More Related Content Similar to Gamers as Customers and Employees Similar to Gamers as Customers and Employees (20) Gamers as Customers and Employees2. Examine the gaming
experience
Implications for
managers and marketers
© 2009 Moxie Insight. All Rights Reserved.
2
3. CoD: Modern Warfare II
Modern Warfare II (Infinity Ward)
Games are really big
“Games are the new movies”
“Games are the new movies”
Ghostbusters (1.25M units)
Ghostbusters (1.25M units)
Batman: Arkham Asylum (>2M units)
Batman (>2M units)
Grand Theft Auto IV
Grant Theft Auto IV
Call of Duty: Modern Warfare II
Call of Duty: Modern Warfare II
$60-80/unit
$60-$80/unit
© 2009 Moxie Insight. All Rights Reserved.
3 Copyright nGenera 2009
4. Who are these people?
© 2009 Moxie Insight. All Rights Reserved.
4 Copyright nGenera 2009
5. The numbers
Frequency
Daily Weekly Monthly Less
All 21% 28% 27% 20%
Gender 18-29 20% 30% 30% 16%
Men 55% 30-49 20% 26% 25% 24%
Women 50% 50-64 19% 30% 25% 24%
Age 65+ 36% 28% 17% 14%
Source: Pew Internet & American Life Project Survey, October-December 2007. n=1063 total adults,
18-29 81% margin of error is +/-3%
30-49 60%
50-64 40%
65+ 23%
Household Income
<$30,000 52%
$30,000 - $49,999 59%
$50,000 - $74,999 62%
>$75,000 56%
Source: Pew Internet & American Life Project Survey, October-December 2007. n=2054 total adults,
margin of error is +/-2%
© 2009 Moxie Insight. All Rights Reserved.
5 Copyright nGenera 2009
6. Spore (Maxis)
Games are their own worlds
People invest a lot (!) of time in these worlds
Successful games are successful for a reason
Best games share common design principles
Gamers are likely to play the best games
We can therefore talk about the “gaming experience”
6 Copyright nGenera 2009
7. Games have their own logic
So does the organization!
In games, this logic is explicitly and implicitly taught to the player
Very specific rules and criteria must be met to win
Winning is always the goal
Gamers are therefore predisposed to following rules
The games have to teach the gamers how to play and win
Let’s look at an example of an entire game that’s a tutorial, Portal
© 2009 Moxie Insight. All Rights Reserved.
7 Copyright nGenera 2009
9. Wired explaining Portal
Games teaching gamers
Present obstacle
Introduce skill
Confirm competence
Increase challenge
Combine & summarize
Add to toolbox
© 2009 Moxie Insight. All Rights Reserved.
9 Copyright nGenera 2009
10. Plants vs. Zombies (PopCap), GTA3 (Rockstar), NBA 2K10 (Visual Concepts)
Legend of Zelda: OoT (Nintendo), Starcraft 2 (Blizzard), Homeworld (Relic)
© 2009 Moxie Insight. All Rights Reserved.
10 Copyright nGenera 2009
11. Team Fortress 2 (Valve Software)
Optimize the fun
Gamers are playing to win
Other gamers are means to victory
Camp, bait, exploit, hack
How do you encourage supportive behavior?
Games generate lots of perfect data
Leads to “local optimization” and “optimal strategies”
Few strategies are better than being the fastest
11 Copyright nGenera 2009
12. Team Fortress 2 (Valve Software)
© 2009 Moxie Insight. All Rights Reserved.
12 Copyright nGenera 2009
13. Bioshock (2K)
© 2009 Moxie Insight. All Rights Reserved.
13 Copyright nGenera 2009
14. Despair Incorporated
Gamers fail often
Failure is a core dynamic for all games
Gamers want to win, just not too easily
Failures resets strategies
Encourage new solutions & skills
Attempted in quick succession
Results in a fearless, iterative approach
Skills are mastered through repetition
Example: Braid
© 2009 Moxie Insight. All Rights Reserved.
14 Copyright nGenera 2009
17. Counter-Strike & Half-Life 2 (Valve Software)
Beyond the final boss
Counter-Strike HL2DQ
© 2009 Moxie Insight. All Rights Reserved.
17 Copyright nGenera 2009
18. Core takeaways
Gamers are self-interested (maybe even lazy)
Gamers have a need for speed
Gamers demand engagement
Gamers experiment (and fail) readily
© 2009 Moxie Insight. All Rights Reserved.
18 Copyright nGenera 2009
19. Gamers are self-interested
Managers Marketers
Clearly define tasks and Help them win, and you win too
“completion conditions”
Don’t distract, annoy,
Explain the bigger picture or detract from the
experience
Make altruism a system trait
Appeal to their vanity
Beware of a “peers as
resources” mentality
© 2009 Moxie Insight. All Rights Reserved.
19 Copyright nGenera 2009
20. Gamers have a need for speed
Managers Marketers
Give them urgent projects Target them carefully
Beware the tension between Be respectful of their time and
speed and velocity succinct with your message
Expect frustration in response Give them an edge
to slow peers, processes,
and systems
Present tasks in series
© 2009 Moxie Insight. All Rights Reserved.
20 Copyright nGenera 2009
21. Gamers demand engagement
Managers Marketers
They are predisposed to Create engaging, meaningful
following rules consumer experiences
Carefully open up feedback data Extend virtual experiences into
the physical world
Draw clear links between
behaviors and results Extend physical experiences into
virtual worlds
Recognize wins publicly
Offer “context aware” products
Give them a trophy case
© 2009 Moxie Insight. All Rights Reserved.
21 Copyright nGenera 2009
22. Gamers experiment readily
Managers Marketers
Set the scope and context Understand the core dynamics
of how games work
They’re not afraid to fail, but
failure isn’t always “no biggie” Create campaigns that show
gamers that you understand
Clearly specify what tools can
their shared experience
(or can’t) be used when solving
problems Experiment yourself
© 2009 Moxie Insight. All Rights Reserved.
22 Copyright nGenera 2009
23. Related research
Gamers as employees and customers, January 2010, by Jeff
DeChambeau
Valve Software: Engaging prosumers, competitors, and
communities, November 2009, by Jeff DeChambeau
The Art of Warcraft - Leadership, Metrics, Design and Business
Intelligence for the Collaborative Enterprise, and Radical
Decentralization: Organizational Design, May and June 2009, by
Alan Majer
Game Time: Marketing Opportunities in Social Gaming, August
2009, by Catherine Thorn
© 2009 Moxie Insight. All Rights Reserved.
23 Copyright nGenera 2009