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Digital Media

Games and Gamification

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

1
Learning Outcomes
Students should be able to:
• read, watch, and filter autonomous information about gamification
• understand what defines a game
• understand basics of video game industry
• understand what gamification and its principals are
• apply gamification to the marketing problems

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

2
YES

Laptops. Smartphones. Social Media.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Philip Toledano
Tuesday 18 February 14

18.02.2014

3
YES
NO

Laptops. Smartphones. Social Media.
Work. Emails.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Philip Toledano
Tuesday 18 February 14

18.02.2014

4
YES
NO
MUST

Laptops. Smartphones. Social Media.
Work. Emails.
Comfort. Creativity. Opinions.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Philip Toledano
Tuesday 18 February 14

18.02.2014

5
So, do you follow a strict flat-screen diet?
laptop.
game console.
iphone.
tablet.
internet contract.
facebook.
whatsapp.
twitter.
linkedin.
xing.
foursquare.

gta v.
call of duty.
tetris.
draw something.
angry birds.
candy crush.
clash of clans.
limbo.
temple run.
minecraft.
desert bus.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Philip Toledano
Tuesday 18 February 14

18.02.2014

6
Games.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Philip Toledano
Tuesday 18 February 14

18.02.2014

8
HANDS UP!
Players form a group of 4-5 people.
Each player lifts one hand up.
Player one starts and indicates another player.
The player, who is indicated, looses a finger.
The turn moves to the next player (clockwise).
The winner is the last finger standing.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

9
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

10
What is a Game?
Goal.
Rules.
Feedback.
Voluntary participation.
(McGonigal, J., Reality is broken: Why Games Make Us Better and How They Can Change the World, The Penguin Books, 2011)

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

11
What is a Game?
Playing a Game is the voluntary attempt to overcome
unnecessary obstacles.
(McGonigal, J., Reality is broken: Why Games Make Us Better and How They Can Change the World, The Penguin Books, 2011)

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

12
What is a Game?
Extrinsic Motivation. Intrinsic Motivation.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Philip Toledano
Tuesday 18 February 14

18.02.2014

13
What is a Game?
Extrinsic Motivation. Intrinsic Motivation.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Philip Toledano
Tuesday 18 February 14

18.02.2014

14
Who is playing games?
Games are for kids.

35
Average age

http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

16
Myth or Fact?

31
Gamers under 18.

Seriously?

%

http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

18
Myth or Fact?

80

are
pu
rc

ha
sed
by
ad
ul t

s.

Games make kids violent.

Ga
me

s

%

http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

20
Fact!
As video games have become more popular in the U.S., violent
crime has decreased dramatically, particularly among youth.
(U.S. Dept. of Justice - Federal Bureau of Investigation, Preliminary Annual Crime Stats, 2012; The NPD Group, Inc./Retail Tracking, 2012)

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

21
Myth or Fact?

10K
hours of gameplay by 21.

Games are waste of time.

http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

23
Learning with Games

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

24
Learning with Games

http://communities.ptc.com/docs/DOC-2368
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

25
Learning with Games

http://www.youtube.com/watch?v=vrIccKvq2Kg
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

26
Video Games and the Luden Revolution

http://popchartlab.com/products/the-evolution-of-video-game-controllers
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

27
Video Games and the Luden Revolution

http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

29
Video Games and the Luden Revolution

http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

30
Video Games and the Luden Revolution

$500

$373

$285

IN 1 DAY

IN 10 DAYS

IN 10 DAYS

MILLION

MILLION

http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

MILLION
18.02.2014

31
Video Games and the Luden Revolution

$800

$373

$285

IN 1 DAY

IN 10 DAYS

IN 10 DAYS

MILLION

MILLION

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

MILLION
18.02.2014

32
Video Games and the Luden Revolution

$1000 $373
MILLION
IN 1 DAY

MILLION
IN 10 DAYS

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

$285
MILLION
IN 10 DAYS
18.02.2014

33
Video Games and the Luden Revolution

http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

34
Wii Fit

http://www.youtube.com/watch?v=CFhrYBWkt0M
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

35
Xbox Kinect

http://www.youtube.com/watch?v=4OMLjXRfaDQ
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

