2. About me
• Programmer
• Game creator
• Businessman
• Entrepreneur
• Playfuel
• Tenshi Ventures Productions
• Tenshi Consulting
3.
4. History 1972 - 2009
Console Generations
1 Magnavox Odyssey Home computer
2 Atari 2600
Mobile first generation (J2ME)
3 NES
PC online
4 Megadrive
5 PlayStation Handheld
6 PlayStation 2
7 Xbox 720
5. The World Changed
1 Mobile 0.99c mobile games
2 Social Freemium
3 Browser / Online
4 Tablet
6. • 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.
7. 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
8. 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
10. 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”
19. Bridging the virtual divide
• Sharing
• Rewards
– Badges
• Leveling up
– Becoming the mayor
• Explore
• Pairing virtual rewards
with real activities
20. 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
24. A vision of the future
MetaGame Black Mirror : 15 Million Merits
Published November 9th 2010
by AmazonEncore
25. References
TED talks :
Jane McGonigal: Gaming can make a better world
Gabe Zichermann: How games make kids smarter
DICE talk:
Jesse Schell : When Games Invade Real Life
First 35+ years games industry very isolatedTypical picture spotty 15 year old boy playing solo in a bedroomMid ‘90’s online/casual signified coming change
Economic crashProliferation of new open platforms and business modelsFacebook/ Twitter
15 year old in 1990 = 37 today
Desire to act immediately to tackle an obstacle combined with belief of reasonable hope of successSocial fabric – hours online build up collaborative trustBlissful productivity – gamers work hard (10’s hours / week)
Gabe ZichermannTeenagerfacebookfriends >1000Xmas 2011 network traffic went up during pillar TV shows for the first time as three screen became a reality
Weight watchers – points systemCity peaks – sensors everywhereMrPai (AnanarthPai, 3rd grade teached massively improved maths performance by introducing DS games and gamification to the classroom)
Intrinsic Motivators -> deeperengagement1.8m+ use Nike+Challenge and reward, but most people motivated by sharing
Very simple reward systemsDo not engender loyalty and could use gamification techniques much better
Virtual rewards
Gaining sufficient points / achievements to reach a new level