Magic	
  „woogoo“	
  (limited	
  resource)	
  




                                                               48	
  
Agenda	
  

 I.  Playing	
  is	
  a	
  core	
  human	
  desire	
  

 II.  EvoluAon	
  of	
  computer	
  games	
  

 III.  Social	
  Games	
  

 IV.  MoneAzaAon	
  

 V.  Development	
  of	
  social	
  interacAons	
  



                                                         49	
  
Give	
  and	
  take:	
  Acts	
  of	
  friendship	
  
reinforce	
  relaAonships	
  




                                                       50	
  
Pay	
  friends	
  a	
  visit	
  and	
  help	
  




                                                  51	
  
CompeAAon:	
  Challenges	
  encourage	
  players	
  




                                                       52	
  
„StammAsch“	
  

 Using	
  the	
  game	
  as	
  a	
  cause	
  
     to	
  communicate	
  




                                                53	
  
Social	
  games	
  are	
  parallel	
  play	
  




Source: Aki Järvinen (Digital Chocolate)          54	
  
This	
  is	
  fine	
  


                        55	
  
Asynchronous	
  play	
  



                           §  Short	
  game	
  sessions	
  

                           §  Playing	
  with	
  Friends	
  
                               more	
  important	
  than	
  
                               playing	
  synchronously	
  




                                                                56	
  
MMOG


Source: Aki Järvinen (Digital Chocolate)   57	
  
MMOG MPPG
                                           Massive
                                           Parallel
                                           Play
                                           Games
Source: Aki Järvinen (Digital Chocolate)              58	
  
Intensifying	
  
social	
  interacKons	
  


                            59	
  
Helping	
  represented	
  by	
  friend	
  ghost	
  




                                                      60	
  
Real-­‐Ame	
  presence:	
  Bringing	
  friends	
  together	
  




                                                                 61	
  
Possible	
  synchronous	
  game	
  features	
  

                                                  Will	
  chat	
  be	
  
                                                  standard?	
  




                                                                       62	
  
Mobile	
  =	
  More	
  frequent	
  interacAons	
  




                                                     63	
  
Agenda	
  

 I.  Playing	
  is	
  a	
  core	
  human	
  desire	
  

 II.  EvoluAon	
  of	
  computer	
  games	
  

 III.  Social	
  Games	
  

 IV.  MoneAzaAon	
  

 V.  Development	
  of	
  social	
  interacAons	
  



                                                         64	
  
Agenda	
  

 I.  Playing	
  is	
  a	
  core	
  human	
  desire	
  

 II.  EvoluAon	
  of	
  computer	
  games	
  

 III.  Social	
  Games	
  

 IV.  MoneAzaAon	
  

 V.  Development	
  of	
  social	
  interacAons	
  

 VI.  One	
  more	
  thing	
  

                                                         65	
  
Flow	
  Concept	
  

                     Too	
  hard	
  
                                        Next	
  level	
  
 Difficulty	
  




                                       Social	
  Games	
  




                                                       Too	
  easy	
  


Source: Murphy, C.                                Time/	
  Skill	
       66	
  
New	
  game	
  
      	
  
launching	
  now	
  

                       67	
  
68	
  
69	
  
70	
  
Demo	
  
Video	
  


            71	
  
72	
  
73	
  
Killer	
  Game	
  Loops	
  in	
     Henric	
  Suuronen	
  
    Social	
  Games	
                 -­‐Head	
  of	
  Studio-­‐	
  
               	
                                  	
  
      	
  3:20pm	
  
Rheinsaal	
  (1st	
  floor)	
  




                                                                       74	
  
Join	
  the	
  	
  wooga	
  team	
  




                      wooga.com/jobs	
     75	
  
wooga.com/jobs	
     76	
  
Agenda	
  

 I.  Playing	
  is	
  a	
  core	
  human	
  desire	
  

 II.  EvoluAon	
  of	
  computer	
  games	
  

 III.  Social	
  Games	
  

 IV.  MoneAzaAon	
  

 V.  Development	
  of	
  social	
  interacAons	
  

 VI.  Magic	
  Land	
  

                                                         77	
  
I.	
  Core	
  human	
  desire	
          II.	
  EvoluKon	
  of	
  games	
           III.	
  Social	
  games	
  

                           Broad	
                                                                                Easy	
  
                                                                                          Social	
  
                          audience	
  



                                                                                                                   Not	
  
   Flow	
                                                    Why	
  isn‘t	
                Quick	
  
                                                                                                                  bound	
  
                                                             she	
  playing?	
  

IV.	
  MoneKzaKon	
                      V.	
  Social	
  interacKons	
              VI.	
  Magic	
  Land	
  




Consumables	
  for	
  progress	
         Massive	
  Parallel	
  Play	
  Games	
  
Thank	
  you!	
  
