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