The Rise of the Happiness Brands

15,904 views

Published on

How to harness the real power of games and alternate realities to make life more engaging.

Published in: Technology
8 Comments
39 Likes
Statistics
Notes
No Downloads
Views
Total views
15,904
On SlideShare
0
From Embeds
0
Number of Embeds
861
Actions
Shares
0
Downloads
542
Comments
8
Likes
39
Embeds 0
No embeds

No notes for slide
  • How to harness the REAL power of games
  • The Rise of the Happiness Brands

    1. The Rise of the Happiness Brands JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE
    2.  
    3.  
    4.  
    5.  
    6.  
    7. What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
    8. <ul><li>The Quality of Life Index </li></ul><ul><li>The Happy Planet Index </li></ul><ul><li>“ Gross National Happiness” </li></ul><ul><li>Subjective Life Satisfaction </li></ul><ul><li>The Canadian Index of Well-Being </li></ul><ul><li>World’s Most Livable Cities </li></ul><ul><li>The Vanderford Riley Well Being Schedule </li></ul><ul><li>The Authentic Happiness Inventory </li></ul>
    9.  
    10. A future forecast ( 2013 ): the rise of the happiness brands
    11. <ul><li>Quality of life becomes the primary metric for evaluating ALL consumer brands, services, environments, and experiences.* </li></ul><ul><li>*see TARA HUNT – “Happiness is your new business model” </li></ul>
    12. <ul><li>Positive psychology is increasingly a principal, explicit influence on interactive design and development. </li></ul>
    13. <ul><li>Communities form around different visions of a real life worth living . </li></ul>
    14. <ul><li>A brand is defined by how great an increase in real happiness, or well-being it generates – </li></ul><ul><li>because happiness is the new capital . </li></ul>
    15. <ul><li>So: Are you in the happiness business? </li></ul><ul><li>YES YOU ARE!!! </li></ul>
    16. <ul><li>But how do we invent interactive systems that generate happiness? </li></ul><ul><li>What we need to become next: happiness engineers . </li></ul>
    17.  
    18.  
    19. <ul><li>Games work better. </li></ul><ul><ul><ul><li>Better instructions </li></ul></ul></ul><ul><ul><ul><li>Better feedback </li></ul></ul></ul><ul><ul><ul><li>Better community </li></ul></ul></ul><ul><ul><ul><li>Better emotions </li></ul></ul></ul>
    20. What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
    21. <ul><li>Multiplayer games </li></ul><ul><li>are the </li></ul><ul><li>ULTIMATE </li></ul><ul><li>happiness engines . </li></ul>
    22. <ul><li>Compared to games… </li></ul><ul><li>Reality is broken. </li></ul>
    23.  
    24. <ul><li>“ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.” </li></ul><ul><li>– economist Edward Castranova </li></ul>
    25. <ul><li>It’s a quality of life problem. </li></ul>
    26. <ul><li>How can we bridge the happiness gap between games and reality? </li></ul>
    27.  
    28.  
    29.  
    30.  
    31.  
    32.  
    33.  
    34. Happiness in the 21 st C.= passionate participation with systems with care about. In other words, happiness = engagement
    35.  
    36. SATISFYING OUR DESIRE FOR ENGAGEMENT . * <ul><li>100 million mental hours  WIKIPEDIA </li></ul><ul><li>5 days of World of Warcraft </li></ul>
    37. <ul><li>Q: By 2013 , which brands will become the leading-edge of happiness engineering? </li></ul><ul><li>A: Whoever best turns reality into a game , and consumers into players . </li></ul>
    38.  
    39.  
    40. <ul><li>“ Alternate realities ” make gameplay as ubiquitous as language. </li></ul>
    41.  
    42. “ An alternate reality is another way of experiencing existence.” G. S. ELRICK, 1978
    43. <ul><li>Q: How can brands engineer happiness for consumers? </li></ul><ul><li>A: Create an alternate reality that engages consumers better than unbranded reality . </li></ul>
    44.  
    45. official partner
    46.  
    47.  
    48.  
    49.  
    50.  
    51.  
    52.  
    53.  
    54.  
    55.  
    56. <ul><li>Q: How can alternate realities change consumer behavior? </li></ul><ul><li>A: By turning real life choices about what to consume , where, and how, into an adventure . </li></ul>
    57. World Without Oil *
    58.  
    59.  
    60.  
    61.  
    62.  
    63.  
    64. <ul><li>Q: What technologies will drive alternate realities in the future? </li></ul><ul><li>A: Let’s find out! </li></ul>
    65.  
    66.  
    67.  
    68.  
    69.  
    70.  
    71.  
    72.  
    73.  
    74.  
    75.  
    76.  
    77.  
    78.  
    79.  
    80.  
    81.  
    82.  
    83.  
    84. So what’s important?
    85. <ul><li>Reality is broken. </li></ul><ul><li>Games work better. </li></ul><ul><li>REAL happiness is the new driver of consumer behavior. </li></ul>
    86. The Rise of the Happiness Brands [email_address]

    ×