             	
  
   Jens	
  Begemann	
  
Founder	
  &	
  CEO	
  wooga	
  
             	
  
TwiRer:	
  @begemann	
  
             	
  
  wooga.com/jobs	
  
  GDC	
  booth:	
  #159	
  




                                   79	
  

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Playing is a core human desire - How social games change the entertainment industry

  • 1. + Playing  is  a  core  human  desire     -­‐How  social  games  change  the  entertainment  industry-­‐     Jens  Begeman  (Founder  &  CEO)  
  • 2. wooga  –  world  of  gaming   About  wooga   Founded  January  2009   Jens  Begemann   Funding  of  $32m  (Balderton  Capital,   -­‐Founder  &  CEO-­‐   Holtzbrinck  Ventures,  Highland  Capital   Partners  &  Tenaya  Capital)   InternaAonal  team  of  100   from  over  20  countries  in  Berlin   Key  stats   5  games  on  Facebook,  34  million  acAve  users   2nd  biggest  social  game  developer  worldwide   Only  5%  of  users  from  adverAsing   70%  of  users  are  female  (age  20-­‐60)   2  
  • 3. Vision:       „Games  for  everyone“   3  
  • 4. Agenda   I.  Playing  is  a  core  human  desire   4  
  • 6. We  start  playing  as  kids   6  
  • 7. And  conAnue  playing  our  whole  life   7  
  • 8. But  computer  games  are  quite  male   8  
  • 9. and  young  (or  do  you  believe  this  is  real?)   9  
  • 10. They  don’t  play  computer  games   10  
  • 11. She  doesn’t  play  tradiAonal  games   11  
  • 12. Flow  Concept   Flow  =  „opKmal  human   experience“   Too  hard   Difficulty   Too  easy   Source: Murphy, C. Time/  Skill   12  
  • 13. How  to  achieve  flow  (in  a  game)?   1   Clear  tasks   2   Immediate  Feedback   3   Balanced,  aRainable  goal   4   ConcentraKon  on  the  game   Source: Murphy, C. 13  
  • 14. To  achieve  flow  is  a   challenge  for  all   computer  games   14  
  • 15. Some  of  the  best  selling  games  of  past  years   PC   §  Starcrab:  11  m  shipped   §  Half-­‐Life:  9.3  m  shipped   §  World  of  Warcrab:  12  m  subscribers   Console   §  Grand  Theb  Auto  IV:  36.2  m §  Call  of  Duty  Black  Ops:  23.2  m   §  Halo  3  (Xbox):  11.3  m   Source: http://www.vgchartz.com 15  
  • 16. Flow  Concept   Too  hard   Difficulty   Too  easy   Source: Murphy, C. Time/  Skill   16  
  • 17. E.g.  Halo  controller  layout  is  not  for  beginners  
  • 18. 18  
  • 19. Flow  Concept   Too  hard   Difficulty   Too  easy   Source: Murphy, C. Time/  Skill   19  
  • 20. Agenda   I.  Playing  is  a  core  human  desire   II.  EvoluAon  of  computer  games   20  
  • 21. Pong   21  
  • 22. Atari  2600  –  Space  Invaders   22  
  • 24. PlaystaAon  1  –  GTA   24  
  • 25. PlaystaAon  2  –  GTA3   25  
  • 26. PlaystaAon  3  –  GTA  IV   26  
  • 27. Massive  MulAplayer  –  World  of  Warcrab   27  
  • 28. Why  isn‘t  she  playing?   1   Wants  to  play  with  friends   §  Playing  rather  alone   §  Playing  with  strangers   2   Entry  barriers   §  Investment  of  ca.  300  € §  IniAal  set-­‐up  and  installaAon   3   Does  not  have  the  Kme   §  Learn  modern  games:  50  h   §  +10  h  per  week   4   Playing  everywhere?   §  Usually  bound  to  home   28  
  • 29. Agenda   I.  Playing  is  a  core  human  desire   II.  EvoluAon  of  computer  games   III.  Social  Games   29  
  • 30. 1.  Social  –  Playing  with  friends   Social  games  connect  real   friends  on  social  networks   30  
  • 31. 2.  No  entry  barriers   No  installaKon   necessary     &   Free  to  play   31  
  • 32. 3.  Quick  –  „I  only  have  a  10  min  break“   3  min  to  understand  the  game   Appointment  Gaming   3  min   4  hours   Short  core  game  loop   23  hours   70  hours   32  
  • 33. 4.  Place  –  ConAnue  playing  anywhere,  anyAme   33  
  • 34. It  seems  easy  to  create  a  successful  social  game   34  
  • 35. But  only  25  really  big   games  currently   on  Facebook    M AU   5m Source: Appdata.com, Top Games by MAU, Aug 14 2011 35  
  • 36. How  to  achieve  flow  (in  a  game)?   1   Clear  tasks   2   Immediate  Feedback   3   Balanced,  aRainable  goal   4   ConcentraKon  on  the  game   Source: Murphy, C. 36  
  • 37. Achieving  flow  in  Monster  World   1   Clear  tasks   2   Immediate  feedback   3   Balanced,  aRainable  goal   4   ConcentraKon    
