l23 playing games
DESCRIPTION
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do. In this lecture we explore some of the elements of gamification. We will also look at casual games and multiplayer games, player types and player emotions.TRANSCRIPT
Lecture L23 PLAYING GAMES
Games are the most powerfulforce in the world
Games are universal
Games are everywhere
The on-line world is part of growing up
Digital natives are g a m e natives
The Net Gen wants entertainment and play in their work, education and social life
The Net Gen has need for speed – not just in video games
The Net Gen has need for speed – not just in video games
On-line digital world is also changing older generations
Why should we stop playing when wegrow up?
Casual Games
Casual Games
9 billion hours / year
Pictures from PopCap
Source: IGDA 2008-2009 Casual Games White Paper
Simple
EasyAddictive
50+ hours
Short
Low barrier
9 billion hours / year
SOCIAL GAMES
players compete withother players
role playing
MMORPG
Source: IGDA 2008-2009 Casual Games White Paper
Source: The online computer and video game industry (OECD Report) The MMORPG Top List
Thousands of players
Roles and responsibility
Continuity and progress
MMORPG
VIRTUAL STUFF
Tom Chatfield 7 ways video games engage the brain
(2010)
90+ million monthly active users
worth 8 billion USD
MOBILE GAMES
Image: business insider
MOBILE GAMES
With iOS and Android, mobile game industry has exploded !
Fastest growing segment
0"
10000"
20000"
30000"
40000"
50000"
60000"
2012" 2013" 2014" 2015"
VIDEO&GAME&MARKET&REVENUE&
Video"Game"Console"
Handheld"Video"Games"
Mobile"Games"
PC"Games"
Millions USD
Source: Gartner
Downloads (Revenue Per Download - $5-$30)
Ad-supporterd, advergame (Ad Revenue)
Subscription (Annual / Monthly Fees)
High BarrierHigh Barrier
Low Barrier
Low Barrier
Skill (Fees)
Audi
ence
Size
Revenue Models
The 90-9-1 RuleIn social communities, 90% of the users don’t contribute
In gaming 90% play for free but are needed so the community works
90% Play for free
9% Pay for added value
1% Pay for anything
Gamification of Life, the Universe and Everything
http://ellahelga.blog.is/blog/ellahelga/image/953139/
http://ellahelga.blog.is/blog/ellahelga/image/953139/
http://ellahelga.blog.is/blog/ellahelga/image/953139/
Gamification
Gamification is the process of using game thinking and mechanics to engage audiences and solve problems
Games are the most powerfulforce in the world
Games are the most powerful motivation to influence behavior
How can we use
game dynamics tochange the real world?
Too many cars…
Too many parking spaces… waste of space
20,7 circles around the world
game dy•nam•ics
Techniques used by game designers to make games fun and addictive
lederboard
progression
Influence and status
GAMIFICATION
Gabe Zichermann: How games make kids smarter (2010)
Why should we take gamesseriously?
!
Clearly people are wasting time
The time people have spent playingWorld of Warcraft is5,93 million years
Evolution of man took
5,93 million years
Each week we spend
3 billion hours playing computergames
At the age of 21 people have spent
10.000 hours
playing computer games
Compulsory school is
10.000
hours
Real life can be so boooooring
WHY ARE GAMES SO POWERFUL?
Gabe Zichermann: How games make kids smarter (2010)
REALLY? GAMES DO WHAT?
Daphne Bavelier: Your brain on video games (2012)
“ ... people who play action games far outperform the people who don’t”
- Green and Bavelier’s experiment
Better in problem
solving
Better in unknown
situations
Better in exploring
new options
Track more objects
Better in monitoring
cluttered world
Better at processing
visual stream of
information
AND THIS MEANS?
Gabe Zichermann: How games make kids smarter (2010)
Play more games!
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