fun and games for profit

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Invited Talk. Mobile Monday Meetup on Gamification

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MOTOROLA and the Stylized M Logo are trademarks or registered trademarks of Motorola Trademark Holdings, LLC. All other trademarks are the property of their respective owners. © 2011 Motorola Mobility, Inc. All rights reserved.

Social TV : Fun & Games for Profit Venu Vasudevan Betaworks Motorola Mobility

Betaworks Mobile Monday, Jan 2012 2 Page

This talk ..

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cross product of two ‘trending’ topics ..

Betaworks Mobile Monday, Jan 2012 3 Page

Motorola Mobility

© 2011 Motorola Mobility, Inc.

Strong Android product lineup ..

Video Solutions..

Betaworks Mobile Monday, Jan 2012 4 Page

Motorola Mobility

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+ Converged So'ware & Solutions..

Betaworks Mobile Monday, Jan 2012 5 Page

Me

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Scalable Dist systems. Architected largest network management system

Mobile Media. Work led to first business with dominant Japanese operator in 15 years

Converged (TV+ mobile). ‘Pioneered’ the concept |business of dual-screen TV within Motorola

Betaworks Mobile Monday, Jan 2012 6 Page

This talk ..

•  Social TV. Draw users into the storytelling and media experience

• Gamification. Meld Gameplay to drive greater quantity and quality of user participation in Social TV

• Gamification ain’t the only ‘Game’ in TV. Game Principles x TV Games x TV

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where’s the mobile bit

Betaworks Mobile Monday, Jan 2012 7 Page

TV : Past ..

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good, but asymmetric media experience

expensive investment sparse analytics

Betaworks Mobile Monday, Jan 2012 8 Page

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Social TV

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Web (video) : Social from the get-g0

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Use

r Act

ion

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Web (video) : Social from the get-g0

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Use

r Act

ion

User Value. Sensemaking. Risk. Veracity Belonging. Relevance

Betaworks Mobile Monday, Jan 2012 11 Page

Web (video) : Social from the get-g0

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TV .. not so much

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Social TV. Adopt n’adapt social verbs to TV

1/20/12

© 2011 Motorola Mobility, Inc. - Internal Confidential

User trend for ‘offline’ Social TV – early | emergent

Adapting to divided attention | shared viewing

Betaworks Mobile Monday, Jan 2012 13 Page

Social TV. Adopt|adapt social verbs to TV

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sport team player mojo events

1-screen ‘inlining’ technically doable realization sub-optimal

Betaworks Mobile Monday, Jan 2012 14 Page

Pervasive Dual-Screen TV Watching

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85%

25%

7%

7%

1%

While TV Program is on

During TV Ad Breaks

Wait until Show is Over

Pause TV to use the Net

Other

Source. Yahoo Advertising Solutions (2011)

Source: Nielsen Cross-Platform Panel – 2010

Compelling interactivity on mobile | tablet - familiar s/w platform - rapid industry iteration

Betaworks Mobile Monday, Jan 2012 15 Page

Mass participation needed to get beyond ‘Field of Dreams’

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Low participation = talking to yourself = low user gratification

Low participation = uneven analytics insights = low business capacity for analytics based services ✗

✗ 2nd screen

gam

ifica

tion

more people

more

eng

aged

User benefit ∞ Volume of participation ✖ Quality of

contribution

Betaworks Mobile Monday, Jan 2012 16 Page

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.. and speaking of Gamification

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Gamification = use of game design

techniques and mechanics

to

solve problems & engage audiences.

Betaworks Mobile Monday, Jan 2012 18 Page

1/20/12 © 2011 Motorola Mobility, Inc.

Gamification = use of game design

techniques and mechanics

to

solve problems & engage audiences.

Badges Achievement Levels

Leader Boards Progress meters

Awards trade|redeem|gi'

User-user challenges Embedded casual

games

Betaworks Mobile Monday, Jan 2012 19 Page

Gen 1 : Gamified Services

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‘work’ hard | get badge

Source. Sebastien Deterding

Betaworks Mobile Monday, Jan 2012 20 Page

Real-world user data real-world rewards -  Badges alone inadequate -  Burn feeds Earn -  ‘Rewards’ consistent with intrinsic motivation

Betaworks Mobile Monday, Jan 2012 21 Page

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Some exchanges that work ..

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SeekingAlpha | Finance

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social

personal

Motivation = $ Reward = $

Betaworks Mobile Monday, Jan 2012 23 Page

StackOverflow| So'ware

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Motivation = cred & ‘self actualize’

Reward = powers that come with reputation

Betaworks Mobile Monday, Jan 2012 24 Page

USA Networks | Media

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Motivation = - deeper|unique engagement with program - special status

Reward = Status + merchandise + Select access

Source. Jesse Redniss

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USA Networks | Media

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Real spend. 6000 pieces of Merchandise

Real ‘returns’. 65K registrants, 25K app installs 40% li' in 18-34 demo

Source. Jesse Redniss

Betaworks Mobile Monday, Jan 2012 26 Page

.. Optimizing reward spend & business value generated

Cone of reality

value of human analytics

Spen

d ($

or

equi

vale

nt)

Utopia

Naïve & ineffective

Betaworks Mobile Monday, Jan 2012 27 Page

From Core Principles to System Design

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TV | Web Video

Designing engagement within constraints of the experience ..

Volume of participation

UGC for better VoD recommendation

Source. Drew Davidson(CMU)

Betaworks Mobile Monday, Jan 2012 28 Page

Some ongoing directions of work ..

© 2011 Motorola Mobility, Inc.

Attention preserving interaction

Frictionless participation ‘eyes free’|glanceable interfaces - gesture | shake - touch (no look) prone device - ‘smart actions’ | contextual completion - virtual Aaron Rodgers dance ..

Betaworks Mobile Monday, Jan 2012 29 Page

Some ongoing directions of work ..

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Attention preserving interaction

Personalized

One size fits all

Cone of reality

Frictionless participation

Individualized value

value of human analytics

Spen

d ($|vi

rtua

l)

Betaworks Mobile Monday, Jan 2012 30 Page

Some ongoing directions of work ..

© 2011 Motorola Mobility, Inc.

Attention preserving interaction

Frictionless participation

Individualized value

- wish list --> Infer optimal reward? - relative user willingness & ‘conversion value’ across verbs (like vs comment) -  auto-matching reward cadence to user (e.g. fewer, bigger?) -  perceptions of progress & distance

Betaworks Mobile Monday, Jan 2012 31 Page

Last but not least ..

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Where do ‘second screen’ games fit Games as a Gamification construct

demographic

game design

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In Summary ..

• Gamification promising in: –  rejuvenating the repetitive (e.g. Socialization around TV) –  using social periphery to motivate willing participants

• User benefit are both direct (e.g. fun) and indirect (e.g. better recommenders)

• Benefits accrue only with critical mass of participation

• Achieving critical mass is a tractable techno-business proposition

1/20/12 © 2011 Motorola Mobility, Inc.

Betaworks Mobile Monday, Jan 2012 33 Page

Questions?

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Credits. Nitya Narasimhan (Twitter. @nitya)

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