  • 38. Flow  Concept   Future:  more   in-­‐depth   Too  hard   gameplay   Difficulty   ?   Too  easy   Source: Murphy, C. Time/  Skill   38  
  • 39. Vision:       „Games  for  everyone“   39  
  • 40. Hours  spend  on  leisure/day  in  US     Social  Gaming   enables  widespread   3,00   use  of  games   TV   2,50   2,00   1,00   1   2   3   4   5   6   0,75   Socializing   0,50   Other  leisure   Reading   Computer   0,25   Sports   Relaxing   0,00   2005   2006   2007   2008   2009   2010   40  
  • 41. Time  spent  on  games  in  hours/day  in  the  US   PC/Mac   download   Casual     PC/Mac     9%   websites   boxed   23%   9%   215,000,000 Games  for   Console     hours per day everyone   games   19%   Social     51%   networks   16%   MMO     Mobile     games   devices   12%   12%   Source: Newzoo 2011 41  
  • 42. Money  spent  on  games  in  bn  $  in  the  US   25   1.8   20   2.8   Social  networks   2.1   Casual  websites   15   2.6   Mobile  devices   MMO  games   10   Console  games   8.0   PC/Mac  boxed   5   PC/Mac  download   1.8   2.5   0   2009   2010   2011   2012   2011  esKmate:  $  21.6bn   Source: Newzoo 2011 42  
  • 43. Agenda   I.  Playing  is  a  core  human  desire   II.  EvoluAon  of  computer  games   III.  Social  Games   IV.  MoneAzaAon   43  
  • 44. 44  
  • 45. How  do  we  make  money   in  Monster  World?   Customize  avatar   DecoraKons   Expansions   Instant  Build   Materials   Coins   Magic  Wands   Fuel   45  
  • 46. 0.3%   Customize  avatar   2.3%   DecoraKon  Items   2.8%   Expansions   6.3%   Instant  Build   9.6%   Materials   10.5%   Coins  
  • 47.   33%    Magic  Wands   47  
  • 48.   35%    Magic  „woogoo“  (limited  resource)   48  
  • 49. Agenda   I.  Playing  is  a  core  human  desire   II.  EvoluAon  of  computer  games   III.  Social  Games   IV.  MoneAzaAon   V.  Development  of  social  interacAons   49  
  • 50. Give  and  take:  Acts  of  friendship   reinforce  relaAonships   50  
  • 51. Pay  friends  a  visit  and  help   51  
  • 53. „StammAsch“   Using  the  game  as  a  cause   to  communicate   53  
  • 54. Social  games  are  parallel  play   Source: Aki Järvinen (Digital Chocolate) 54  
  • 55. This  is  fine   55  
  • 56. Asynchronous  play   §  Short  game  sessions   §  Playing  with  Friends   more  important  than   playing  synchronously   56  
  • 57. MMOG Source: Aki Järvinen (Digital Chocolate) 57  
  • 58. MMOG MPPG Massive Parallel Play Games Source: Aki Järvinen (Digital Chocolate) 58  
  • 60. Helping  represented  by  friend  ghost   60  
  • 61. Real-­‐Ame  presence:  Bringing  friends  together   61  
  • 62. Possible  synchronous  game  features   Will  chat  be   standard?   62  
  • 63. Mobile  =  More  frequent  interacAons   63  
  • 64. Agenda   I.  Playing  is  a  core  human  desire   II.  EvoluAon  of  computer  games   III.  Social  Games   IV.  MoneAzaAon   V.  Development  of  social  interacAons   64  
  • 65. Agenda   I.  Playing  is  a  core  human  desire   II.  EvoluAon  of  computer  games   III.  Social  Games   IV.  MoneAzaAon   V.  Development  of  social  interacAons   VI.  One  more  thing   65  
  • 66. Flow  Concept   Too  hard   Next  level   Difficulty   Social  Games   Too  easy   Source: Murphy, C. Time/  Skill   66  
  • 67. New  game     launching  now   67  
  • 68. 68  
  • 69. 69  
  • 70. 70  
  • 72. 72  
  • 73. 73  
  • 74. Killer  Game  Loops  in   Henric  Suuronen   Social  Games   -­‐Head  of  Studio-­‐        3:20pm   Rheinsaal  (1st  floor)   74  
  • 75. Join  the    wooga  team   wooga.com/jobs   75  
  • 77. Agenda   I.  Playing  is  a  core  human  desire   II.  EvoluAon  of  computer  games   III.  Social  Games   IV.  MoneAzaAon   V.  Development  of  social  interacAons   VI.  Magic  Land   77  
  • 78. I.  Core  human  desire   II.  EvoluKon  of  games   III.  Social  games   Broad   Easy   Social   audience   Not   Flow   Why  isn‘t   Quick   bound   she  playing?   IV.  MoneKzaKon   V.  Social  interacKons   VI.  Magic  Land   Consumables  for  progress   Massive  Parallel  Play  Games  
  • 79. Thank  you!     Jens  Begemann   Founder  &  CEO  wooga     TwiRer:  @begemann     wooga.com/jobs   GDC  booth:  #159   79