15. An advergame is not a TV spot
• Games are rubbish at customer ACQUISITION
• They are great at customer RETENTION
• They can complement an acquisition campaign, not
replace it
16. Marketing budget >= dev budget
Development budget:
$50 m
Launch budget:
$200 m
18. Some examples
• A novel set in the world of a PS3 game
• An alternate reality game designed to promote a movie
• A kids business that makes a show to sell the books, the
CD, the colouring book, the toys (veering into
merchandising)
• But they are so often misconceived
21. What games do
• Games are great at customer retention, customer
engagement, customer monetisation
• They are rubbish at customer acquisition
• It breaks my heart that we build disposable transmedia
games when it is not the strength of the medium
22. In-game advertising =
a (largely discredited) attempt to bring
television-style advertising to big-budget
games
24. In-game advertising was going to be the
next big thing
• Massive, IGA, Double Fusion
• Games are big and growing. The market was going to be
huge
• But:
• Only some games are suitable
• Volumes too low
• Advertisers and developers made uneasy bedfellows
• Social media and social games are frankly better
• Massive = bought by Microsoft for $400m in 2006; shut
down in 2010
27. Brands are not game makers
• Making games is tough
• 40 years of experience
• Business model, distribution, audiences, genres changing
• Do you really want to make a game?
32. Rule 2: Did it work?
• What’s the point of gamifying if you don’t what it aims to
achieve?
• To gamify successfully:
• Write down three things you want to achieve by gamifying
• Make them measurable
• Hand the list to whoever is going to gamify and ask for help
34. Rule 3: Remember the basics
• You win races by tacking
better, not advanced
tactics
• You satisfy customers by
giving them what they
want and need easily and
efficiently
• Your customers don’t care
about buzzwords
• Make your site work
before you gamify
40. Rule 10: change your attitude
• Spend 50% of your marketing budget after launch
• Once you start, never stop
41. The ten rules – in summary
• You’re not making a game
• Put your house in order first
• Think about ALL your customers, not just the ones that
are like you
• If you have a gamification project, not a gamification
process, it won’t work.
42. Thank you
nicholas@gamesbrief.com
http://www.gamesbrief.com/2011/03/the-ten-
rules-of-gamification/
Buy my books
45. Achievers
• Points, levels, trophies and stuff
• Competition “with yourself”
• Who “gamification” was made for
• Xbox Live Achievements
• Levelling up
• Grind
• Achievers want elite status, and to show it off
46. Explorers
• Search
• Explore
• Take time
• Discover
• Transmedia-friendly
• Explorers want to go where no one else has gone and
know what no one else knows
48. The Player Interest Graph
ACTING
Killers: 23% Achievers: 21%
PLAYERS WORLD
Socialisers: 25% Explorers: 29%
INTERACTING
49. Everyone is a bit of everything
• My BARTLE TEST results
• Explorer (EAS)
• Explorer: 80%
• Achiever: 73%
• Socializer: 47%
• Killer: 0%
• http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology