It is about time to create meaning online and encourage people to act kindly to one another. The presentation, built on the shoulders of giants ( see reference) looks at how game mechanics can be applied to service design and engagement marketing to encourage and reward Kindness between people.
NB : I have used some third parties slides to create that presentation . Please kindly contact me for any issue: vsider2@hotmail.fr
31. People want to achieve things EASY UNLOCKING = IMMEDIATE RESULTS 1) Donât make it too hard to level up or attain new experiences. 2) Small, incremental steps that see immediate results are best to encourage continual usage. 3) This is a great way to retain your customers.
62. Encourages users to discover new places and explore their neighbourhood. Friend Finder MOBILE app game Social city-guide
63.
64. : As users start checking-in to more interesting places with different people, users will be able to start unlocking badges. : Various badges are available. Eg: - Too much time karaoke - 4 nights out in a row : Users may also suggest new badges. UNLOCKING BADGES / ADVANCING
65. The NBC-owned cable network BRAVO, has  partnered  with cosmetics retailer Sephora to reward  Foursquare      users who unlock the Bravo  Real Housewives badge, with $100 Sephora gift cards at select stores in New Jersey and New York over the next four weeks.
66. The City of Chicago âs tourism office, Explore Chicago  wants to encourage visitors to experience the city as Ferris Bueller  did by engaging them in determining the route(s) that will ultimately earn them a Ferris Bueller badge on Foursquare . The Explore Chicago giveaway (a free trip to two out-of-towners) was posted on Foursquareâs Facebook Page , inviting users to leave a comment with the scene theyâd like to recreate from the movie. Their contribution in the form of a post enters them into a giveaway for a chance to win two Southwest Airlines tickets, a hotel stay and museum passes.
79. leverage the presence of show fans on social networks and incentivize them with points for engaging with content â i.e. watching videos on NBC.com, Liking shows, chatting and recruiting friends. Points can be redeemed for goodies like NBC merchandise, show previews, virtual goods, badges and sweepstakes entries. NBC âFan Itâ
80. Share what youâre watching and earn points and badges! Add your Facebook, Twitter, or foursquare account! Watching the game from your favorite bar? Checking out the latest release at the theater? Miso is now integrated with foursquare, so you can share where youâre watching the game or movie. Miso now includes Twitter integration, so you can share what youâre watching on Facebook, Twitter, and foursquare! Share what youâre watching on TV or in the theater with your Facebook and Twitter friends! See what your friends are watching in your friend stream! Miso
91. Users select three players from a football match being broadcast live on television. They are awarded points according to the relative performance of those players versus those selected by rival users. Users can substitute players in real-time as the match unfolds in order to try to maximize their point totals. The winner is the user who has accumulated the most points over the course of the game. Picklive Social TV Football Game
101. With social media, companies are becoming more and more transparent, not because they want but because they have no choice. Social Media tells the truth about how companies are really treating their customers and all of this is indexed, archived.
102. This will accelerate with applied game mechanics because there will be a visible correlation between customers behaviours and actions suggested by the company People will judge the businesses to the actions that they incentivize!
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104. Story designers in collaboration with marketers define the story according to the targeted behaviours Designers setup the business rules for achieving the desirable actions Marketers design business rules for sinks and rewards, badges & prizes Designers create assets for trophies, virtual goods, widget skins, and notifications Marketers define desirable actions Developers instrument your site and embed widgets and other data. As Always Marketers talk about the offering, focus on long-term, social results THINK KINDNESS Audience Story Actions Mechanics Conversation Sink / Source Assets Design Service Design
105. Incentivize customers to act kindly with one another. Define actions in the way as you would treat close family members WITH KINDNESS
106. Thank you for kindly giving me the opportunity to reward your attention
107. Game mechanics applied to Kindness Marketing Vincent Sider June 2010 econsultancy #FODM Twitter.com/vincentsider +447918887439 uk.linkedin.com/in/vincentsider
A Brief Narrative History of Social Games Ancient games have been found in archaeological excavations. Senet  was a game placed in Ancient Egypt in 3100 BC, and the earliest set of dice (which represents luckâlikely stemming from early concepts of fate and divine favorâwhich emerged from soothsayers who forecast the future from the casting of bones) was found in a Backgammon  set. At the same time as these early boardgames were being created, people were playing sports; it seems likely that sports have an origin deep within prehistory, but one of the earliest recorded sports was Poloâwhich, like Backgammonâhas its origins in ancient Persia. Polo was originally designed as a way to develop military skills. Somewhat later, early ballgames like Episkyros  (in Greece) and then Harpastum  (Rome) were played, which later gave rise to Medieval sports such as Shrovetide Football , a forerunner to most contemporary football sports. Chess  may have been originally thought of as an abstraction of military conflict, used to teach military strategy to generals. Over the years, it grew in popularity, and during the Enlightenment was thought of as a way to train the mind. Benjamin Franklin wrote a famous essay called the Morals of Chess , which he believed taught caution, circumspection and foresight. Similarly, other games had begun to emerge that were designed to teach moral values, including Leela , a game from 16th century India which was the model for the modern game Chutes and Ladders. Also during the late middle ages, one finds a profusion of card-games, starting with Tarot Cards , originally intended for use in games (although they later became associated with fortune telling). Games of chance, like luck, seem to be perennially associated with the occult. 1974 was perhaps the most important year in modern game history; this is when Dungeons and Dragons  came to market. It integrated the ideas of abstracting tactical combat along with storytelling and a unique social aspect in which individual players used their imagination and creativity to contribute to the ongoing game. From D&D, you can trace a history through early mainframe computer games, to MUDs  (multiuser dungeons) to MMORPGs  such as World of Warcraft . Meanwhile, many people were looking to engage in asynchronous  games that wouldnât require groups to gather at set points in time, giving rise to play-by-mail  games. The earliest implementations of online PBM games (aside from their manifestation as play-by-email games) were BBS âDoorâ games . Trade Wars is probably one of the most famous; and I wrote a game in this market called Space Empire a long  time ago. A lot of these play-patterns are similar to what youâll find in current Web-based and social-network games. Over this entire period of time, board games were also getting more sophisticatedâspurred by the Spiel des Jahres  competition in Germany, which popularized games like The Settlers of Catan . Games that originally emerged in the hobby gaming market (such as Magic: the Gathering ) laid the groundwork for virtual economies by showing that elements of games could be collected, traded and derive value from the intersection of their scarcity and utility. Most early MMORPGs built business models around subscription rather than virtual goodsâwhich caused secondary markets to emerge for trading in items. Today, many games in the Free-to-Play (F2P) market have turned this on its head, by making virtual goods the way the game publisher monetizes; because this has become such a good way to attract players and monetize attention, this has become âtheâ business model of current social network games. Likewise, virtual reward systems and metagames such as the Xbox Live Achievement system prefigured the underlying mechanic of Foursquare and Music Pets. The current social network game market is the confluence of several big trends: social gameplay, along with asynchronous play patterns and a virtual-goods business model that has been shaped by market forces. Weâre only at the beginning of seeing how far we can take the genre. Itâs my belief that the next wave of games will draw upon many of the elements weâve seen work in the past: great storytelling, challenging decision-making and a sense of tribal belongingness that surrounds popular games.