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Colleen Brennan-Barry
                                     #psuweb12 @ ColB




             GAME ON
How Games are Changing Life, the Web & Everything
LET’S TALK
 GAMES




    Image Source: http://experimentalmath.info/blog/wp-content/uploads/2012/03/senet.png
LET’S TALK
 GAMES



Image Source: http://cdn.graphicsfactory.com/clip-art/image_files
LET’S TALK
                                  GAMES



Image Source: http://www.newcelebritweets.com/wp-content/uploads/2011/07/1309885379-35.png
LET’S TALK
 GAMES




             Image Source: http://twinpeaker.files.wordpress.com/2009/08/candyland.png?w=500
LET’S TALK
 GAMES




  Image Source: http://3.bp.blogspot.com/_
LET’S TALK
 GAMES



Image Source: http://imageshack.us/photo/my-images/14/pic2tf.png
LET’S TALK
 GAMES



Image Source: http://en.wikipedia.org/wiki/World_of_Warcraft
Image Source: http://www.pixelprospector.com/
MY NAME IS COLLEEN
     And I’m a gamer.
And I’m not
  alone.
WHAT DOES
A GAMER
LOOK LIKE?
WHAT DOES
A GAMER
LOOK LIKE?




             Image Source: http://www.dmfiat.com/wp-content/uploads/2011/10/gamer_kid.jpg
72% OF AMERICAN
  HOUSEHOLDS
play computer or video games.
                          Image Source: http://icons.iconseeker.com/
AVERAGE U.S. AMERICAN
     21 YEAR OLD




 has spent 3000 hours reading books.
              Image Source: http://softwarekomputergratis.com/wp-content/gallery/bogel/books-png-images-686.pngs
AVERAGE U.S. AMERICAN
     21 YEAR OLD




has spent 10,000+ hours playing games.
                            Image Source: http://softwarekomputergratis.com/
3.5 BILLION
 HOURS A
WEEK ARE
   SPENT
 GAMING
         worldwide.


 Image Source: http://www.softicons.com/free-icons/globe-terrestre-2-icon
2010: $25.1
 BILLION
  SPENT
on video games
 & accessories
    in U.S.



                 Image Source: http://www.tableausoftware.com/public/sites/default/files/moneybag.png
64 MILLION
              KIDS AGES
               2-17 ARE
               GAMING




including 97% of 12-17 year olds.
              Image Source: http://www.destructoid.com/elephant//ul/32410-Young%20Gamer.
AVERAGE U.S. GAMER:
35-40 years old; has played for 13+years.
                                  Image Source: http://wiredcontroller.com/
47% OF
GAMERS
 ARE
WOMEN.


  Image Source: http://www.digfest.com/
MY NAME IS COLLEEN
     And I’m a gamer.
MY NAME IS COLLEEN
     And I’m a gamer.

    So is everyone else.
So are you.
THE GAMES WE PLAY
THE GAMES WE PLAY
“Games produce positive emotion,
stronger social relationships,
a sense of accomplishment, and
a chance to build a sense of
purpose.”
                       - Dr. Jane McGonigal
GAMIFICATION &
THE GAME LAYER
GAMIFICATION:
The use of game design elements in
   non-game contexts to drive
   participation & engagement.
CORPORATE IS ALREADY
     THERE.     Image Source: http://www.istockphoto.com
By 2014, a gamified service for consumer
goods marketing & customer retention will
become as important as Facebook, eBay or
Amazon.
By 2014, a gamified service for consumer goods
marketing & customer retention will become as
important as Facebook, eBay or Amazon.

By 2014, 70%+ of Global 2000 organizations will
have at least one gamified application.
By 2014, a gamified service for consumer goods
marketing & customer retention will become as
important as Facebook, eBay or Amazon.

By 2014, 70%+ of Global 2000 organizations will
have at least one gamified application.

