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Lecture L23
PLAYING GAMES
Games are
the most
powerful

force in the
world
Games
are
universal
Games 

are
everywhere
The on-line
world is part
of growing
up
Digital
natives are
g a m e
natives
The Net Gen wants
entertainment and
play in their work,
education and
social life
The Net Gen
has need for
speed – not
just in video
games
The Net Gen
has need for
speed – not
just in video
games
On-line
digital world
is also
changing
older
generations
Why should we stop 

playing when we

grow up?
Casual Games
Casual Games
9billion hours / year
Pictures from 

PopCap
Source: IGDA 2008-2009 Casual Games White Paper
Simple
Easy
Addictive
50+ hours
Short
Low barrier
9 billion hours / year
SOCIAL GAMES
players
compete with

other players
role playing
MMORPG
Source: IGDA 2008-2009 Casual Games White Paper
Source: The online computer and video game industry (OECD Report)
The MMORPG Top List
Thousands of players

Roles and responsibility

Continuity and progress

MMORPG
VIRTUAL STUFF
Tom Chatfield
7 ways video games engage the brain
(2010)
90+ million
monthly
active users
worth 8billion USD
MOBILE GAMES
Image: business insider
MOBILE GAMES
With iOS and Android, mobile

game industry has exploded
!
Fastest growing segment
0"
10000"
20000"
30000"
40000"
50000"
60000"
2012" 2013" 2014" 2015"
VIDEO&GAME&MARKET&REVENUE&
Video"Game"Console"
Handheld"Video"Games"
Mobile"Games"
PC"Games"
Millions
USD
Source: Gartner
Downloads
(Revenue Per Download - $5-$30)
Ad-supporterd, advergame
(Ad Revenue)
Subscription
(Annual / Monthly Fees)
HighBarrier
HighBarrier
Low
Barrier
Low
Barrier
Skill
(Fees)
AudienceSize
Revenue Models
The 90-9-1 Rule
In social communities, 90% of the
users don’t contribute
In gaming 90% play for free but
are needed so the community
works
90% Play for free
9% Pay for added value
1% Pay for anything
Gamification of Life, 

the Universe and 

Everything
http://ellahelga.blog.is/blog/ellahelga/image/953139/
http://ellahelga.blog.is/blog/ellahelga/image/953139/
http://ellahelga.blog.is/blog/ellahelga/image/953139/
Gamification
Gamification is the process of 

using game thinking and 

mechanics to engage 

audiences and solve problems
Games are the most powerful

force in the world
Games are the most 

powerful motivation to 

influence behavior
How can we use
game dynamics to

change the 

real world?
Too many cars…
Too many parking spaces… waste of space
20,7 circles around the world
game dy•nam•ics
Techniques used by game 

designers to make games 

fun and addictive
lederboard
progression
Influence and status
GAMIFICATION
Gabe Zichermann:
How games make kids smarter (2010)
Why should we take games

seriously?

!
Clearly people are wasting time
The time people have spent playing

World of Warcraft is

5,93 million years
Evolution of 

man took

5,93 million years
Each week we spend

3 billion hours playing computer

games
At the age of 21 people have spent

10.000

hours

playing 

computer games
Compulsory 

school is
10.000
hours
Real life can be so
boooooring
WHY ARE GAMES SO POWERFUL?
Gabe Zichermann:
How games make kids smarter (2010)
REALLY? GAMES DO WHAT?
Daphne Bavelier:
Your brain on video games (2012)
“ ... people who play
action games far
outperform the
people who don’t”
- Green and Bavelier’s experiment
Better in problem
solving
Better in unknown
situations
Better in exploring
new options

Track more objects
Better in monitoring
cluttered world
Better at processing
visual stream of
information
AND THIS MEANS?
Gabe Zichermann:
How games make kids smarter (2010)
Play more games!
Coming up...

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L23 Playing Games