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Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
“SERIOUS	
  GAMES”	
  HAS	
  A	
  PLACE	
  
IN	
  FUTURE	
  MR?	
  
Presented	
  by	
  Brian	
  Fine	
  
CEO,	
  Australia	
  Online	
  Research	
  &	
  
Chairman,	
  Quality	
  Online	
  Research	
  
Australia:	
  (+612)	
  9416	
  5529	
  
brian.fine@australiaonlineresearch.com	
  	
  
www.australiaonlineresearch.com	
  
www.qor.com.au	
  	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
WHAT	
  AM	
  I	
  COVERING	
  TODAY?	
  
  What are they?
  How do Serious Games Relate to MR?
  What are the benefits?
  Some Examples
  Issues in Implementing Serious Games
  Conclusions & The Future
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
WHY	
  ARE	
  WE	
  TALKING	
  ABOUT	
  GAMES?	
  
  MR major asset - willing, accessible customers!
  Response rates dropping
  Growth methodology, - but issues with retention
  Quality issues!
  Make it “fun”!!
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
SOME	
  PROGRESS?	
  
  Researchers - limited knowledge outside the MR box
  Some researchers developed ‘user-friendly’ formats
  Flash used
  Pictures inserted
  Vision Critical started as a gaming company
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
TIME	
  TO	
  LOOK	
  ‘OUTSIDE	
  THE	
  BOX’	
  	
  
AND	
  PUSH	
  OUR	
  BOUNDARIES	
  
  Need to fix:
- Participation rates
- Engagement and attention to questions
- Completion rates
- Online panelist retention
  Serious Games a solution?
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
A serious game is a game designed for a primary purpose other than pure
entertainment. The "serious" adjective is generally used to refer to products
utilised by industries like defence, education, scientific exploration, health care,
emergency management, city planning, engineering, religion, and politics.
Wikipedia Definition
http://en.wikipedia.org/wiki/Serious_games
WHAT	
  ARE	
  SERIOUS	
  GAMES?	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Game: “a physical or mental contest, played according to specific rules, with the
goal of amusing or rewarding the participant.”
Serious Game: “a mental contest, played with a computer in accordance with
specific rules that uses entertainment to further Government or corporate training,
education, health, public policy and strategic communication objectives”.
Mike Zyda
2005 article in IEEE computer entitled “From Visual Simulation to Virtual Reality to Games”
WHAT	
  ARE	
  SERIOUS	
  GAMES?	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
OTHER	
  THEORIES	
  