By 2015, more than 50 percent of organizations
that manage innovation processes will gamify
those processes.
GAMIFICATION GOALS
■ Motivate
■ Engage
■ Build connections
■ Grow loyalty
■ Develop skills
■ Stimulate innovation
■ Enhance the user experience
■ Influence behaviors via key psychological
 factors
Image Source: http://www.skullsbarcelona.com/
COMPETITION
              Image Source: http://www.zazzle.com/
PRIDE
   Image Source: http://elegantwordart2.blogspot.com/2009/05/proud-of-you.html
COMMUNITY
   Image Source: http://www.geekyuniverse.com/wp-content/uploads/2012/01/community_show.jpg
Johns Hopkins University behavioral
neuroscientist Ed Fortune found brains come
wired for community cooperation. (Science Magazine, Nov. 2011)


                                      Image Source: http://knowyourmeme.com/
GAME
MECHANICS
PURPOSE/CHALLENGE

• Measurable, attainable   goals that CAN be
 solved.
• Sweet spot is somewhere between “impossible/
 frustrating” and “easy/boring.”
PURPOSE/CHALLENGE




             Image Source: http://www.thecollegesolution.com/
PURPOSE/CHALLENGE
     Chore Wars




                  Image Source: http://beefjack.com/files/2012/05/Weird-Games-Epic-Win.jpg
PURPOSE/CHALLENGE
  The Class of ‘XY Storybook
          Challenge




         Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
PROGRESSION DYNAMIC

• Every good game is a journey with levels of
 problems that build upon themselves to reach
 the ultimate goal ... and WIN.
PROGRESSION DYNAMIC
     Loyalty Programs
PROGRESSION DYNAMIC
PROGRESSION DYNAMIC
      FreeRice.org
PROGRESSION DYNAMIC
 Prospective Student Application Checklist
               & Status Bar




                Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
APPOINTMENT DYNAMIC

• Carry out actions at a set time, on a timeline, to
 gain positive effects.
• Failing
        to maintain the appointment could lead
 to setbacks.
APPOINTMENT DYNAMIC




        Image Source: http://theromanticvineyard.files.wordpress.com/2012/03/happy_hour_logo_cropped22.jpg
APPOINTMENT DYNAMIC




          Image Source: http://topcultured.com/wp-content/uploads/2009/12/tamagotchi1.jpg
APPOINTMENT DYNAMIC




       Image Source: http://blog.connectedplanetonline.com/unfiltered/wp-content/uploads/2009/12/farmville.png
APPOINTMENT DYNAMIC
    Email/Portal logins




         Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
DISCOVERY DYNAMIC
• Allows for rampant exploration and discovery
 of universe’s rules and terrain -- the more you
 explore, the more you find.
• Must allow for failure, as well. Fail? Reload, and
 start again in a different path.
DISCOVERY DYNAMIC




       Image Source: http://www.kidstravelblog.com.au/wp-content/uploads/2012/02/geocache.png
DISCOVERY DYNAMIC




          Image Source: http://doomwiki.org/w/images/c/c7/NDCP-map05-bfg.png
DISCOVERY DYNAMIC
  Online Scavenger Hunt




        Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
REWARDS & STATUS

• Points, badges, special
                        powers, tangible items --
 all positive reinforcement.
• Immediate gratification helps fill our needs for
 recognition, both public and private.
REWARDS & STATUS




           Image Source: http://www.wildwestarea.com/whatshot/cadillac.png
REWARDS & STATUS
REWARDS & STATUS
REWARDS & STATUS
Accepted Student Forum Rankings




          Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
COMMUNITY
             COLLABORATION

• Builds   upon the already-established social layer.
• Uses relationships to create something “bigger”
 than the sum of its parts.
• Has   the most potential to go viral.
COMMUNITY
COLLABORATION
 Res Hall Floor Challenge




       Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
GAMIFICATION IN THE WILD
• Health
       and
 Wellness:
 SuperBetter,
 Zombies Run!
• Business: MyMarriott,
 SalesForce
• Learning: ClassRealms,
 UM Political Theory Class
• Advancement: Flight   of
 the Flyers
GAMIFICATION IN THE WILD
• Health
       and Wellness:
 SuperBetter, Zombies
 Run!
• Business:
 MyMarriott,
 SalesForce
• Learning: ClassRealms,
 UM Political Theory Class
• Advancement: Flight   of
 the Flyers
GAMIFICATION IN THE WILD
• Health
       and Wellness:
 SuperBetter, Zombies
 Run!
• Business: MyMarriott,
 SalesForce
• Learning:
 ClassRealms, UM
 Political Theory
 Class
• Advancement: Flight   of
 the Flyers
GAMIFICATION IN THE WILD
• Health
       and Wellness:
 SuperBetter, Zombies
 Run!
• Business: MyMarriott,
 SalesForce
• Learning: ClassRealms,
 UM Political Theory Class
• Advancement:
 Flight of the Flyers
FLIGHTOFTHEFLYERS.COM
SO WHY ARE
 GAME MECHANICS
WORTH IMPLEMENTING?
“Playing beats working. So, if
the enjoyment & challenge of playing
can be embedded in learning, work &
commerce then gamification takes
off. ”
- Pew Internet & American Life Project “The Future of Gamification”
DOING THIS
  GAME LAYER THING
8 Suggestions to Get on the Road to Gamifying
1. Know your audience.
2. Be true to needs & goals.
3. Use as part of a broad strategy.
4. Understand that gamification is REALLY
 about careful, strategic motivation.
5. Set achievable targets.
6. Reward your players as you would yourself.
7.Consider your audience before the
 technology.
“You’ve got to start with the customer
experience and work your way back to the
technology.” – Steve Jobs
                       Source: http://fredibach.ch/cmsdata/uploads/xspics/546/steve_jobs.png.jpg
8. START NOW.
THANK YOU.

    Colleen Brennan-Barry
 cmbrennanbarry@gmail.com
/about.me/colleenbrennanbarry
           @ColB

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Game On!: How Games are Changing Life, the Web & Everything

