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From where we were to where we are
It’s AllAbout Games
1
History of Gaming
2
Gaming then and now
3
Gamification
4
Business models
5
Advertgames
6
Current Trends
7
Future Predictions
History ofgaming
Games are the only force in the
universe that can get people to take
actions against their self-interest, in a
predictable way without using force
Gabe Zichermann
(FUN IS THE FUTURE, 2010)
It allstarted with ‘pong’
The founding father
Nolan bushnell the founding
father of atari
Timelineof the development
1968
Ralph Baer
patents his
interactive
television
game and
Magnavox
releases it
1972
Nolan
Bushnell and
Al Acorn of
Atari
develop
arcade table
tennis game
called PONG
1974
Two decades
before
Doom, Maze
wars
introduces
the first
person
shooter
1984
Russian
mathematici
an Alexey
Pajitnov
creates
Tetris, a
simple but
addictive
puzzle game.
Four years
later,
Nintendo
bundles it
with every
new Game
Boy.
1976
Text based
game
Adventure is
released by
Don Wood
1977
Atari 2600 is
released, the
first Video
Computer
System
1980
A missing
slice of pizza
inspires
Namco's
Toru Iwatani
to create
Pac-Man
1989
Nintendo’s
Gameboy
popularizes
handheld
gaming
although ten
years earlier
Microvision
had
introduced
similar
device
Business models
14 ways to sell games and make money
Retail
Bricks and Mortar
Digital
Direct to consumer
Episodic Entertainment
Borrowing from the TV
model
Skill-based Progression
Buy a ticket to enter
Velvet Rope
Players pay for VIP access
Subscription
World of Warcraft or Conan
Micro-Transactions
Small, Impulsive driven up
selling
Sponsored Games
World of Warcraft or Conan
Advertgames
Selling the experience
Try before you buy
Restricted versions of game
Player to Player trading
Trade land, property and
characters
Pre-Sell the game
Kickstarter.com
In-game advertising
Billboards and Branded
items in game world
Around game advertising
Banner & Skyscraper
gamification
Thisis how we all do it
ga.mi.fi.cat.ion [gay-muh-fi-kay-shuhn]
Integrating game dynamics into your site,
service, community, content or campaign,
in order to drive participation.
Things which should be kept in mind
Casual, short
duration
play
Rapid
rewards for
a non-gamer
audience
Points and
rewards work
on
engagement
Integrate
social
sharing
The foursquare story
If we zoom out a bit, Foursquare is one of the best example of gamification. There’s an activity that you want your users to do more often, so you
give points for that. For certain activities or number of points, they get extras, like badges. A sense of competition is created using the
leaderboards and with the opportunity to redeem the rewards, it takes intention to participate on a new level
The fun theory
Can we get more people to obey the speed limit by making it fun to do? Well, the answer, if you choose to use gamification is ‘YES’
advergames
Draw
Something
Play Fanta
The game of ads
A video game which in some way contains an
advertisement for a product, service, or company. Some
advergames are created by a company with the sole
purpose of promoting the company itself or one of
its products, and the game may be distributed freely as
a marketing tool
A regular popular video game, which may be sponsored by
a company, and include advertisements within the game for
the sponsoring company
OR
Play fanta
A nine chapter graphic
novel loaded with
playable content. It
offers endless
storytelling, content
development and co-
creation opportunities all
within an immersive,
branded world.
Characters. Todd, Tristan,
Andy, Floyd, Lola, Maud,
Gigi and the Lhava Twins
set out on a journey to
save their community
from turning into sad,
grey characters known as
the “Playless”
Draw something
Zynga monetized the viral mobile app by allowing brands to pay for words to be included in the game. The move came after
Zynga tested recognisable brand terms like Nike, KFC and Doritos in the iOS and Android game and found them to be really
popular. Brands could pay for words associated with their products in the word selection bank.