  “Persuasive Games” – Ian Bogost
  “Smart Gaming” – Jeffrey R. Young
  “Advergame” (Use of games in advertising)
  “Edutainment” (Combination of education and entertainment)
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Ian Bogost
Dr. Ian Bogost is a videogame
designer, critic, and
researcher.
Noah Falstein
Experience in computer games industry
since 1980. Best known for works on
Lucasfilm Games such as Indiana
Jonas & the Last Crusade. Now is a
freelance game designer & producer.
Lee Sheldon
Lee Sheldon is a game
designer, book author, and
television producer and
scriptwriter.
SOME	
  SERIOUS	
  GAMES	
  PERSONALITIES	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
SAMPLE
  Participation levels
  Representativeness
  Young respondents?
  Response rate
  Panel retention
  Panels v ‘RIVERS’
QUALITY
  Completion
  Accuracy (Focus)
  Validity
‘BIG	
  ISSUES’	
  IN	
  ONLINE	
  MR	
  TODAY	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  Respondent ‘engagement’ / ‘involvement’
  Fun.
  Focus
  Validity
  Panelist retention
  Increased participation and response rates
BENEFITS	
  OF	
  SERIOUS	
  GAMES	
  TO	
  MR	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Raph Koster in his book “A Theory of Fun”, says:-
  Kids learn by mistakes
  Brain fills in blanks
  Games are puzzles
  Playing - exercises your brain
  Play until you master it
  Once mastered - becomes boring
  Real Fun comes from challenges
WHAT	
  MAKES	
  GAMES	
  FUN?	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  Some people are more visual
  Others more verbal
  IQ tests do not measure all forms of intelligence
  Howard Gardiner says there are seven forms:
1.  Linguistic
2.  Logical – mathematical
3.  Bodily – kinaesthetic
4.  Spatial
5.  Musical
6.  Interpersonal
7.  Intrapersonal (internally directed, self motivated)
Reference: Raph Koster – “A Theory of Fun”
DIFFERENT	
  FUN	
  FOR	
  DIFFERENT	
  FOLKS	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  Some games:
- Teach you to explore
- Teach you to aim precisely
- Teach you to do a task faster
- Teach you to do a task more thoroughly
  People usually play games they are good at
Reference: Raph Koster – “A Theory of Fun”
DIFFERENT	
  GAMES	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  For education & training
  For motivation building
  To train in specialist skills (surgeons, defence force, etc)
WHEN	
  ARE	
  SERIOUS	
  GAMES	
  USED	
  IN	
  COMMERCE?	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  A virtual world
  Each participant creates an Avatar to participate
  Avatars can look like you or totally different, aspirational or quirky
  Companies entered Second Life, advertising and selling products and
services – some real money was made and spent
  Research was carried out with Second Life citizens
GETTING	
  THE	
  FEEL	
  –	
  SECOND	
  LIFE	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Second Life –
A Guide for Residents
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Second Life –
An Avatar shows how you wish
to be portrayed.
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Second Life –
A realistic Avatar.
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  Darfur is Dying
  Peacemaker
  Foldit
  America’s Army
  Re-Mission
  My Spanish Coach
GETTING	
  THE	
  FEEL	
  –	
  SOME	
  GAMES	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Darfur is Dying
Online game that simulates life in Darfur refugee camp
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Peacemaker
Simulation of Middle East
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Foldit
Protein Folding – Puzzle game where results can be used in real science.
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
America’s Army
Developed by US Army to drive interest in recruitment.
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Re-Mission
To encourage cancer patients to adhere to treatments.
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
My Spanish Coach
Interactive “fun” learning.
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  A model for predicting “winners”
- can be products, advertising, concepts or brands
  Famous examples include:-
- Betfair (world’s largest internet betting exchange)
- Intrade (variety of contracts – not sports)
- Iowa Electronic Markets (electronics)
- Trade Sports (Sporting events)
- The simExchange (video game stocks)
- Hollywood Stock Exchange (actors, directors, films)
- News Futures (collective intelligence for forecasting)
- Industry Standards (technology industry prediction market)
- Bet2Give (charity prediction market)
- Hubdub (future events)
PREDICTION	
  MARKETS	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  Involvement
  Interaction
  Creativity
  Motivation
  Sense of Community
  Achievement
  Challenge
  Learning
CONSUMER	
  BENEFITS	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  Strategy?
  Avatar?
  Benefits of playing?
  Progressive integration with questionnaire?
  Rewards?
  Personal score – to be bettered next time?
AN	
  EXAMPLE	
  OF	
  HOW	
  IT	
  MAY	
  WORK	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Key Elements
  Puzzle?
  Prizes?
  Accumulation of status?
  Interaction and fun?
  Training process for choice model and best/worst studies
USE	
  IN	
  MR	
  QUESTIONNAIRE	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Some devices:
  Personal Avatar
  Provides Credits as one completes questionnaire – leading to bronze
medal on completion
  Bronze medal to be acknowledged on next survey
  2 bronze medals = 1 silver
  2 silver = 1 gold
  2 gold = platinum
USE	
  IN	
  MR	
  QUESTIONNAIRE	
  (2)	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Visuals
  Personalised choice of colours
  Own Avatar
  Change screens, use pictures
  Use visuals sorting / selecting brands and words
  Drop boxes
USE	
  IN	
  MR	
  QUESTIONNAIRE	
  (3)	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  Type of game – different interests, different IQ’s
  Creativity?
  Scaleable?
  Boredom = Updating / Replacing?
  Relevance to all surveys?
  Profile of those that “play”?
  Weighting?
ISSUES	
  IN	
  IMPLEMENTING	
  INTO	
  MR	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  Evident that entertainment can lead to involvement, focus and retention
of panelists
  Opportunity to learn from disciplines outside of MR
  Games are being applied to commerce in training, education,
communication and advertising
  Why not in MR?
  A lot of work to test and implement:-
- Consumer needs & interests
- Differing IQ’s
- Measuring bias it introduces
- Measuring benefits
- Impact on results of good v mediocre ‘games’
- Weighting implication
CONCLUSIONS	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
SOME	
  PROGRESS	
  IS	
  BEING	
  MADE	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
SOME	
  PROGRESS	
  IS	
  BEING	
  MADE	
  (cont…)	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
  ‘Serious Games’ can provide a solution
  To do it properly will take time
  To integrate it into the MR culture and methodologies will be at a cost
  New skill sets and resources will be required
  A niche group of researchers will address it, and solve some of the
industry’s issues with increased:
- Recruitment levels
- Participation levels
- Involvement, engagement and focus
- Validity and richness of response
- Retention of panels
THE	
  FUTURE	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Q	
  &	
  A	
  
Brian	
  Fine	
  and	
  Jeffrey	
  Henning	
  
Speaker: Brian Fine, CEO, Australia Online Research, Australia
Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)
Presented	
  by	
  Brian	
  Fine	
  
