The Future of Games in China

1,672 views

Published on

China is quickly emerging as the global leader in gameplay. Today, worldwide, more than 500 million people play computer and videogames for at least an hour a day – and more than 100 million of those gamers are in China. By the year 2013, China is expected to overtake the United States as the world’s largest videogame market. Indeed, researchers predict that by 2014, China will account for more than 50% of the total world market for mobile and online games.


So what does the future hold in store for the new world capital of gaming? To engage consumers in the year 2020, it will be essential to understand how games work – and what gamers really want. In this talk, world-renowned futurist and New York Times best-selling author Jane McGonigal will provide surprising insight into how games provoke powerful positive emotions and build stronger social relationships. She will show you how games are changing the way gamers think, act and buy in real life. And she will help you plan your own “epic win” for the year 2020 – a positive future that you can prepare for today just by playing a game.

Published in: Entertainment & Humor, Sports
0 Comments
4 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
1,672
On SlideShare
0
From Embeds
0
Number of Embeds
48
Actions
Shares
0
Downloads
63
Comments
0
Likes
4
Embeds 0
No embeds

No notes for slide
  • … or 236bilion hours a year
  • one of the best ways to achieve your epic win is to spend more time playing computer and videogames.
  • … or 236bilion hours a year
  • http://www.nikopartners.com/pdf/Niko_Press_Release_4-28-10.pdf100+ million online, PC & console43 million mobile
  • China Internet Network Information Centre (CNNIC) report was published in October.  This number is expected to approach 42 percent by the end of 2012.
  • http://www.next-gen.biz/news/report-chinese-online-gaming-revenues-top-11-billionThere were already 100 million gamers in China last year online and on consoles, plus 46 million mobile gamers http://www.koreaherald.com/business/Detail.jsp?newsMLId=20110410000247
  • http://www.chinadaily.com.cn/bizchina/2011-02/14/content_12007639.htm
  • http://www.chinadaily.com.cn/bizchina/2011-02/14/content_12007639.htm
  • http://venturebeat.com/2011/05/06/lenovo-based-eedoo-video-game-system-revealed-in-china/
  • “Sports Entertainment Center”
  • a study released by business and consulting firm Pearl Research,
  • a study released by business and consulting firm Pearl Research,
  • When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s an absolutely perfect description of the emotional state of gameplay. A game is the opportunity to focus our energy, with relentless optimism, at something we’re good at and enjoy. This is a crucial point, so I’ll repeat it: Gameplay is the direct emotional opposite of depression.
  • Researchers have documented the top 10 positive emotions that games activate: joy, relief, love (really!), surprise, pride, curiosity, excitement, awe and wonder, contentment, and creativity.Scientists have shown that playing games helps us actively provoke these 10 positive emotions anywhere, anytime – no matter what else is going on in our lives. Knowing which games provoke which emotions gives us the power to control our emotions and to manage our stress, boredom, loneliness or frustration – and most importantly, to achieve the 3:1 ratio of positive emotions in our lives.
  • DELIGHT
  • DELIGHT
  • CREATIVITY
  • CREATIVITY
  • PRIDE
  • PRIDE
  • SURPRISE
  • SURPRISE
  • Curiosity
  • Curiosity
  • EXCITEMENT
  • EXCITEMENT
  • LOVE
  • LOVE
  • AWE & WONDER
  • AWE & WONDER… but where do these emotions come from?
  • It’s because of how unnecessary obstacles make us feel.
  • This is what the game industry is in the business of making… these faces.… positive state of being. We love this, it’s an optimal state of being.
  • Effects of games making us good at life… 4 superpowers
  • Urgentevoke.com
  • … or 236bilion hours a year
  • one of the best ways to achieve your epic win is to spend more time playing computer and videogames.
  • The Future of Games in China

