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Gamification for Gamers

      Jonathan Newth
   jonathan@tenshi.co.uk
About me

•   Programmer
•   Game creator
•   Businessman
•   Entrepreneur
    • Playfuel
    • Tenshi Ventures Productions
    • Tenshi Consulting
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
The World Changed




1   Mobile                       0.99c mobile games
2   Social                       Freemium
3   Browser / Online
4   Tablet
•   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.
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
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
What is Gamification?
“Gamification is the use of game design
techniques[1] and mechanics to
enhance non-games”
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”
Gamification mechanics
•   Competitiveness (male)
•   Collaboration (female)
•   Exploring
•   Sharing
•   Rewards
•   Achievements / Leveling up
•   Positive reinforcement loops
•   Adaptive difficulty
Competitiveness
• Weightwatchers
• Brain Training
  – Brain Age
• Wii Fit
• City Peaks
  – Office Stair Hikes
  – RFID / Oyster cards
Sharing
Reward
Reward




• Ford SmartGauge
• Virtual Pet
Leveling Up
Positive feedback loop




• Stockholm, Sweden           Average speed
• Speed Camera Lottery        32 km/hr -> 25 km/hr
• Prizes funded by speeders
Involvement
Bridging the virtual divide
• Sharing
• Rewards
  – Badges
• Leveling up
  – Becoming the mayor
• Explore
• Pairing virtual rewards
  with real activities
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
The next generation
Console
 WiiU / Xbox 720 / PS4
 Cloud / Streaming
Mobile
Browser
IPTV
Social
The next generation
Everything online
Sensors everywhere
Cameras
Nearfield
Wifi/cell/GPS
Augmented Reality
Migration to Virtual Worlds
A vision of the future




MetaGame                         Black Mirror : 15 Million Merits
Published November 9th 2010
by AmazonEncore
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
Contact
Jonathan Newth
jonathan@tenshi.co.uk
m: +44 7771 558545


www.tenshiconsulting.com
www.tenshiventures.com

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Tenshi gamification for gamers march 2012

  • 1. Gamification for Gamers Jonathan Newth jonathan@tenshi.co.uk
  • 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
  • 9. What is Gamification? “Gamification is the use of game design techniques[1] and mechanics to enhance non-games”
  • 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”
  • 11. Gamification mechanics • Competitiveness (male) • Collaboration (female) • Exploring • Sharing • Rewards • Achievements / Leveling up • Positive reinforcement loops • Adaptive difficulty
  • 12. Competitiveness • Weightwatchers • Brain Training – Brain Age • Wii Fit • City Peaks – Office Stair Hikes – RFID / Oyster cards
  • 17. Positive feedback loop • Stockholm, Sweden Average speed • Speed Camera Lottery 32 km/hr -> 25 km/hr • Prizes funded by speeders
  • 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
  • 21. The next generation Console WiiU / Xbox 720 / PS4 Cloud / Streaming Mobile Browser IPTV Social
  • 22. The next generation Everything online Sensors everywhere Cameras Nearfield Wifi/cell/GPS Augmented Reality
  • 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
  • 26. Contact Jonathan Newth jonathan@tenshi.co.uk m: +44 7771 558545 www.tenshiconsulting.com www.tenshiventures.com

Hinweis der Redaktion

  1. Term Gamification massively hyped
  2. 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
  3. Economic crashProliferation of new open platforms and business modelsFacebook/ Twitter
  4. 15 year old in 1990 = 37 today
  5. 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)
  6. Gabe ZichermannTeenagerfacebookfriends >1000Xmas 2011 network traffic went up during pillar TV shows for the first time as three screen became a reality
  7. Bartlesfour player types (Acheivers / Explorers / Socializes / Killers)Points, Badges, Levels, Leader Boards Virality
  8. Weight watchers – points systemCity peaks – sensors everywhereMrPai (AnanarthPai, 3rd grade teached massively improved maths performance by introducing DS games and gamification to the classroom)
  9. Intrinsic Motivators -> deeperengagement1.8m+ use Nike+Challenge and reward, but most people motivated by sharing
  10. Very simple reward systemsDo not engender loyalty and could use gamification techniques much better
  11. Virtual rewards
  12. Gaining sufficient points / achievements to reach a new level
  13. Positive reinforcement loophttp://www.wired.com/gadgetlab/2010/12/swedish-speed-camera-pays-drivers-to-slow-down/
  14. Gamification of fundraisingOver $3m (initial target 400k) / Tim Schafter 70k twitter followersPledgers get something back
  15. Poster child for gamificationUse almost every mechanic effectivelyTrinity of Social<>Mobile<>Location