The Rise of the Happiness Brands

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1 The Rise of the Happiness Brands JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE

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How to harness the real power of games and alternate realities to make life more engaging.

Transcript of The Rise of the Happiness Brands

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The Rise of the Happiness Brands

JANE MCGONIGAL, PhD INSTITUTE FOR THE FUTURE

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© 2005 Institute for the Future. All rights reserved.

SR-1108 | © 2007 Institute for the Future. All rights reserved.

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What humans crave:1. satisfying work to do

2. the experience of being good at something

3. time spent with people we like

4. the chance to be a part of something bigger

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The Quality of Life Index

The Happy Planet Index

“Gross National Happiness”

Subjective Life Satisfaction

The Canadian Index of Well-Being

World’s Most Livable Cities

The Vanderford Riley Well Being Schedule

The Authentic Happiness Inventory

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A future forecast (2013):

the rise of the happiness brands

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Quality of life becomes the primary metric for evaluating ALL consumer brands, services, environments, and experiences.*

*see TARA HUNT – “Happiness is your new business model”

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Positive psychology is increasingly a principal, explicit influence on interactive design and development.

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Communities form around different visions of a real life worth living.

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A brand is defined by how great an increase in real happiness, or well-being it generates –

because happiness is the new capital.

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So: Are you in the happiness business?

YES YOU ARE!!!

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But how do we invent interactive systems that

generate happiness?

What we need to become next:

happiness engineers.

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Games work better.1) Better instructions2) Better feedback3) Better community4) Better emotions

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What humans crave:1. satisfying work to do

2. the experience of being good at something

3. time spent with people we like

4. the chance to be a part of something bigger

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Multiplayer games are the

ULTIMATE happiness engines.

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Compared to games…

Reality is broken.

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“We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other

online gaming environments.”

– economist Edward Castranova

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It’s a quality of life problem.

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How can we bridge the

happiness gap between games and

reality?

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© 2005 Institute for the Future. All rights reserved.

SR-1108 | © 2007 Institute for the Future. All rights reserved.

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Happiness in the 21st C.= passionate participation with systems with care

about.

In other words, happiness = engagement

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SATISFYING OUR DESIRE FOR ENGAGEMENT. *

100 million mental hours WIKIPEDIA

• 5 days of World of Warcraft

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Q: By 2013, which brands will become the leading-edge

of happiness engineering?

A: Whoever best turns reality into a game, and consumers into

players.

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“Alternate realities” make gameplay as ubiquitous as language.

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“An alternate reality is another way of experiencing existence.”

G. S. ELRICK, 1978

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Q: How can brands engineer happiness for consumers?

A: Create an alternate reality that engages consumers better than unbranded reality.

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official partner

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Q: How can alternate realities change consumer behavior?

A: By turning real life choices about what to consume, where, and how, into an adventure.

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World Without Oil

*

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Q: What technologies will drive alternate realities in the future?

A: Let’s find out!

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So what’s important?

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Reality is broken.

Games work better.

REAL happiness is the new driver of

consumer behavior.

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The Rise of the Happiness Brands

[email protected]