Gaming hardware
Microsoft
Xbox 360
Six ways to enjoy games
Nintendo
64
WiiSuper Nintendo
Entertainment
System
Nintendo
Entertainment
System
Sony Playstation 3
Future belongs to them - Consoles
By bringing next generation console design and portability in to play these devices will make gaming accessible to one and all
Future belongs to them - Experience
Microsoft’s coffee table projector, IllumiRoom will expand content onto living room walls hence, making gaming an even
more immersive experience
Current trends
Gamificationtrends
CORPORATEEMPLOYEES
Corporations can not only gamify their products and services for consumers and end users, but also leverage
game mechanics to make work more fun, measurable, productive, and rewarding for internal employees
ADRESSPHASES OF THEUSERLIFE-CYCLE
Leveraging game mechanics to facilitate users along each phase of user experience: 1) New user onboarding
(interactive tutorials); 2) user engagement; 3) conversion of free users to paid (or opt-in data sharing); 4)
retention of power users
Gamification and social go handin hand
It has been found that users who are logged-in with Social Login spent 30% more time on-site than users who
sign in with native site login. Pepsi builds custom co-viewing experience sites for Pepsi-sponsored TV shows
like The X-Factor, The Grammies and the SuperBowl, allowing users to collect “caps” (badges) and gain social
ranking by commenting, sharing, and liking other user’s comments
Moving beyond media and fitness
Gamification is moving beyond the businesses which incorporated it. Education, eCommerce, local retail and
financial services are upcoming
The future
Moving beyond the usual
Gamification is
surpassing the
initial stage of PBL
(Point-Badge-
Leaderboard)
Where isit heading?
Motivating action
through civic
engagement so as
to infuse users
with much greater
purpose
Their driving factors of
engagement will have to
include intelligent
responses and civic
learning that isn’t limited
to mere purposive solution
or engagement
BYOD (Bring Your
Own Devices)
makes the change
easier with
seamless
connectivity
Chaos isn’t a pit, chaos is aladder
Thanks

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Its all about gaming

  • 1. From where we were to where we are It’s AllAbout Games
  • 2. 1 History of Gaming 2 Gaming then and now 3 Gamification 4 Business models 5 Advertgames 6 Current Trends 7 Future Predictions
  • 4. Games are the only force in the universe that can get people to take actions against their self-interest, in a predictable way without using force Gabe Zichermann (FUN IS THE FUTURE, 2010)
  • 5. It allstarted with ‘pong’
  • 6. The founding father Nolan bushnell the founding father of atari
  • 7. Timelineof the development 1968 Ralph Baer patents his interactive television game and Magnavox releases it 1972 Nolan Bushnell and Al Acorn of Atari develop arcade table tennis game called PONG 1974 Two decades before Doom, Maze wars introduces the first person shooter 1984 Russian mathematici an Alexey Pajitnov creates Tetris, a simple but addictive puzzle game. Four years later, Nintendo bundles it with every new Game Boy. 1976 Text based game Adventure is released by Don Wood 1977 Atari 2600 is released, the first Video Computer System 1980 A missing slice of pizza inspires Namco's Toru Iwatani to create Pac-Man 1989 Nintendo’s Gameboy popularizes handheld gaming although ten years earlier Microvision had introduced similar device
  • 9. 14 ways to sell games and make money Retail Bricks and Mortar Digital Direct to consumer Episodic Entertainment Borrowing from the TV model Skill-based Progression Buy a ticket to enter Velvet Rope Players pay for VIP access Subscription World of Warcraft or Conan Micro-Transactions Small, Impulsive driven up selling Sponsored Games World of Warcraft or Conan Advertgames Selling the experience Try before you buy Restricted versions of game Player to Player trading Trade land, property and characters Pre-Sell the game Kickstarter.com In-game advertising Billboards and Branded items in game world Around game advertising Banner & Skyscraper
  • 11. Thisis how we all do it ga.mi.fi.cat.ion [gay-muh-fi-kay-shuhn] Integrating game dynamics into your site, service, community, content or campaign, in order to drive participation.
