L23 Playing Games
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Transcript of L23 Playing Games
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Lecture L23 PLAYING GAMES
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Games are the most powerfulforce in the world
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Games are universal
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Games are everywhere
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The on-line world is part of growing up
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Digital natives are g a m e natives
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The Net Gen wants entertainment and play in their work, education and social life
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The Net Gen has need for speed – not just in video games
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The Net Gen has need for speed – not just in video games
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On-line digital world is also changing older generations
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Why should we stop playing when wegrow up?
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Casual Games
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Casual Games
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9 billion hours / year
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Pictures from PopCap
Source: IGDA 2008-2009 Casual Games White Paper
Simple
EasyAddictive
50+ hours
Short
Low barrier
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9 billion hours / year
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SOCIAL GAMES
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players compete withother players
role playing
MMORPG
Source: IGDA 2008-2009 Casual Games White Paper
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Source: The online computer and video game industry (OECD Report) The MMORPG Top List
Thousands of players
Roles and responsibility
Continuity and progress
MMORPG
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VIRTUAL STUFF
Tom Chatfield 7 ways video games engage the brain
(2010)
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90+ million monthly active users
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worth 8 billion USD
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MOBILE GAMES
Image: business insider
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MOBILE GAMES
With iOS and Android, mobile game industry has exploded !
Fastest growing segment
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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
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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
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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
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Gamification of Life, the Universe and Everything
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http://ellahelga.blog.is/blog/ellahelga/image/953139/
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http://ellahelga.blog.is/blog/ellahelga/image/953139/
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http://ellahelga.blog.is/blog/ellahelga/image/953139/
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Gamification
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Gamification is the process of using game thinking and mechanics to engage audiences and solve problems
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Games are the most powerfulforce in the world
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Games are the most powerful motivation to influence behavior
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How can we use
game dynamics tochange the real world?
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Too many cars…
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Too many parking spaces… waste of space
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20,7 circles around the world
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game dy•nam•ics
Techniques used by game designers to make games fun and addictive
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lederboard
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progression
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Influence and status
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GAMIFICATION
Gabe Zichermann: How games make kids smarter (2010)
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Why should we take gamesseriously?
!
Clearly people are wasting time
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The time people have spent playingWorld of Warcraft is5,93 million years
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Evolution of man took
5,93 million years
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Each week we spend
3 billion hours playing computergames
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At the age of 21 people have spent
10.000 hours
playing computer games
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Compulsory school is
10.000
hours
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Real life can be so boooooring
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WHY ARE GAMES SO POWERFUL?
Gabe Zichermann: How games make kids smarter (2010)
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REALLY? GAMES DO WHAT?
Daphne Bavelier: Your brain on video games (2012)
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“ ... people who play action games far outperform the people who don’t”
- Green and Bavelier’s experiment
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Better in problem
solving
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Better in unknown
situations
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Better in exploring
new options
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Track more objects
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Better in monitoring
cluttered world
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Better at processing
visual stream of
information
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AND THIS MEANS?
Gabe Zichermann: How games make kids smarter (2010)
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Play more games!
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Coming up...Future Trends