Ayogo presents at nextMEDIA Toronto's 2010 Digital Hot List!
The Digital Hot List is a market access program in which nextMEDIA searches high and low for the online properties, digital superstars or technologies that would interest advertising executives enough to pitch to their brands. Join us as we highlight this year's top nominees and find out what advertisers are looking for in terms of digital media initiatives and partnerships for 2010, how advertisers analyze digital initiatives before taking them to their clients, and who are the key players making this happen.
A “serious game” is a game that has a purpose beyond entertainment. A game that’s designed to help us create (or break) a habit, develop a skill, or absorb some information. A simple example might be a pattern-matching game you use to improve your spatial acuity; a more complex one, the use of a virtual 3d environment to simulate military scenarios for training purposes. These games work because our brains are designed for play, and to use play to rewire itself to better adapt to the environment.
A “serious game” is a game that has a purpose beyond entertainment. A game that’s designed to help us create (or break) a habit, develop a skill, or absorb some information. A simple example might be a pattern-matching game you use to improve your spatial acuity; a more complex one, the use of a virtual 3d environment to simulate military scenarios for training purposes. These games work because our brains are designed for play, and to use play to rewire itself to better adapt to the environment.
One of the elegant elements of our brain’s design is that it helps us adapt by rewarding play. We’ve all noticed that when we play “successfully”, that is, when we are (or seem to be) improving our results from game to game, when we win, we feel good.
We feel good because our brain is rewarding the behavior by releasing dopamine, a neurotransmitter. Dopamine is one of the main reasons we say games are “addictive” (surely I’m not the only one that stayed up way later than I intended playing “just one more level” in a game of tower defense). It’s not far off to say that designing a casual game is largely about manipulating dopamine response.
Why doesn’t our brain reward us more for eating brussel sprouts?
…instead of for eating fries with gravy (in Canada we call this Poutine, perhaps because it sounds healthier)? You could say it’s a subtle flaw in the system – the benefit for eating healthy food is off in the future, but the benefit of eating the poutineis in the present, and we can put off the negative aspects of the poutine until later. But what if you could get your brain to reward you for the brussel sprouts?
But what if you could get the same benefit for doing the things you know you should do
As for the things you know you want to do?
What if reaching your life goals was more like a game?
This is what Goodlife does. It lets you take all the cues and clues that games use to trigger dopamine response in the brain, and apply them purposefully to activities that you choose. GoodLife is designed to move the rewards from the future to the present; to help you “Game-ify” the Good Life.
But it’s not just theoretical. The Good Life engine has been licensed for the game HealthSeeker, a game designed to… The content was developed by the Joslin Diabetes Center, and the project funded by Boehringer-Ingelheim.
Behind every one of those tiles is a story about how someone improved their life.