Download - 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