36
Online games

http://mashable.com/2010/11/19/social-gaming-mainstream/
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

37
Candy Crush Saga (2012)
Candy Crush Saga is a match-three puzzle video game released by the
developer King. The game, played mostly on mobile phones, has been
downloaded more than 500 million times, counts 282 million active
players per month and takes in an estimated $901,505 per day.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

38
Social games

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

rld
wo n
e
th atio
of ul
1% pop

18.02.2014

40
Games are designed to trigger our intrinsic motivation.
This can lead to an addiction.
Facing this problem, the game industry and researchers
started to study the phenomenon.
Result: They set up a process to design games from the scratch,
managing intrinsic motivation and addictive game elements.
As a side effect: Gamification.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

41
Gamification.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Philip Toledano
Tuesday 18 February 14

18.02.2014
What is Gamification?
Gamification is the integration of Game Mechanics
in non-game environments to increase audience
engagement, loyalty and fun.

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

43
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
http://fold.it/portal/
Tuesday 18 February 14

18.02.2014
Foursquare

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

45
Foursquare

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

46
Foursquare

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

47
Gamification
Gamification, the process of applying the psychological
and sociological factors that drive intense game play
to consumer measurement, enables us to understand
the thought process behind consumers’ willingness
to participate in and comply with consumer behavior
and attitude measurement tasks.

http://web.fhnw.ch/plattformen/blogs/gamifyu/2013/08/07/gamification/
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

48
Marketing Strategies with Gamification
- Increase in the frequency of purchase
- Boost the value per purchase
- Encourage usage of a new sales channel
- Drive new product/service adoption
- Perform consumer profiling
- Conduct new customer acquisition
- Obtain feedback
- Upsell/cross-sell

http://www.mobilemarketer.com/cms/opinion/columns/10671.html
Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

49
Nike Plus app

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

50
Nike Plus Universe

Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut
Tuesday 18 February 14

18.02.2014

51

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Digital Media Games and Gamification

