Transmedia, gamification,
advergaming and other buzzwords
           Nicholas Lovell
            GAMESbrief

          October 27th, 2011
Nicholas Lovell, GAMESbrief

             • Author, How to Publish a Game,
               GAMESbrief Unplugged Volumes 1
               &2
             • Director, GAMESbrief
               (www.gamesbrief.com)
             • Clients include Atari, Channel 4,
               Channelflip, Firefly, IPC, nDreams,
               Rebellion and Square Enix
             • @nicholaslovell / @gamesbrief
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This is a game
This is not a game
This is a game
This is not a game
This is a game
This is not a game
BUZZWORD BINGO
ADVERGAMING

IN-GAME ADVERTISING

   TRANSMEDIA

   GAMIFICATION

  MAKING GAMES
Advergaming =
a brand paying a developer to make a
               game
An advergame is not a TV spot
• Games are rubbish at customer ACQUISITION
• They are great at customer RETENTION
• They can complement an acquisition campaign, not
 replace it
Marketing budget >= dev budget

                Development budget:
                      $50 m



                   Launch budget:
                      $200 m
Transmedia =
taking a media property and extending it
         into a different medium.
Some examples
• A novel set in the world of a PS3 game
• An alternate reality game designed to promote a movie
• A kids business that makes a show to sell the books, the
 CD, the colouring book, the toys (veering into
 merchandising)

• But they are so often misconceived
My latest transmedia (ugh!) project
Stop! When transmedia attacks
What games do
• Games are great at customer retention, customer
  engagement, customer monetisation
• They are rubbish at customer acquisition


• It breaks my heart that we build disposable transmedia
 games when it is not the strength of the medium
In-game advertising =
 a (largely discredited) attempt to bring
television-style advertising to big-budget
                  games
Burnout Paradise
In-game advertising was going to be the
next big thing
• Massive, IGA, Double Fusion
• Games are big and growing. The market was going to be
  huge
• But:
  • Only some games are suitable
  • Volumes too low
  • Advertisers and developers made uneasy bedfellows
• Social media and social games are frankly better
• Massive = bought by Microsoft for $400m in 2006; shut
 down in 2010
Branded virtual goods




 2 million Facebook fans in 24 hours
Game making =
making games
Brands are not game makers
• Making games is tough
• 40 years of experience
• Business model, distribution, audiences, genres changing
• Do you really want to make a game?
Gamification
My definition of gamification


“Using game-like mechanics to improve
   a business process, or customer
        experience, or profits”
Some rules
Rule 2: Know what you are trying to
             achieve
Rule 2: Did it work?
• What’s the point of gamifying if you don’t what it aims to
  achieve?
• To gamify successfully:
  • Write down three things you want to achieve by gamifying
  • Make them measurable
  • Hand the list to whoever is going to gamify and ask for help
Rule 3: Be prepared not to gamify
Rule 3: Remember the basics
                  • You win races by tacking
                    better, not advanced
                    tactics
                  • You satisfy customers by
                    giving them what they
                    want and need easily and
                    efficiently
                  • Your customers don’t care
                    about buzzwords
                  • Make your site work
                    before you gamify
Rule 8: Beware unintended
      consequences
Rule 8: the target, or the objective?




            Q&A
Rule 9: Make it personal
Rule 9: Intrinsic versus extrinsic
Rule 10: Gamification is a process, not a
                project
Rule 10: change your attitude
• Spend 50% of your marketing budget after launch
• Once you start, never stop
The ten rules – in summary
• You’re not making a game
• Put your house in order first
• Think about ALL your customers, not just the ones that
  are like you
• If you have a gamification project, not a gamification
  process, it won’t work.
Thank you
      nicholas@gamesbrief.com

http://www.gamesbrief.com/2011/03/the-ten-
           rules-of-gamification/




             Buy my books
Killers, Achievers,
Explorers, Socialisers
Killers

• Competition
• Tests of skill
• PvP
• Ganking and griefing


• It’s all about “beating” another human
Achievers
• Points, levels, trophies and stuff
• Competition “with yourself”
• Who “gamification” was made for
  • Xbox Live Achievements
  • Levelling up
  • Grind


• Achievers want elite status, and to show it off
Explorers
• Search
• Explore
• Take time
• Discover
• Transmedia-friendly


• Explorers want to go where no one else has gone and
 know what no one else knows
Socialisers
• Friends
• Community
• Communication


• It doesn’t matter what they do as long as they do it
 with friends
The Player Interest Graph
                         ACTING

    Killers: 23%                     Achievers: 21%



 PLAYERS                                        WORLD




    Socialisers: 25%                 Explorers: 29%



                       INTERACTING
Everyone is a bit of everything

• My BARTLE TEST results
• Explorer (EAS)
  • Explorer: 80%
  • Achiever: 73%
  • Socializer: 47%
  • Killer: 0%




