latitude 42 study: the future of gaming

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    PEOPLE CONNECTED42

    THE FUTURE OF GAMING is one installment of Latitude 42s, an ongoing series of

    innovation studies which Latitude, an international research consultancy, publishes

    in the spirit of knowledge-sharing and opportunity discovery for both established

    companies and emerging entrepreneurs.

    Photo by Arteact Group

    THE FUTURE OF GAMINGA Portrait o the New Gamers

    Summer 2011

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    In 2011, Latitude set out to prole the new

    gaming landscape by conducting a Web survey

    amongst 290 smartphone owners who sel-iden-

    tied as at least casual gamers, with nearly hal

    labeling themselves game enthusiasts.1 Par-

    ticipants were ages 15-54, with an equal 50/50gender split. Nearly three-quarters considered

    themselves technologically ahead o the curve,

    and 84% use social media at least several times

    per week. More than two-thirds expect to be

    gaming even more over the next ew years.

    Latitude also conducted a series o in-depth in-

    terviews with both game makers and game en-

    thusiasts or a deeper-dive investigation into the

    psychology o gaming and opportunities or the

    uture. For interview content, see Te Future

    o Gaming video documentary: http://vimeo.

    com/28065109

    1Smartphone ownership was a criterion or sur-

    vey participation, but engagement with mobile

    games was not. See inographic on page 4 or

    gaming platorms preerred by participants.

    2Only select interviewees are pictured above.

    From let to right: Buster Benson, Jack Graham,

    Amber Cyr, Michael Critz, Dan Robles.

    WE ASKED A FEW HUNDRED GAMERS AND GAME MAKERS,

    WHAT SHOULD THE FUTURE OF GAMING LOOK LIKE?

    THE FUTURE OF GAMING

    2

    METHOD OF STUDY:

    EXPERT INTERVIEWS

    QUANTITATIVE PROFILING

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    OURQUESTIONS

    3

    1. Why are more people gaming now than ever

    beore, and who are tomorrows gamers?

    2. How will technology continue to bring games

    out o the screen and into the oine world,

    and what are the resulting opportunities or

    companies across industries?

    3. Can games motivate positive change or

    both individuals and society at large?

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    VISIT US AT WWW.LATD.COMTHE FUTURE OF GAMING 4

    * Smartphone ownership was a requirement to participate. is graphic is based on

    findings from e Future of Gaming study. Latitude's profile of e New Gamers is not

    intended to be representative of the current landscape; it is intended to showcase anemergent demographic and related opportunities in games and technology development.

    No Device

    12%

    To Achieve

    Personal Goals

    47%

    To Socializeor Meet New

    People

    56%

    Smartphone

    81%

    Tablet

    36%

    84%use social media at least

    several times per week

    To Do More Goodfor Society

    24%

    HandheldGaming Device

    48%

    Desktop

    62%

    95% For Enjoyment or Relaxation

    Laptop76%

    Game Console

    80%

    Preferred Gaming Platforms

    e stereotype of the reclusive gamer is outdated. ese days, games are everywhere, and gamers are social,

    tech-savvy, goal-oriented people with a real drive to improve themselves and the world around them.

    Motivations for Gaming

    THE FUTURE OF GAMING VISIT US AT WWW.LATD.COM LICENSED UNDER CREATIVE COMMONSATTRIBUTION-NONCOMMERCIAL-SHAREALIKE

    WHO ARE THE NEW GAMERS?

    UNTETHERED

    THE NEW

    GAMERS ARE...

    SOCIAL

    FUN AND GOAL-ORIENTED

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    Today: a Mobile RealityTanks to portable, connected devices like smartphones and

    tablets, gaming anywhere and anytime is now second na-

    ture to many people. As a result, people expect that online

    games will continue to move out o the traditional screen en-

    vironment, blending seamlessly with the real world in new

    and engaging ways that go beyond just checking in with

    apps like Foursquare and SCVNGR.

    Tomorrow: Physical World as Platform

    Eager to get beyond their smartphone screens, gamers are ac-

    tively seeking new levels o interactivity, more intuitive inter-

    aces (e.g., gestural or telepathic controls), and personaliza-

    tion o the physical world that mirrors whats possible online.

    Future games should register and respond to people as they

    exist in the oine world, which may mean using a players lo-

    cation, mood or stress level as metrics in a game, or allowing

    players to overlay virtual environments or inormation ontotheir actual surroundings, as with augmented reality.

    HOW WOULD YOU LIKE TO INTERACT

    WITH GAMES IN THE FUTURE?

    Id like if I could take actionin games bygesturing

    or moving my body.

    Id like to seevirtualenvironments or digital content

    overlaid onto the real world.

    Id like a game that automaticallysenses and reacts to my mood

    or bodily state.

    I'd like it ifobjects could sense

    when I'm interacting with them,and register that online or conveythat information to other objects.

    56%

    71%

    44%

    53%

    38%43%

    Id like a game that I couldinteract with just bythinking.

    Id like to see more location-awaregames that register when

    Im at a certain place, or neara certain person.

    THE FUTURE OF GAMING LICENSED UNDER CREATIVE COMMONS

    ATTRIBUTION-NONCOMMERCIAL-SHAREALIKE

    INSIGHT

    GAMES GO

    BEYOND THE

    SCREEN

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    INSIGHT

    LIFE BECOMES

    PLAY

    Make Me Better

    Over two-thirds o participants now view games as a medium or sel-improvement. Women were

    more likely than men to want games that would help them achieve personal goals; specically, they

    tended to request games that would assist with personal wellness and learning.

