Gamification for Gamers      Jonathan Newth   jonathan@tenshi.co.uk
About me•   Programmer•   Game creator•   Businessman•   Entrepreneur    • Playfuel    • Tenshi Ventures Productions    • ...
History 1972 - 2009    Console Generations1   Magnavox Odyssey             Home computer2   Atari 2600                    ...
The World Changed1   Mobile                       0.99c mobile games2   Social                       Freemium3   Browser /...
•   The average gamer is 37 years old and has been playing for 12 years.•   Twenty-nine percent of game players are over t...
Why are Gamers different• 1 billion gamers• Think and work in a genuinely different way  – Goal focused  – Expectation of ...
Generation G• Primary source of entertainment is Games• 126+ million millennials  – Constantly Seeking Novelty  – Hyper ne...
What is Gamification?“Gamification is the use of game designtechniques[1] and mechanics toenhance non-games”
What is Gamification?“Gamification is the use of game designtechniques[1] and mechanics toenhance non-games”“Adaption / ad...
Gamification mechanics•   Competitiveness (male)•   Collaboration (female)•   Exploring•   Sharing•   Rewards•   Achieveme...
Competitiveness• Weightwatchers• Brain Training  – Brain Age• Wii Fit• City Peaks  – Office Stair Hikes  – RFID / Oyster c...
Sharing
Reward
Reward• Ford SmartGauge• Virtual Pet
Leveling Up
Positive feedback loop• Stockholm, Sweden           Average speed• Speed Camera Lottery        32 km/hr -> 25 km/hr• Prize...
Involvement
Bridging the virtual divide• Sharing• Rewards  – Badges• Leveling up  – Becoming the mayor• Explore• Pairing virtual rewar...
Lessons learnt from the digital world• Measure or Die  – Metrics and Analytics  – Measure everything  – Release MVP and it...
The next generationConsole WiiU / Xbox 720 / PS4 Cloud / StreamingMobileBrowserIPTVSocial
The next generationEverything onlineSensors everywhereCamerasNearfieldWifi/cell/GPSAugmented Reality
Migration to Virtual Worlds
A vision of the futureMetaGame                         Black Mirror : 15 Million MeritsPublished November 9th 2010by Amazo...
ReferencesTED talks :Jane McGonigal: Gaming can make a better worldGabe Zichermann: How games make kids smarterDICE talk:J...
ContactJonathan Newthjonathan@tenshi.co.ukm: +44 7771 558545www.tenshiconsulting.comwww.tenshiventures.com
Tenshi gamification for gamers march 2012
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Tenshi gamification for gamers march 2012

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Tenshi gamification for gamers march 2012

  1. 1. Gamification for Gamers Jonathan Newth jonathan@tenshi.co.uk
  2. 2. About me• Programmer• Game creator• Businessman• Entrepreneur • Playfuel • Tenshi Ventures Productions • Tenshi Consulting
  3. 3. History 1972 - 2009 Console Generations1 Magnavox Odyssey Home computer2 Atari 2600 Mobile first generation (J2ME)3 NES PC online4 Megadrive5 PlayStation Handheld6 PlayStation 27 Xbox 720
  4. 4. The World Changed1 Mobile 0.99c mobile games2 Social Freemium3 Browser / Online4 Tablet
  5. 5. • The average gamer is 37 years old and has been playing for 12 years.• Twenty-nine percent of game players are over the age of 50.• Eighty-two percent of gamers are 18 years of age or older.• Forty-two percent of all players are women and women over 18 years of age are one of the industrys fastest growing demographics.• Today, adult women represent a greater portion of the game-playing population (37 percent) than boys age 17 or younger (13 percent).• Sixty-five percent of gamers play games with other gamers in person.• Fifty-five percent of gamers play games on their phones or handheld device.• Sixty-eight percent of parents believe that game play provides mental stimulation or education.
  6. 6. Why are Gamers different• 1 billion gamers• Think and work in a genuinely different way – Goal focused – Expectation of success – Socially task focused – Socially competitive (Achievements) – Blissfully productive• Empowered, networked, hopeful individuals
  7. 7. Generation G• Primary source of entertainment is Games• 126+ million millennials – Constantly Seeking Novelty – Hyper networked • Grown up with a social graph – Multitasking • multi screen – Reshape society
  8. 8. What is Gamification?“Gamification is the use of game designtechniques[1] and mechanics toenhance non-games”
  9. 9. What is Gamification?“Gamification is the use of game designtechniques[1] and mechanics toenhance non-games”“Adaption / adoption of game thinkingand mechanics to engage gamers innon-game environments and solveproblems”
  10. 10. Gamification mechanics• Competitiveness (male)• Collaboration (female)• Exploring• Sharing• Rewards• Achievements / Leveling up• Positive reinforcement loops• Adaptive difficulty
  11. 11. Competitiveness• Weightwatchers• Brain Training – Brain Age• Wii Fit• City Peaks – Office Stair Hikes – RFID / Oyster cards
  12. 12. Sharing
  13. 13. Reward
  14. 14. Reward• Ford SmartGauge• Virtual Pet
  15. 15. Leveling Up
  16. 16. Positive feedback loop• Stockholm, Sweden Average speed• Speed Camera Lottery 32 km/hr -> 25 km/hr• Prizes funded by speeders
  17. 17. Involvement
  18. 18. Bridging the virtual divide• Sharing• Rewards – Badges• Leveling up – Becoming the mayor• Explore• Pairing virtual rewards with real activities
  19. 19. Lessons learnt from the digital world• Measure or Die – Metrics and Analytics – Measure everything – Release MVP and iterate – AB test – Games as a service• Virality / Social graph• Engaging with community – Cross Promotion
  20. 20. The next generationConsole WiiU / Xbox 720 / PS4 Cloud / StreamingMobileBrowserIPTVSocial
  21. 21. The next generationEverything onlineSensors everywhereCamerasNearfieldWifi/cell/GPSAugmented Reality
  22. 22. Migration to Virtual Worlds
  23. 23. A vision of the futureMetaGame Black Mirror : 15 Million MeritsPublished November 9th 2010by AmazonEncore
  24. 24. ReferencesTED talks :Jane McGonigal: Gaming can make a better worldGabe Zichermann: How games make kids smarterDICE talk:Jesse Schell : When Games Invade Real Life
  25. 25. ContactJonathan Newthjonathan@tenshi.co.ukm: +44 7771 558545www.tenshiconsulting.comwww.tenshiventures.com

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