  • 1. Colleen Brennan-Barry #psuweb12 @ ColB GAME ON How Games are Changing Life, the Web & Everything
  • 2. LET’S TALK GAMES Image Source: http://experimentalmath.info/blog/wp-content/uploads/2012/03/senet.png
  • 3. LET’S TALK GAMES Image Source: http://cdn.graphicsfactory.com/clip-art/image_files
  • 4. LET’S TALK GAMES Image Source: http://www.newcelebritweets.com/wp-content/uploads/2011/07/1309885379-35.png
  • 5. LET’S TALK GAMES Image Source: http://twinpeaker.files.wordpress.com/2009/08/candyland.png?w=500
  • 6. LET’S TALK GAMES Image Source: http://3.bp.blogspot.com/_
  • 7. LET’S TALK GAMES Image Source: http://imageshack.us/photo/my-images/14/pic2tf.png
  • 8. LET’S TALK GAMES Image Source: http://en.wikipedia.org/wiki/World_of_Warcraft
  • 10. MY NAME IS COLLEEN And I’m a gamer.
  • 11. And I’m not alone.
  • 13. WHAT DOES A GAMER LOOK LIKE? Image Source: http://www.dmfiat.com/wp-content/uploads/2011/10/gamer_kid.jpg
  • 14. 72% OF AMERICAN HOUSEHOLDS play computer or video games. Image Source: http://icons.iconseeker.com/
  • 15. AVERAGE U.S. AMERICAN 21 YEAR OLD has spent 3000 hours reading books. Image Source: http://softwarekomputergratis.com/wp-content/gallery/bogel/books-png-images-686.pngs
  • 16. AVERAGE U.S. AMERICAN 21 YEAR OLD has spent 10,000+ hours playing games. Image Source: http://softwarekomputergratis.com/
  • 17. 3.5 BILLION HOURS A WEEK ARE SPENT GAMING worldwide. Image Source: http://www.softicons.com/free-icons/globe-terrestre-2-icon
  • 18. 2010: $25.1 BILLION SPENT on video games & accessories in U.S. Image Source: http://www.tableausoftware.com/public/sites/default/files/moneybag.png
  • 19. 64 MILLION KIDS AGES 2-17 ARE GAMING including 97% of 12-17 year olds. Image Source: http://www.destructoid.com/elephant//ul/32410-Young%20Gamer.
  • 20. AVERAGE U.S. GAMER: 35-40 years old; has played for 13+years. Image Source: http://wiredcontroller.com/
  • 21. 47% OF GAMERS ARE WOMEN. Image Source: http://www.digfest.com/
  • 22. MY NAME IS COLLEEN And I’m a gamer.
  • 23. MY NAME IS COLLEEN And I’m a gamer. So is everyone else.
  • 25. THE GAMES WE PLAY
  • 26. THE GAMES WE PLAY
  • 27. “Games produce positive emotion, stronger social relationships, a sense of accomplishment, and a chance to build a sense of purpose.” - Dr. Jane McGonigal
  • 29. GAMIFICATION: The use of game design elements in non-game contexts to drive participation & engagement.
  • 30. CORPORATE IS ALREADY THERE. Image Source: http://www.istockphoto.com
  • 31. By 2014, a gamified service for consumer goods marketing & customer retention will become as important as Facebook, eBay or Amazon.
  • 32. By 2014, a gamified service for consumer goods marketing & customer retention will become as important as Facebook, eBay or Amazon. By 2014, 70%+ of Global 2000 organizations will have at least one gamified application.
  • 33. By 2014, a gamified service for consumer goods marketing & customer retention will become as important as Facebook, eBay or Amazon. By 2014, 70%+ of Global 2000 organizations will have at least one gamified application. By 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes.
  • 34. GAMIFICATION GOALS ■ Motivate ■ Engage ■ Build connections ■ Grow loyalty ■ Develop skills ■ Stimulate innovation ■ Enhance the user experience ■ Influence behaviors via key psychological factors
  • 36. COMPETITION Image Source: http://www.zazzle.com/
  • 37. PRIDE Image Source: http://elegantwordart2.blogspot.com/2009/05/proud-of-you.html
  • 38. COMMUNITY Image Source: http://www.geekyuniverse.com/wp-content/uploads/2012/01/community_show.jpg
  • 39. Johns Hopkins University behavioral neuroscientist Ed Fortune found brains come wired for community cooperation. (Science Magazine, Nov. 2011) Image Source: http://knowyourmeme.com/
  • 41. PURPOSE/CHALLENGE • Measurable, attainable goals that CAN be solved. • Sweet spot is somewhere between “impossible/ frustrating” and “easy/boring.”
  • 42. PURPOSE/CHALLENGE Image Source: http://www.thecollegesolution.com/
  • 43. PURPOSE/CHALLENGE Chore Wars Image Source: http://beefjack.com/files/2012/05/Weird-Games-Epic-Win.jpg
