Game Trends

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  • http://www.flickr.com/photos/jadydangel/2061191732/
  • http://www.economist.com/research/articlesBySubject/displayStory.cfm?story_id=14803070&subjectID=526352&fsrc=nwl“social” games, which have become all the rage on social networks such as Facebook.
  • http://multiplayerblog.mtv.com/2008/09/15/gh-money-for-aerosmith/
  • http://www.wired.com/gadgetlab/2009/11/appstore/according to Tal Kerret, co-founder of casual game solution provider Oberon Media.
  • http://www.bruceongames.com/2009/11/05/more-immense-apple-app-store-numbers/http://toucharcade.com/2008/07/10/games-arrive-at-the-itunes-app-store/
  • http://www.bruceongames.com/2009/05/07/the-upcoming-apple-game-console/
  • Work is repetitive and dull. You collaborate in multiple teams. You have 3 bosses. One you never met. And he sets your salary. Decentralized organizations (digital comm’s). And you have to innovate in a slow environment. Risk is not rewarded. Legacy is out of date. Lots of information. Hard to see the big picture.
  • Total engagementConstant feedback.Play a role and participate in a compelling environmentCollaborate with diverse teams around the world (I don’t win unless WE win)I play in environments with speed, risk tolerance, transparency, analytics, fair competition, and a meritocracy (sharing information about your success, sharing clues).
  • http://www.trekearth.com/gallery/Asia/Thailand/North/Chian_Rai/photo50630.htm
  • http://www.flickr.com/photos/darrowassoc/3914916754/sizes/o/
  • http://www.flickr.com/photos/mcgervey/241695844/http://www.marketingweek.co.uk/news/habbo-research-shows-teens-no-longer-join-one-tribe/3004729.articlePicture Animal Planet
  • “The average young person today in a country with a strong gamer culture will have spent 10,000 hours playing online games, by the age of 21. For children in the United States 10,080 hours is the exact amount of time you will spend in school from fifth grade to high school graduation if you have perfect attendance.”And some of you have probably read MalcomGladwell’s new book Outliers. So, you would have heard of his theory of success, the 10,000 hour theory of success. It’s based on this great cognitive science research that if we can master 10,000 hours at effortful study, at anything by the age of 21, we will be virtuosos at it. We will be as good at whatever we do as the greatest people in the world. And so, now what we’re looking at is an entire generation of young people who are virtuoso gamers.”
  • They expect 1 bn more gamers in the next decade.
  • Extreme self-motivationDesire to act immediately, tackle an obstacle with a belief that we have a reasonable chance of successThey believe that they are capable of changing the world – and ready to take action at a moment’s notice.
  • Gamers are masters at rapidly creating strong social bonds. Also, it’s interesting to note that we like people more after we’ve played with them.
  • Gaming exemplifies that we are happier working hard than relaxing if the work is structured right.
  • Gamers love (and are used to) being attached to world changing stories.
  • As a result gamers are super-empowered hopeful individuals who aspire to the world importance tasks.
  • Game Trends

    1. 1. GAME / PLAY SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    2. 2. SAATCHI & SAATCHITHE LOVEMARKS COMPANY
    3. 3. #1: Zynga with 237 mlnMonthly Active Users SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    4. 4. "Guitar Hero: Aerosmith" has generated more money for the bandthan any of their albums SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    5. 5. The whole world isturning into aplayground SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    6. 6. 65% of the2 billionappsdownloadedare games SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    7. 7. App Store:The biggestever variety inthe history ofthe video gameindustry. SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    8. 8. iCon sole? SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    9. 9. “Games are themost elevatedform ofinvestigation.” SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    10. 10. Worksucks SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    11. 11. Games aregreat! SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    12. 12. nt fee dback Con stane SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    13. 13. Collaborators ready to join you at any momenttwo SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    14. 14. three On the verge of EPIC WIN SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    15. 15. 10 000 hrs offour gaming by 21 SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    16. 16. W hat areGam ersg ood at? SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    17. 17. SAATCHI & SAATCHITHE LOVEMARKS COMPANY
    18. 18. Urgent OptimismGamers don’t sit around SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    19. 19. Social FabricWe like people better afterwe play with them SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    20. 20. Blissful ProductivityGamers are happier workinghard SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    21. 21. Epic MeaningWorld-changing mission SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    22. 22. Super-empoweredHopeful Individuals SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    23. 23. GAMEMIND-SET IS AREALITYAND WILL NOT GO AWAY SAATCHI & SAATCHI THE LOVEMARKS COMPANY
    24. 24. SAATCHI & SAATCHITHE LOVEMARKS COMPANY

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