CEO,	
  Australia	
  Online	
  Research	
  &	
  
Chairman,	
  Quality	
  Online	
  Research	
  
Australia:	
  (+612)	
  9416	
  5529	
  
brian.fine@australiaonlineresearch.com	
  	
  
www.australiaonlineresearch.com	
  
www.qor.com.au	
  	
  

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Brian Fine - Festival of NewMR - 2010

  • 1. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) “SERIOUS  GAMES”  HAS  A  PLACE   IN  FUTURE  MR?   Presented  by  Brian  Fine   CEO,  Australia  Online  Research  &   Chairman,  Quality  Online  Research   Australia:  (+612)  9416  5529   brian.fine@australiaonlineresearch.com     www.australiaonlineresearch.com   www.qor.com.au    
  • 2. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) WHAT  AM  I  COVERING  TODAY?     What are they?   How do Serious Games Relate to MR?   What are the benefits?   Some Examples   Issues in Implementing Serious Games   Conclusions & The Future
  • 3. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) WHY  ARE  WE  TALKING  ABOUT  GAMES?     MR major asset - willing, accessible customers!   Response rates dropping   Growth methodology, - but issues with retention   Quality issues!   Make it “fun”!!
  • 4. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) SOME  PROGRESS?     Researchers - limited knowledge outside the MR box   Some researchers developed ‘user-friendly’ formats   Flash used   Pictures inserted   Vision Critical started as a gaming company
  • 5. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) TIME  TO  LOOK  ‘OUTSIDE  THE  BOX’     AND  PUSH  OUR  BOUNDARIES     Need to fix: - Participation rates - Engagement and attention to questions - Completion rates - Online panelist retention   Serious Games a solution?
  • 6. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) A serious game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally used to refer to products utilised by industries like defence, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics. Wikipedia Definition http://en.wikipedia.org/wiki/Serious_games WHAT  ARE  SERIOUS  GAMES?  
  • 7. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Game: “a physical or mental contest, played according to specific rules, with the goal of amusing or rewarding the participant.” Serious Game: “a mental contest, played with a computer in accordance with specific rules that uses entertainment to further Government or corporate training, education, health, public policy and strategic communication objectives”. Mike Zyda 2005 article in IEEE computer entitled “From Visual Simulation to Virtual Reality to Games” WHAT  ARE  SERIOUS  GAMES?  
  • 8. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) OTHER  THEORIES     “Persuasive Games” – Ian Bogost   “Smart Gaming” – Jeffrey R. Young   “Advergame” (Use of games in advertising)   “Edutainment” (Combination of education and entertainment)
  • 9. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Ian Bogost Dr. Ian Bogost is a videogame designer, critic, and researcher. Noah Falstein Experience in computer games industry since 1980. Best known for works on Lucasfilm Games such as Indiana Jonas & the Last Crusade. Now is a freelance game designer & producer. Lee Sheldon Lee Sheldon is a game designer, book author, and television producer and scriptwriter. SOME  SERIOUS  GAMES  PERSONALITIES  
  • 10. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) SAMPLE   Participation levels   Representativeness   Young respondents?   Response rate   Panel retention   Panels v ‘RIVERS’ QUALITY   Completion   Accuracy (Focus)   Validity ‘BIG  ISSUES’  IN  ONLINE  MR  TODAY  
  • 11. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   Respondent ‘engagement’ / ‘involvement’   Fun.   Focus   Validity   Panelist retention   Increased participation and response rates BENEFITS  OF  SERIOUS  GAMES  TO  MR  
  • 12. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Raph Koster in his book “A Theory of Fun”, says:-   Kids learn by mistakes   Brain fills in blanks   Games are puzzles   Playing - exercises your brain   Play until you master it   Once mastered - becomes boring   Real Fun comes from challenges WHAT  MAKES  GAMES  FUN?  
  • 13. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   Some people are more visual   Others more verbal   IQ tests do not measure all forms of intelligence   Howard Gardiner says there are seven forms: 1.  Linguistic 2.  Logical – mathematical 3.  Bodily – kinaesthetic 4.  Spatial 5.  Musical 6.  Interpersonal 7.  Intrapersonal (internally directed, self motivated) Reference: Raph Koster – “A Theory of Fun” DIFFERENT  FUN  FOR  DIFFERENT  FOLKS  
  • 14. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   Some games: - Teach you to explore - Teach you to aim precisely - Teach you to do a task faster - Teach you to do a task more thoroughly   People usually play games they are good at Reference: Raph Koster – “A Theory of Fun” DIFFERENT  GAMES  
  • 15. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   For education & training   For motivation building   To train in specialist skills (surgeons, defence force, etc) WHEN  ARE  SERIOUS  GAMES  USED  IN  COMMERCE?  