  • 44. PURPOSE/CHALLENGE The Class of ‘XY Storybook Challenge Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
  • 45. PROGRESSION DYNAMIC • Every good game is a journey with levels of problems that build upon themselves to reach the ultimate goal ... and WIN.
  • 46. PROGRESSION DYNAMIC Loyalty Programs
  • 48. PROGRESSION DYNAMIC FreeRice.org
  • 49. PROGRESSION DYNAMIC Prospective Student Application Checklist & Status Bar Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
  • 50. APPOINTMENT DYNAMIC • Carry out actions at a set time, on a timeline, to gain positive effects. • Failing to maintain the appointment could lead to setbacks.
  • 51. APPOINTMENT DYNAMIC Image Source: http://theromanticvineyard.files.wordpress.com/2012/03/happy_hour_logo_cropped22.jpg
  • 52. APPOINTMENT DYNAMIC Image Source: http://topcultured.com/wp-content/uploads/2009/12/tamagotchi1.jpg
  • 53. APPOINTMENT DYNAMIC Image Source: http://blog.connectedplanetonline.com/unfiltered/wp-content/uploads/2009/12/farmville.png
  • 54. APPOINTMENT DYNAMIC Email/Portal logins Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
  • 55. DISCOVERY DYNAMIC • Allows for rampant exploration and discovery of universe’s rules and terrain -- the more you explore, the more you find. • Must allow for failure, as well. Fail? Reload, and start again in a different path.
  • 56. DISCOVERY DYNAMIC Image Source: http://www.kidstravelblog.com.au/wp-content/uploads/2012/02/geocache.png
  • 57. DISCOVERY DYNAMIC Image Source: http://doomwiki.org/w/images/c/c7/NDCP-map05-bfg.png
  • 58. DISCOVERY DYNAMIC Online Scavenger Hunt Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
  • 59. REWARDS & STATUS • Points, badges, special powers, tangible items -- all positive reinforcement. • Immediate gratification helps fill our needs for recognition, both public and private.
  • 60. REWARDS & STATUS Image Source: http://www.wildwestarea.com/whatshot/cadillac.png
  • 63. REWARDS & STATUS Accepted Student Forum Rankings Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
  • 64. COMMUNITY COLLABORATION • Builds upon the already-established social layer. • Uses relationships to create something “bigger” than the sum of its parts. • Has the most potential to go viral.
  • 65.
  • 66.
  • 67. COMMUNITY COLLABORATION Res Hall Floor Challenge Image Source: http://images3.wikia.nocookie.net/__cb20100226143250/d20npcs/images/e/e1/Mortarboard.png
  • 68. GAMIFICATION IN THE WILD • Health and Wellness: SuperBetter, Zombies Run! • Business: MyMarriott, SalesForce • Learning: ClassRealms, UM Political Theory Class • Advancement: Flight of the Flyers
  • 69. GAMIFICATION IN THE WILD • Health and Wellness: SuperBetter, Zombies Run! • Business: MyMarriott, SalesForce • Learning: ClassRealms, UM Political Theory Class • Advancement: Flight of the Flyers
  • 70. GAMIFICATION IN THE WILD • Health and Wellness: SuperBetter, Zombies Run! • Business: MyMarriott, SalesForce • Learning: ClassRealms, UM Political Theory Class • Advancement: Flight of the Flyers
  • 71. GAMIFICATION IN THE WILD • Health and Wellness: SuperBetter, Zombies Run! • Business: MyMarriott, SalesForce • Learning: ClassRealms, UM Political Theory Class • Advancement: Flight of the Flyers
  • 73. SO WHY ARE GAME MECHANICS WORTH IMPLEMENTING?
  • 74. “Playing beats working. So, if the enjoyment & challenge of playing can be embedded in learning, work & commerce then gamification takes off. ” - Pew Internet & American Life Project “The Future of Gamification”
  • 75. DOING THIS GAME LAYER THING 8 Suggestions to Get on the Road to Gamifying
  • 76. 1. Know your audience. 2. Be true to needs & goals. 3. Use as part of a broad strategy. 4. Understand that gamification is REALLY about careful, strategic motivation. 5. Set achievable targets. 6. Reward your players as you would yourself. 7.Consider your audience before the technology.
  • 77. “You’ve got to start with the customer experience and work your way back to the technology.” – Steve Jobs Source: http://fredibach.ch/cmsdata/uploads/xspics/546/steve_jobs.png.jpg
  • 79. THANK YOU. Colleen Brennan-Barry cmbrennanbarry@gmail.com /about.me/colleenbrennanbarry @ColB