    But Meet Me Where I Am

    Games should oer players added incentive to do things they want or need to accomplish anyway, not

    rope them into taking actions that arent personally meaningul. More than 90% requested games that

    t into their daily lie activities, such as exercising or running errands, and hal wanted to gamiy bor-

    ing or repetitive tasks. Chromaroma, a public transit game allowing riders to earn points or distance

    traveled, makes taking the bus more un while encouraging eco-riendly choices and local discovery.

    THE FUTURE OF GAMING

    6

    There are games like Health Month that you dont just play or 5 minutes;youre always playing them. Theyre inused in your daily lie. The world

    becomes the game board. Youre not playing on your phone; youre using

    your phone to help you play.Buster Benson, CEO o Health Month

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    INSIGHT

    SOCIAL MATURES

    INTO SOCIETAL

    Xbox is My Generations Golf

    oday, games are social networks in themselves, providing

    opportunities or people, locally and remotely, to participate

    in meaningul, shared experiences. More than hal o partic-

    ipants wanted to see games that do a better job o connect-ing people in new waysincluding ace-to-ace interactions.

    Tree in our people said they would be more interested in

    getting to know their neighbors i local meet-ups incorpo-

    rated games (such as team challenges or scavenger hunts).

    Games for Change

    However, social gaming can mean more than just having

    un with riends; it can leverage the power o communities

    to tackle important issues on a signicant scale. More than

    4 in 5 people agree that games, i executed well, can create

    positive change in the world, and 96% said they would like to

    see more games geared toward this objective. aking advan-

    tage o new possibilities in technology and storytelling, proj-

    ects like the World Bank Institutes alternate reality game,

    Evoke, have shown that games can have a tangible eect on

    individual behaviors that impact society at largerelating

    to sustainability, civic engagement, and awareness o globalissues like healthcare, poverty, or social injustices.

    WHERE WOULD YOU LIKE TO SEE

    MORE GAMES APPLIED?

    Learning & Education

    Social Connectivity

    Environmental Issues& Sustainability

    Personal Wellness& Healthcare

    72%

    75%

    52%

    56%

    33%47%

    Economic Issues& Financial Planning

    Government& Civic Engagement

    THE FUTURE OF GAMING LICENSED UNDER CREATIVE COMMONS

    ATTRIBUTION-NONCOMMERCIAL-SHAREALIKE

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    omorrows gamers are more than reclusive basement-dwell-

    ers or casual gamers seeking bite-sized escape and un.

    Tey are dynamic, social, and interested in applying elements

    o play to the world around them. Tis creates opportunities

    or companies across industries to reach users in new ways. A

    few best practices to keep in mind:

    BE ORGANIC. Follow your users leads, see what they

    value, and build game elements around the negotiations or

    exchanges they may naturally be initiating with each other or

    with your brand.

    PLAY TO PROGRESS.Games neednt be just a source o re-laxation or escapism; to add lasting value, give people an op-

    portunity to achieve real goals, learn new things, and even

    get undesirable tasks donenot to mention, track and share

    their progress along the way. In many cases, achieving a

    meaningul, personal goal is the reward or playing.

    MAKE SOCIAL A MEANS, NOT AN END. Social gaming

    isnt new; whats new is the way shared experiences are moti-

    vating individual behavior oineoten or the collective

    good. Games arent just a place where social interactions play

    out; more and more, they are the catalyst or orming new

    social ties around a common interest across remote distances

    and, increasingly, or mobilizing local communities.

    FOR ADS, CONTEXT MATTERS. Advertising can work in

    a variety o ways within games: as sponsorships, placements,

    interactive ads, and so on. However, its key that they relate

    and, ideally, add valueto the experience game players in-

    tend to have in the rst place.

    IMPLICATIONS

    The real disruptors are likely to be those who use

    gamication as a signicance-amplier, as a tool to help

    people achieve durable, tangible gains that are difcult,

    challenging, or downright impossible otherwise.

    Umair Haque, Unlocking the Mayor Badge o Meaninglessness

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    THE FUTURE OF GAMING

    VISIT US AT WWW.LATD.COMTHE FUTURE OF GAMING 10

    Latitude is an international research consultancy helping clients

    create engaging content, sotware and technology that harness

    the possibilities o the Web.

    To learn more about working with Latitude, contact:

    Ian Schulte / Director o Tech & Business Development / [email protected]

    A thought-provoking portrait o game makers and game enthusiasts,

    this video documentary serves up resh perspectives on how games have

    evolved, and who exactly is playing todayor will be tomorrow. Tis mini-eature was lmed and compiled in conjunction with Te Future o Gam-

    ing survey, oering insider takes on gaming drivers, dos and donts or

    game makers, and possible uture opportunities in games and technology

    development. Available in HD on Vimeo.

    http://vimeo.com/28065109

    Lead Researcher: Natalie Stehfest, Senior Research Analyst

    Video Director: Dan Hemmerly-Brown, Innovation Engineer

    Kim Gaskins, Director o Content Development

    Neela Sakaria, Senior Vice President

    Steve Mushkin, President

    For press inquiries, contact: Kim Gaskins / [email protected]

    Currently in progress, this study is designed to investigate user

    expectations and uture desires around storytelling, both c-

    tion and non-ction, across platorms and in the real world. Itwill identiy core elements o good storytelling and possibili-

    ties or new oerings in content, advertising, and technology.

    http://bit.ly/utureostorytelling

    A Video Portrait o the New Gamers Upcoming Latitude 42 Study: Te Future o Storytelling

    Tis study was prepared by:

    http://bit.ly/futureofstorytellinghttp://bit.ly/futureofstorytelling