  • 12. Things which should be kept in mind Casual, short duration play Rapid rewards for a non-gamer audience Points and rewards work on engagement Integrate social sharing
  • 13. The foursquare story If we zoom out a bit, Foursquare is one of the best example of gamification. There’s an activity that you want your users to do more often, so you give points for that. For certain activities or number of points, they get extras, like badges. A sense of competition is created using the leaderboards and with the opportunity to redeem the rewards, it takes intention to participate on a new level
  • 14. The fun theory Can we get more people to obey the speed limit by making it fun to do? Well, the answer, if you choose to use gamification is ‘YES’
  • 16. Draw Something Play Fanta The game of ads A video game which in some way contains an advertisement for a product, service, or company. Some advergames are created by a company with the sole purpose of promoting the company itself or one of its products, and the game may be distributed freely as a marketing tool A regular popular video game, which may be sponsored by a company, and include advertisements within the game for the sponsoring company OR
  • 17. Play fanta A nine chapter graphic novel loaded with playable content. It offers endless storytelling, content development and co- creation opportunities all within an immersive, branded world. Characters. Todd, Tristan, Andy, Floyd, Lola, Maud, Gigi and the Lhava Twins set out on a journey to save their community from turning into sad, grey characters known as the “Playless”
  • 18. Draw something Zynga monetized the viral mobile app by allowing brands to pay for words to be included in the game. The move came after Zynga tested recognisable brand terms like Nike, KFC and Doritos in the iOS and Android game and found them to be really popular. Brands could pay for words associated with their products in the word selection bank.
  • 20. Microsoft Xbox 360 Six ways to enjoy games Nintendo 64 WiiSuper Nintendo Entertainment System Nintendo Entertainment System Sony Playstation 3
  • 21. Future belongs to them - Consoles By bringing next generation console design and portability in to play these devices will make gaming accessible to one and all
  • 22. Future belongs to them - Experience Microsoft’s coffee table projector, IllumiRoom will expand content onto living room walls hence, making gaming an even more immersive experience
  • 24. Gamificationtrends CORPORATEEMPLOYEES Corporations can not only gamify their products and services for consumers and end users, but also leverage game mechanics to make work more fun, measurable, productive, and rewarding for internal employees ADRESSPHASES OF THEUSERLIFE-CYCLE Leveraging game mechanics to facilitate users along each phase of user experience: 1) New user onboarding (interactive tutorials); 2) user engagement; 3) conversion of free users to paid (or opt-in data sharing); 4) retention of power users Gamification and social go handin hand It has been found that users who are logged-in with Social Login spent 30% more time on-site than users who sign in with native site login. Pepsi builds custom co-viewing experience sites for Pepsi-sponsored TV shows like The X-Factor, The Grammies and the SuperBowl, allowing users to collect “caps” (badges) and gain social ranking by commenting, sharing, and liking other user’s comments Moving beyond media and fitness Gamification is moving beyond the businesses which incorporated it. Education, eCommerce, local retail and financial services are upcoming
  • 26. Moving beyond the usual Gamification is surpassing the initial stage of PBL (Point-Badge- Leaderboard)
  • 27. Where isit heading? Motivating action through civic engagement so as to infuse users with much greater purpose Their driving factors of engagement will have to include intelligent responses and civic learning that isn’t limited to mere purposive solution or engagement BYOD (Bring Your Own Devices) makes the change easier with seamless connectivity
  • 28. Chaos isn’t a pit, chaos is aladder Thanks

Editor's Notes

  1. A perfect example is the iPhone game “Run that Town” developed and run by the Australian Bureau of Statistics. The game allows users to decorate and manage their own city based on real world data while collecting genuine census data. This design produces clusters of intelligent civic responses for Australian Bureau of Statistics that they can utilize transforming city neighborhood. Every gamified program, whether it is business or social, needs to adopt this tactical approach to gain civic advantage from its users.
  2. Penrose stairs