  • 16. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   A virtual world   Each participant creates an Avatar to participate   Avatars can look like you or totally different, aspirational or quirky   Companies entered Second Life, advertising and selling products and services – some real money was made and spent   Research was carried out with Second Life citizens GETTING  THE  FEEL  –  SECOND  LIFE  
  • 17. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Second Life – A Guide for Residents
  • 18. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Second Life – An Avatar shows how you wish to be portrayed.
  • 19. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Second Life – A realistic Avatar.
  • 20. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   Darfur is Dying   Peacemaker   Foldit   America’s Army   Re-Mission   My Spanish Coach GETTING  THE  FEEL  –  SOME  GAMES  
  • 21. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Darfur is Dying Online game that simulates life in Darfur refugee camp
  • 22. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Peacemaker Simulation of Middle East
  • 23. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Foldit Protein Folding – Puzzle game where results can be used in real science.
  • 24. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) America’s Army Developed by US Army to drive interest in recruitment.
  • 25. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Re-Mission To encourage cancer patients to adhere to treatments.
  • 26. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) My Spanish Coach Interactive “fun” learning.
  • 27. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   A model for predicting “winners” - can be products, advertising, concepts or brands   Famous examples include:- - Betfair (world’s largest internet betting exchange) - Intrade (variety of contracts – not sports) - Iowa Electronic Markets (electronics) - Trade Sports (Sporting events) - The simExchange (video game stocks) - Hollywood Stock Exchange (actors, directors, films) - News Futures (collective intelligence for forecasting) - Industry Standards (technology industry prediction market) - Bet2Give (charity prediction market) - Hubdub (future events) PREDICTION  MARKETS  
  • 28. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   Involvement   Interaction   Creativity   Motivation   Sense of Community   Achievement   Challenge   Learning CONSUMER  BENEFITS  
  • 29. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   Strategy?   Avatar?   Benefits of playing?   Progressive integration with questionnaire?   Rewards?   Personal score – to be bettered next time? AN  EXAMPLE  OF  HOW  IT  MAY  WORK  
  • 30. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Key Elements   Puzzle?   Prizes?   Accumulation of status?   Interaction and fun?   Training process for choice model and best/worst studies USE  IN  MR  QUESTIONNAIRE  
  • 31. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Some devices:   Personal Avatar   Provides Credits as one completes questionnaire – leading to bronze medal on completion   Bronze medal to be acknowledged on next survey   2 bronze medals = 1 silver   2 silver = 1 gold   2 gold = platinum USE  IN  MR  QUESTIONNAIRE  (2)  
  • 32. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Visuals   Personalised choice of colours   Own Avatar   Change screens, use pictures   Use visuals sorting / selecting brands and words   Drop boxes USE  IN  MR  QUESTIONNAIRE  (3)  
  • 33. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   Type of game – different interests, different IQ’s   Creativity?   Scaleable?   Boredom = Updating / Replacing?   Relevance to all surveys?   Profile of those that “play”?   Weighting? ISSUES  IN  IMPLEMENTING  INTO  MR  
  • 34. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   Evident that entertainment can lead to involvement, focus and retention of panelists   Opportunity to learn from disciplines outside of MR   Games are being applied to commerce in training, education, communication and advertising   Why not in MR?   A lot of work to test and implement:- - Consumer needs & interests - Differing IQ’s - Measuring bias it introduces - Measuring benefits - Impact on results of good v mediocre ‘games’ - Weighting implication CONCLUSIONS  
  • 35. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) SOME  PROGRESS  IS  BEING  MADE  
  • 36. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) SOME  PROGRESS  IS  BEING  MADE  (cont…)  
  • 37. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London)   ‘Serious Games’ can provide a solution   To do it properly will take time   To integrate it into the MR culture and methodologies will be at a cost   New skill sets and resources will be required   A niche group of researchers will address it, and solve some of the industry’s issues with increased: - Recruitment levels - Participation levels - Involvement, engagement and focus - Validity and richness of response - Retention of panels THE  FUTURE  
  • 38. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Q  &  A   Brian  Fine  and  Jeffrey  Henning  
  • 39. Speaker: Brian Fine, CEO, Australia Online Research, Australia Part:1 Session:1 Convenor: Greg Coops Chair: Jeffrey Henning Time: 2:12am to 2:37am (GMT/London) Presented  by  Brian  Fine   CEO,  Australia  Online  Research  &   Chairman,  Quality  Online  Research   Australia:  (+612)  9416  5529   brian.fine@australiaonlineresearch.com     www.australiaonlineresearch.com   www.qor.com.au