  • 1. Digital Media Games and Gamification Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 1
  • 2. Learning Outcomes Students should be able to: • read, watch, and filter autonomous information about gamification • understand what defines a game • understand basics of video game industry • understand what gamification and its principals are • apply gamification to the marketing problems Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 2
  • 3. YES Laptops. Smartphones. Social Media. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Philip Toledano Tuesday 18 February 14 18.02.2014 3
  • 4. YES NO Laptops. Smartphones. Social Media. Work. Emails. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Philip Toledano Tuesday 18 February 14 18.02.2014 4
  • 5. YES NO MUST Laptops. Smartphones. Social Media. Work. Emails. Comfort. Creativity. Opinions. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Philip Toledano Tuesday 18 February 14 18.02.2014 5
  • 6. So, do you follow a strict flat-screen diet? laptop. game console. iphone. tablet. internet contract. facebook. whatsapp. twitter. linkedin. xing. foursquare. gta v. call of duty. tetris. draw something. angry birds. candy crush. clash of clans. limbo. temple run. minecraft. desert bus. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Philip Toledano Tuesday 18 February 14 18.02.2014 6
  • 7. Games. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Philip Toledano Tuesday 18 February 14 18.02.2014 8
  • 8. HANDS UP! Players form a group of 4-5 people. Each player lifts one hand up. Player one starts and indicates another player. The player, who is indicated, looses a finger. The turn moves to the next player (clockwise). The winner is the last finger standing. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 9
  • 9. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 10
  • 10. What is a Game? Goal. Rules. Feedback. Voluntary participation. (McGonigal, J., Reality is broken: Why Games Make Us Better and How They Can Change the World, The Penguin Books, 2011) Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 11
  • 11. What is a Game? Playing a Game is the voluntary attempt to overcome unnecessary obstacles. (McGonigal, J., Reality is broken: Why Games Make Us Better and How They Can Change the World, The Penguin Books, 2011) Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 12
  • 12. What is a Game? Extrinsic Motivation. Intrinsic Motivation. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Philip Toledano Tuesday 18 February 14 18.02.2014 13
  • 13. What is a Game? Extrinsic Motivation. Intrinsic Motivation. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Philip Toledano Tuesday 18 February 14 18.02.2014 14
  • 14. Who is playing games? Games are for kids. 35 Average age http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 16
  • 15. Myth or Fact? 31 Gamers under 18. Seriously? % http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 18
  • 16. Myth or Fact? 80 are pu rc ha sed by ad ul t s. Games make kids violent. Ga me s % http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 20
  • 17. Fact! As video games have become more popular in the U.S., violent crime has decreased dramatically, particularly among youth. (U.S. Dept. of Justice - Federal Bureau of Investigation, Preliminary Annual Crime Stats, 2012; The NPD Group, Inc./Retail Tracking, 2012) Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 21
  • 18. Myth or Fact? 10K hours of gameplay by 21. Games are waste of time. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 23
  • 19. Learning with Games Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 24
  • 20. Learning with Games http://communities.ptc.com/docs/DOC-2368 Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 25
  • 21. Learning with Games http://www.youtube.com/watch?v=vrIccKvq2Kg Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 26
  • 22. Video Games and the Luden Revolution http://popchartlab.com/products/the-evolution-of-video-game-controllers Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 27
  • 23. Video Games and the Luden Revolution http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 29
  • 24. Video Games and the Luden Revolution http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 30
  • 25. Video Games and the Luden Revolution $500 $373 $285 IN 1 DAY IN 10 DAYS IN 10 DAYS MILLION MILLION http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 MILLION 18.02.2014 31
  • 26. Video Games and the Luden Revolution $800 $373 $285 IN 1 DAY IN 10 DAYS IN 10 DAYS MILLION MILLION Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 MILLION 18.02.2014 32
  • 27. Video Games and the Luden Revolution $1000 $373 MILLION IN 1 DAY MILLION IN 10 DAYS Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 $285 MILLION IN 10 DAYS 18.02.2014 33
  • 28. Video Games and the Luden Revolution http://news.xbox.com/2013/05/x360-aaron-greenberg-industry-growth Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 34
  • 29. Wii Fit http://www.youtube.com/watch?v=CFhrYBWkt0M Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 35
  • 30. Xbox Kinect http://www.youtube.com/watch?v=4OMLjXRfaDQ Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 36
  • 31. Online games http://mashable.com/2010/11/19/social-gaming-mainstream/ Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 37
  • 32. Candy Crush Saga (2012) Candy Crush Saga is a match-three puzzle video game released by the developer King. The game, played mostly on mobile phones, has been downloaded more than 500 million times, counts 282 million active players per month and takes in an estimated $901,505 per day. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 38
  • 33. Social games Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 rld wo n e th atio of ul 1% pop 18.02.2014 40
  • 34. Games are designed to trigger our intrinsic motivation. This can lead to an addiction. Facing this problem, the game industry and researchers started to study the phenomenon. Result: They set up a process to design games from the scratch, managing intrinsic motivation and addictive game elements. As a side effect: Gamification. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 41
  • 35. Gamification. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Philip Toledano Tuesday 18 February 14 18.02.2014
  • 36. What is Gamification? Gamification is the integration of Game Mechanics in non-game environments to increase audience engagement, loyalty and fun. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 43
  • 37. Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut http://fold.it/portal/ Tuesday 18 February 14 18.02.2014
  • 38. Foursquare Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 45
  • 39. Foursquare Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 46
  • 40. Foursquare Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 47
  • 41. Gamification Gamification, the process of applying the psychological and sociological factors that drive intense game play to consumer measurement, enables us to understand the thought process behind consumers’ willingness to participate in and comply with consumer behavior and attitude measurement tasks. http://web.fhnw.ch/plattformen/blogs/gamifyu/2013/08/07/gamification/ Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 48
  • 42. Marketing Strategies with Gamification - Increase in the frequency of purchase - Boost the value per purchase - Encourage usage of a new sales channel - Drive new product/service adoption - Perform consumer profiling - Conduct new customer acquisition - Obtain feedback - Upsell/cross-sell http://www.mobilemarketer.com/cms/opinion/columns/10671.html Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 49
  • 43. Nike Plus app Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 50
  • 44. Nike Plus Universe Institut für Wirtschaftsinformatk / Institut Visuelle Kommunikation – Safak Korkut Tuesday 18 February 14 18.02.2014 51