Editor's Notes

  1. \n
  2. - Senet\n- strategy, Egypt, 3100 BC, earliest board game\n- earlier games made to distract populace\n
  3. Hand-eye coordination\n
  4. Chance\n
  5. Princess Lolly, Molasses Monster\nracing & chance\nNarrative\n
  6. strategy & deductive reasoning, Professor Plum\n
  7. console, PC, name it; 1973\n
  8. 2004 - 10.2 million as of Dec. 2011, \nGuiness Book of World Records as largest MMPORG\n
  9. Had all the cartridges.\n
  10. \n
  11. \n
  12. \n
  13. A certain image\n
  14. Entertainment Software Association – 2011 Report\n
  15. \n
  16. \n
  17. \n
  18. \n
  19. This is your audience. \nThese are your future alumni. \nThis is their life.\n
  20. \n
  21. Fun story: “Girls Can’t Be Gamers”\n
  22. \n
  23. \n
  24. \n
  25. \n
  26. Game layer is everywhere ... we just don’t always realize it.\n
  27. \n
  28. Term “Gamification” has gotten a bad rap.\nOverused marketing term -- too much focus on profiting on using game layer, rather than understanding capacity for change & meeting communication goals\n
  29. Wide Range: \n- from individual game aesthetics such as graphics and progress bars, \n- to complete games with an overarching goal, rules, story, levels, quests and achievements \n- all powered by real actions.\n
  30. \n
  31. Gartner Research Group\nSharepoint partnership last week\n
  32. \n
  33. WHY does this matter? \nTHIS is our competition. We do not compete with each other, we compete with user expectations as formed by overall experiences.\nThis is what shapes our user’s expectations. \n\n
  34. \n
  35. Games Use Psychological factors to meet its goals (top 3)\n
  36. Survival of the fittest\nMaslow’s hierarchy of needs: SELF-ACTUALIZATION level: problem solving *and* ESTEEM: Respect of others, achievement\n
  37. Not biblical; Fiero\nMaslow’s hierarchy of needs: ESTEEM level: self esteem, confidence, respect\nChallenging the target to better himself or prove herself\n\n
  38. Facebook – 100M US users\nMaslow’s hierarchy of needs: BELONGING level: friend & family groups\n
  39. Community cooperation increase feel-good chemical reactions\nalter human responses to stimuli—increasing reaction times, for instance\ncan improve learning, participation, and motivation.   \n
  40. Many game mechanics – almost 50 by some counts\nWork TOGETHER\nWill cover some key mechanics & offer examples of each\n
  41. \n
  42. \n
  43. \n
  44. \n
  45. \n
  46. \n
  47. \n
  48. \n
  49. Consider how this could be relevant to a prospective student and the many tasks he/she must complete to move toward enrollment.\nCarry Across the Student Lifecycle\n
  50. \n
  51. Creamery\n
  52. \n
  53. \n
  54. If there’s one thing higher ed knows, it’s that time – and deadline — matters. \nmake it goal accomplishment-oriented (“Do XYZ  by Monday & win!”) rather than punitive (“Pay your bill by Monday or we drop you.”) \n
  55. Easter Eggs\n
  56. \n
  57. \n
  58. Hide icons across those pages, have students discover and “earn” them, and then put the icons together to solve an even bigger puzzle that leads to …\n
  59. \n
  60. \n
  61. \n
  62. Anyone here post about stealing a 4sq mayorship?!\nVirality\n
  63. - badge that proclaims their new elevated membership status \n- “Newbie” to “Frosh” to “<InsertMascotNameHERE>”\n- acknowledges their success but builds loyalty AND helps spread virally\n
  64. \n
  65. 30,000 active participants: 72,000 Facebook Fans \n77,000 Twitter Followers generated 150,000+ tweets\nThe campaign videos generated about 2 million views\n
  66. 500 players wrote short personal essays inspired by their quest\n
  67. \n
  68. \n
  69. \n
  70. \n
  71. \n
  72. \n
  73. - Need to meet changed expectations of user experience\n- Need to motivate our audiences to desired action -- more than ever\n- As we share & give what our audience needs, we also learn about them.\n
  74. \n
  75. \n
  76. \n
  77. \n
  78. - You may already be doing it. \n- Do PURPOSEFULLY\n
  79. \n