15. 1. What do you collect?
2. How do you earn points?
3. How do you get feedback?
4. Where do you have exchanges?
5. How do you customize your experience?
From: 5 questions to ask re: game design, Amy Jo Kim
19. "The old adage that TV
is a lean-back
experience compared
to lean-forward web
surfing no longer holds
true, our research
shows that increasingly
people are doing both
simultaneously.”
Ivan Ristic, Diffusion
22. Game as a Service
GHz in your pocket
Social object
Metric driven
Game mechanics everywhere
Multiscreen
Multitasking
Artificial scarcity
Be part of something
28. • December 2010,
90 minutes, pre-
recorded
• ~800K viewers
• Features: Real
Time Q&A,
Predictions,
Bonus Questions,
Post to Twitter,
Facebook
• >1% participation
rate
29. • Call To Action
hugely important
• Bonus questions
overlooked
• HTML5 rules
• The power of
iPad: 12% of
users
• Experienced
internet users
(FF, Chrome)
• (Pre-)registration
not important
30. • Semi-final &
final, January
2011, 120
minutes, live
• Features: live
rating (personal /
national), post to
Twitter/Facebook
• Website takeover
‘widget’
• About 3 Million
viewers
31. • Accurate prediction
• Talent > clock
• Call to action on TV
tripled users
• 7% iPad, 7% phones
• Tweak algorithms &
controls
• Embedding vs
destination
• Friendsfriendsfriends
• Twitter, facebook
integration
41. 1. Existing formats
2. New, multiplayer formats
3. Add TV to multiplayer
games
42. Launch quick & iterate
Metrics, metrics, metrics
Pilot, episodes, seasons
Artificial scarcity works
Make the moment matter
Interaction over form
Balance show-specific and
generic, social features
43. A TV stays a TV
Live > pre-recorded > on-
demand
Register optionally & at
any moment
Format relevance
Be careful with apps
Synchronous &
synchronized
44. Make technology invisible
… but make it scale
Me vs tribe vs nation
Say it loud, say it often,
say it proud!
Ads, product placement,
freemium, skill, …
2% conversion is easy
10% achievable
…