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John Radoff - "Gamifying Media: How Entertainment Brands are Redefining User Engagement"

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John Radoff - "Gamifying Media: How Entertainment Brands are Redefining User Engagement"

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How has the entertainment and media business evolved over recent years to embrace the seismic shocks coming from social media and mobile devices? Forget what you learned a year ago, because the world has already changed again–and there’s plenty to learn about, whether you’re an entertainment executive or would like to learn how to adapt entertainment techniques to your own business. Jon Radoff will share some of the top lessons learned from his experiences from working with top brands including 50 Cent and HBO (Game of Thrones Ascent): the most successful products are those that realize that games can expand the customer’s experience, creating an engaging and entertaining social experience that allows fans to stay connected to the brands and worlds they love.

How has the entertainment and media business evolved over recent years to embrace the seismic shocks coming from social media and mobile devices? Forget what you learned a year ago, because the world has already changed again–and there’s plenty to learn about, whether you’re an entertainment executive or would like to learn how to adapt entertainment techniques to your own business. Jon Radoff will share some of the top lessons learned from his experiences from working with top brands including 50 Cent and HBO (Game of Thrones Ascent): the most successful products are those that realize that games can expand the customer’s experience, creating an engaging and entertaining social experience that allows fans to stay connected to the brands and worlds they love.

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John Radoff - "Gamifying Media: How Entertainment Brands are Redefining User Engagement"

  1. 1. Gamifying Media: How Entertainment Brands are Redefining User Engagement Jon Radoff Gamification Summit 2012 – San Francisco June 21, 2012
  2. 2. Jon Radoff Author of Game On CEO of Disruptor Beam, social game developer; founder of GamerDNA, Eprise (NASDAQ:EPRS), NovaLink.
  3. 3. How has social technology and games changed everything? How do entertainment brands thrive in the new media landscape? What does the entertainment business teach us about every business?
  4. 4. Soon trillions of sensors—the “Internet of Things” Mesh Network analog will transmit information from every corner of the Earth. • Social network = human mesh network Photo Credit: Ma
  5. 5. Sohaib Athar’s Story Just wanted to get away from society and do IT consulting up in the hills… In a matter of days, he went from an unknown person to over 100,000 followers on Twitter. Why is this important?
  6. 6. Humans are almost everywhere, encountering vast information, and interconnecting as never before.
  7. 7. Digital connections yield social and neural connections. Flickr Image CreditL Hijod Huskona
  8. 8. Happy Distribution of Smiling Faces on Facebook people cluster. Unhappy people cluster. SOCIAL NETWORKS AND HAPPINESS
By Nicholas A. Christakis & James H. Fowler
  9. 9. Experiences = More Happiness than Things Leaf van Boven and Thomas Gilovich. “To Do or to Have? That is the Question.” American Psychological Association. 85.6 (2003): 1198. Reprinted with permission.
  10. 10. Flickr Image by Solo Social technology changes everything because it has disrupted how we relate to time and space.
  11. 11. Social networks allow people to form connections with each other regardless of geography.
  12. 12. Mobile Devices enable access to content from anywhere and at any time – as natural as any other object. Flickr Image by: courosa
  13. 13. Collectible card games are a “mobile social game” that achieved success before social networks or the explosion of smart mobile devices. Flickr Image by Seattle.roamer
  14. 14. For millenia, media consumption and game-playing was a victim of the “tyranny of the clock.”
  15. 15. Digital video recorders are one of the first examples of how digital media consumption became asynchronous.
  16. 16. Game content is being repackaged for asynchronous consumption.
  17. 17. The old model for content delivery: content in a can. Flickr image by urbanmkr
  18. 18. Mobile devices have made the “content in a can” model easier to carry with you to any place and any time… Flickr image by scottwills
  19. 19. Social networks and social apps are evolving how media is being consumed.
  20. 20. Flickr Image by Josh Bancroft Is this the digital living room?
  21. 21. …or is this the new digital living room?
  22. 22. The stories of your life are the content of the social network.
  23. 23. Members of social networks are playing games together— which have become the most effective means of monetizing social network traffic.
  24. 24. Is this a story?
  25. 25. Evolutionary Gameplay Motivations
  26. 26. Immersion: storytelling, practicing theory of mind, adopting new viewpoints, imagining cause and effect, recognizing patterns, appreciating beauty. Flickr Image by Express Monorail
  27. 27. Achievement: mastering skills. Csikszentmihalyi has created the theory of Flow to explain why people are happy when they’re applying skills that they’re good at. Evolutionary explanations for positive psychology are emerging.
  28. 28. Flickr image by Haags Uitburo. Cooperation: altruism, coordination, coalition-building, grouping.
  29. 29. Competition: for attention, for resources, for recognition, for physical domination, mates, etc.
  30. 30. Thank you! Jon Radoff CEO, Disruptor Beam Email: jradoff AT disruptorbeam.com Twitter: @jradoff

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