TAG: The Mobile Assassination            Game               A Case Study on:  Mobile            Social        GamingAlex H...
Smartphones Today: HardwareMemory: 512 MBWeight: 4.1 ozBluetooth: Version 3960x640 Retina DisplayWeb AccessCamera/Video: 8...
More Than Just a Pocket KnifeSmarter UtilitiesBarcode ScanningAugmented RealityLocation Based ServicesNear Field Communica...
Smartphone Utilities are   “Augmenting Humanity”1 in 3 Smartphonequeries seek information aboutnearby placesGlobal mobile ...
So Why Gaming?Common Perceptions that Undervalue Gaming:Not Profitable EnoughNarrow / Small    DemographicsSmall/Segmented...
Gaming isn’t Profitable?$360 Million in Sales 2.6 Million unique players 5.9 Million hours logged     …in a day$1 Billions...
Virtual CurrencyFrom this                To this
Virtual Currency: Why the Hell           Do I Care?$2.2 billion industrySPCA $90KYoVille – Virtual Pet adoptionsMake-a-Wis...
Demographic: StereotypesProfileGender: MaleFriends: NegativeDiet: Hot Pockets,      Mt. DewComplexion: PoorResidence: Pare...
Demographic: RealityProfileGender: 53% of women        are “gamers”Friends: Very SocialPersonality: Competitive           ...
Gaming Platforms: Too Niche?
Mobile/SNS Stimulate Gaming45 Mil Smartphones in US$1.07 – average cost formobile gameOpenFeint - 40 Mil UsersCross Mobile...
Trends Across Platforms
Case Study TAG
Case Study: TAG
Case Study: TAGBrendan            Dan    Kenny
Case Study: TAG
Case Study: TAG
Case Study: TAG
Case Study: TAG
Case Study: TAG
Case Study: TAG
Case Study: TAG
Case Study: TAG
In the Future!Location Based Interactivity
In the Future!Location Based Interactivity
In the Future!Location Based Interactivity
In the Future!In Game Points/Currency
In the Future!Multiple Game Styles
In the Future!Added Gaming Features
Now come talk to us!              tagmobilegame.com                @tagmobilegame            Todd Marks, President        ...
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TAG: The Mobile Assassination Game - SXSWi 2011

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On March 14, 2011 Alex Hachey presented TAG: The Mobile Assassination Game at SXSW Interactive.

How can a game change our social experiences? Learn how latest advancements in augmented reality, location based apps, and mobile game play are shaping our social experiences in this detailed & interactive case study featuring TAG, The Mobile Assassination Game. TAG: Allows players to track & tag their targets using location and social tools on their mobile phones. This intersect of Social meets Mobile meets Good old competitiveness is opening new doors in social, mobile, & gaming experiences.

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TAG: The Mobile Assassination Game - SXSWi 2011

  1. TAG: The Mobile Assassination Game A Case Study on: Mobile Social GamingAlex HacheyInteractive Designer
  2. Smartphones Today: HardwareMemory: 512 MBWeight: 4.1 ozBluetooth: Version 3960x640 Retina DisplayWeb AccessCamera/Video: 8MPAutofocusGPS: Internal (A-GPS)1Ghz ProcessorBuilt in Accelerometers
  3. More Than Just a Pocket KnifeSmarter UtilitiesBarcode ScanningAugmented RealityLocation Based ServicesNear Field CommunicationFace Time CommunicationGyroscopic Everything
  4. Smartphone Utilities are “Augmenting Humanity”1 in 3 Smartphonequeries seek information aboutnearby placesGlobal mobile traffic grew260% in 2010200 Million users Eric Schmidt, Former Google CEOspend 560 Billion minutes onFacebook from theirSmartphone each month
  5. So Why Gaming?Common Perceptions that Undervalue Gaming:Not Profitable EnoughNarrow / Small DemographicsSmall/Segmented MarketsToo Costly to Develop / Low ROI
  6. Gaming isn’t Profitable?$360 Million in Sales 2.6 Million unique players 5.9 Million hours logged …in a day$1 Billionsales in first month$150k to develop and madeabout $70 million in a year
  7. Virtual CurrencyFrom this To this
  8. Virtual Currency: Why the Hell Do I Care?$2.2 billion industrySPCA $90KYoVille – Virtual Pet adoptionsMake-a-Wish Foundation$1.1 Million Pandaren Monk PetUsers spend $60 and are 56%likely to make 2nd purchase
  9. Demographic: StereotypesProfileGender: MaleFriends: NegativeDiet: Hot Pockets, Mt. DewComplexion: PoorResidence: Parent’s Basement
  10. Demographic: RealityProfileGender: 53% of women are “gamers”Friends: Very SocialPersonality: Competitive OutgoingAttractive?: Probably
  11. Gaming Platforms: Too Niche?
  12. Mobile/SNS Stimulate Gaming45 Mil Smartphones in US$1.07 – average cost formobile gameOpenFeint - 40 Mil UsersCross Mobile OS Gaming Network83% of Facebookers haveplayed social games
  13. Trends Across Platforms
  14. Case Study TAG
  15. Case Study: TAG
  16. Case Study: TAGBrendan Dan Kenny
  17. Case Study: TAG
  18. Case Study: TAG
  19. Case Study: TAG
  20. Case Study: TAG
  21. Case Study: TAG
  22. Case Study: TAG
  23. Case Study: TAG
  24. Case Study: TAG
  25. In the Future!Location Based Interactivity
  26. In the Future!Location Based Interactivity
  27. In the Future!Location Based Interactivity
  28. In the Future!In Game Points/Currency
  29. In the Future!Multiple Game Styles
  30. In the Future!Added Gaming Features
  31. Now come talk to us! tagmobilegame.com @tagmobilegame Todd Marks, President Vince Buscemi, Chief Strategy Officer Dan Cohen, Shervonne Cherry,Chief Operating Officer Chief Creative Officer

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