    1. 1. The Future of Games<br />Getting ready to win in 2020<br />INSTITUTE FOR THE FUTURE Jane McGonigal, PhD<br />
    2. 2.
    3. 3. EPIC WIN<br />a best-case scenario future<br />
    4. 4. By 2020, China will invest4.5 billion hours a WEEKplaying online games<br />
    5. 5. (Currently China spends 1.01 billion hours a weekplaying online and mobile games)<br />Institute for the Future research, May 2011<br />
    6. 6. 100 million hours to build Wikipedia<br />
    7. 7.
    8. 8. What’s YOUR Epic Win Future?<br />“In the year 2020….”<br />
    9. 9. One of the best ways to achieve ANY epic win…<br />… is to spend more time playing games!<br />
    10. 10. By 2020, Chinawill invest236 billion hours ANNUALLYplaying online games<br />
    11. 11. China is the new world capital for gaming<br />
    12. 12. Title Here 50pt Segoe<br />Currently there are 143 million gamers in China<br />Niko Research Report, April 2010<br />
    13. 13. Title Here 50pt Segoe<br />39.8% ofthe gamers in China are WOMEN <br />China Internet Network Information Centre (CNNIC) report, October 2010<br />
    14. 14. Title Here 50pt Segoe<br />There will be 230 million online gamers in China by the end of 2012<br />Beijing Research Firm Analysis International report, January 2010<br />
    15. 15. Title Here 50pt Segoe<br />China’s social mobilegame market will reach ¥27 billion by 2015<br />Mirae Asset Securities Financial Forecast, June 2011<br />
    16. 16. Title Here 50pt Segoe<br />China’s online game market will reach ¥72 billion by 2015<br />Mirae Asset Securities Financial Forecast, June 2011<br />
    17. 17. Title Here 50pt Segoe<br />In late 2011 China will launch its firstvideogame console theiSec<br />Venture Beat, May 2011<br />
    18. 18.
    19. 19. Title Here 50pt Segoe<br />By2013 China will overtake the United States asthe world’s largest videogame market<br />Pearl Research Report, April 2011<br />
    20. 20. China Joy Digital Entertainment Expo, August 2010<br />
    21. 21. Title Here 50pt Segoe<br />By2014 China will accountfor more than 50% of the total world market for mobile and online games<br />Pearl Research Report, April 2011<br />
    22. 22. 10,000 hours <br />by the age of 21<br />
    23. 23. Does 10,000 hours of playing computer and videogames have side effects?<br />
    24. 24.
    25. 25.
    26. 26.
    27. 27. Do games bring out the best in us?<br />
    28. 28.
    29. 29.
    30. 30. Are games a gateway to real-life goals?<br />
    31. 31.
    32. 32.
    33. 33. Do games change who we think we really are?<br />
    34. 34.
    35. 35.
    36. 36. Are games protecting us from real harm?<br />
    37. 37.
    38. 38.
    39. 39. Can games give us real-life superpowers?<br />
    40. 40.
    41. 41. YES.<br />Games do bring out the best in us.<br />Games are a gateway to real-life goals.<br />Games do change who we think we really are.<br />Games are protecting us from real harm.<br />Games can give us actual superpowers.<br />
    42. 42. IMPORTANT CAVEATS<br />The science DOES NOT work if:<br />You play games for work (e.g. goldfarming)<br />You play games more than 20 hours/week<br />
    43. 43.
    44. 44. Games activate 10 powerful positive emotions. <br />5. Curiosity<br />4. Excitement<br />3. Awe & Wonder<br />2. Contentment<br />1. Creativity<br />10. Joy<br /> 9. Relief<br /> 8. Love (really!)<br /> 7. Surprise<br /> 6. Pride<br />
    45. 45.
    46. 46. DELIGHT!<br />
    47. 47.
    48. 48. CREATIVTY!<br />
    49. 49.
    50. 50. PRIDE!<br />
    51. 51.
    52. 52. SURPRISE!<br />
    53. 53.
    54. 54. CURIOSITY!<br />
    55. 55.
    56. 56. EXCITEMENT!<br />
    57. 57.
    58. 58. LOVE!<br />
    59. 59.
    60. 60. Awe and wonder!<br />
    61. 61. EUSTRESS<br />positive stress<br />
    62. 62.
    63. 63.
    64. 64.
    65. 65.
    66. 66.
    67. 67.
    68. 68.
    69. 69.
    70. 70.
    71. 71.
    72. 72.
    73. 73.
    74. 74.
    75. 75.
    76. 76.
    77. 77.
    78. 78.
    79. 79.
    80. 80. 100x increase in volunteer participation for the gaming gardens<br />
    81. 81.
    82. 82.
    83. 83.
    84. 84.
    85. 85.
    86. 86.
    87. 87.
    88. 88.
    89. 89.
    90. 90. In 10 weeks, we enrolled 19,893 students in >130 countries<br />
    91. 91.
    92. 92.
    93. 93.
    94. 94. By 2020, China will invest4.5 billion hours a WEEKplaying online games<br />
    95. 95. What’s YOUR Epic Win Future?<br />
    96. 96.
    97. 97. What can you do in…… the next YEAR?… in the next MONTH?… in the next WEEK?… in the next 24 HOURS?<br />
    98. 98. What are 3 things you… do better, or know more about, or care more about, than anyone you know? <br />
    99. 99. In a dream world, who would help you achieve your epic win? Pick 3 people, companies or groups of any kind who would make perfect allies.<br />
    100. 100. In 2020, who are the superheroes in your epic win world?<br />
    101. 101. China Joy Digital Entertainment Expo, August 2010<br />
    102. 102. slides@avantgame.com<br />Getting ready to win in 2020<br />INSTITUTE FOR THE FUTURE Jane McGonigal, PhD<br />

    ×