• http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology

Transmedia, Gamification, Advergaming

  • 1.
    Transmedia, gamification, advergaming andother buzzwords Nicholas Lovell GAMESbrief October 27th, 2011
  • 2.
    Nicholas Lovell, GAMESbrief • Author, How to Publish a Game, GAMESbrief Unplugged Volumes 1 &2 • Director, GAMESbrief (www.gamesbrief.com) • Clients include Atari, Channel 4, Channelflip, Firefly, IPC, nDreams, Rebellion and Square Enix • @nicholaslovell / @gamesbrief
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
    ADVERGAMING IN-GAME ADVERTISING TRANSMEDIA GAMIFICATION MAKING GAMES
  • 12.
    Advergaming = a brandpaying a developer to make a game
  • 15.
    An advergame isnot a TV spot • Games are rubbish at customer ACQUISITION • They are great at customer RETENTION • They can complement an acquisition campaign, not replace it
  • 16.
    Marketing budget >=dev budget Development budget: $50 m Launch budget: $200 m
  • 17.
    Transmedia = taking amedia property and extending it into a different medium.
  • 18.
    Some examples • Anovel set in the world of a PS3 game • An alternate reality game designed to promote a movie • A kids business that makes a show to sell the books, the CD, the colouring book, the toys (veering into merchandising) • But they are so often misconceived
  • 19.
    My latest transmedia(ugh!) project
  • 20.
  • 21.
    What games do •Games are great at customer retention, customer engagement, customer monetisation • They are rubbish at customer acquisition • It breaks my heart that we build disposable transmedia games when it is not the strength of the medium
  • 22.
    In-game advertising = a (largely discredited) attempt to bring television-style advertising to big-budget games
  • 23.
  • 24.
    In-game advertising wasgoing to be the next big thing • Massive, IGA, Double Fusion • Games are big and growing. The market was going to be huge • But: • Only some games are suitable • Volumes too low • Advertisers and developers made uneasy bedfellows • Social media and social games are frankly better • Massive = bought by Microsoft for $400m in 2006; shut down in 2010
  • 25.
    Branded virtual goods 2 million Facebook fans in 24 hours
  • 26.
  • 27.
    Brands are notgame makers • Making games is tough • 40 years of experience • Business model, distribution, audiences, genres changing • Do you really want to make a game?
  • 28.
  • 29.
    My definition ofgamification “Using game-like mechanics to improve a business process, or customer experience, or profits”
  • 30.
  • 31.
    Rule 2: Knowwhat you are trying to achieve
  • 32.
    Rule 2: Didit work? • What’s the point of gamifying if you don’t what it aims to achieve? • To gamify successfully: • Write down three things you want to achieve by gamifying • Make them measurable • Hand the list to whoever is going to gamify and ask for help
  • 33.
    Rule 3: Beprepared not to gamify
  • 34.
    Rule 3: Rememberthe basics • You win races by tacking better, not advanced tactics • You satisfy customers by giving them what they want and need easily and efficiently • Your customers don’t care about buzzwords • Make your site work before you gamify
  • 35.
    Rule 8: Bewareunintended consequences
  • 36.
    Rule 8: thetarget, or the objective? Q&A
  • 37.
    Rule 9: Makeit personal
  • 38.
    Rule 9: Intrinsicversus extrinsic
  • 39.
    Rule 10: Gamificationis a process, not a project
  • 40.
    Rule 10: changeyour attitude • Spend 50% of your marketing budget after launch • Once you start, never stop
  • 41.
    The ten rules– in summary • You’re not making a game • Put your house in order first • Think about ALL your customers, not just the ones that are like you • If you have a gamification project, not a gamification process, it won’t work.
  • 42.
    Thank you nicholas@gamesbrief.com http://www.gamesbrief.com/2011/03/the-ten- rules-of-gamification/ Buy my books
  • 43.
  • 44.
    Killers • Competition • Testsof skill • PvP • Ganking and griefing • It’s all about “beating” another human
  • 45.
    Achievers • Points, levels,trophies and stuff • Competition “with yourself” • Who “gamification” was made for • Xbox Live Achievements • Levelling up • Grind • Achievers want elite status, and to show it off
  • 46.
    Explorers • Search • Explore •Take time • Discover • Transmedia-friendly • Explorers want to go where no one else has gone and know what no one else knows
  • 47.
    Socialisers • Friends • Community •Communication • It doesn’t matter what they do as long as they do it with friends
  • 48.
    The Player InterestGraph ACTING Killers: 23% Achievers: 21% PLAYERS WORLD Socialisers: 25% Explorers: 29% INTERACTING
  • 49.
    Everyone is abit of everything • My BARTLE TEST results • Explorer (EAS) • Explorer: 80% • Achiever: 73% • Socializer: 47% • Killer: 0% • http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology