tenshi gamification for gamers march 2012
TRANSCRIPT
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About me
• Programmer• Game creator• Businessman• Entrepreneur
• Playfuel• Tenshi Ventures Productions• Tenshi Consulting
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History 1972 - 2009
Console Generations1 Magnavox Odyssey2 Atari 26003 NES4 Megadrive5 PlayStation6 PlayStation 27 Xbox 720
Home computerMobile first generation (J2ME)PC onlineHandheld
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The World Changed
1 Mobile2 Social3 Browser / Online4 Tablet
0.99c mobile gamesFreemium
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• The average gamer is 37 years old and has been playing for 12 years.• Twenty-nine percent of game players are over the age of 50.• Eighty-two percent of gamers are 18 years of age or older.• Forty-two percent of all players are women and women over 18
years of age are one of the industry's fastest growing demographics.• Today, adult women represent a greater portion of the game-playing
population (37 percent) than boys age 17 or younger (13 percent).• Sixty-five percent of gamers play games with other gamers in person.• Fifty-five percent of gamers play games on their phones or handheld
device.• Sixty-eight percent of parents believe that game play provides
mental stimulation or education.
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Why are Gamers different
• 1 billion gamers• Think and work in a genuinely different way– Goal focused– Expectation of success– Socially task focused– Socially competitive (Achievements)– Blissfully productive
• Empowered, networked, hopeful individuals
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Generation G
• Primary source of entertainment is Games • 126+ million millennials– Constantly Seeking Novelty– Hyper networked• Grown up with a social graph
– Multitasking• multi screen
– Reshape society
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What is Gamification?
“Gamification is the use of game design techniques[1] and mechanics to enhance non-games”
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What is Gamification?
“Gamification is the use of game design techniques[1] and mechanics to enhance non-games”
“Adaption / adoption of game thinking and mechanics to engage gamers in non-game environments and solve problems”
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Gamification mechanics
• Competitiveness (male)• Collaboration (female)• Exploring• Sharing • Rewards• Achievements / Leveling up• Positive reinforcement loops• Adaptive difficulty
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Competitiveness
• Weightwatchers• Brain Training– Brain Age
• Wii Fit• City Peaks– Office Stair Hikes– RFID / Oyster cards
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Sharing
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Reward
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Reward
• Ford SmartGauge• Virtual Pet
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Leveling Up
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Positive feedback loop
• Stockholm, Sweden• Speed Camera Lottery• Prizes funded by speeders
Average speed32 km/hr -> 25 km/hr
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Involvement
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Bridging the virtual divide
• Sharing• Rewards– Badges
• Leveling up– Becoming the mayor
• Explore• Pairing virtual rewards
with real activities
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Lessons learnt from the digital world
• Measure or Die– Metrics and Analytics– Measure everything– Release MVP and iterate– AB test– Games as a service
• Virality / Social graph• Engaging with community– Cross Promotion
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The next generation
ConsoleWiiU / Xbox 720 / PS4Cloud / Streaming
MobileBrowserIPTVSocial
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The next generation
Everything online Sensors everywhere
CamerasNearfieldWifi/cell/GPSAugmented Reality
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Migration to Virtual Worlds
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A vision of the future
MetaGame Black Mirror : 15 Million Merits Published November 9th 2010 by AmazonEncore
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References
TED talks :Jane McGonigal: Gaming can make a better worldGabe Zichermann: How games make kids smarter
DICE talk:Jesse Schell : When Games Invade Real Life