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Thinking Like A Gamer
IGAs, Advergames, Gameification,
Social Gaming & ARGs
What is a gamer?
Yep, Maslow
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“We’re addicted to gaming because of the
sense of achievement, positive
experiences and connections to the real
world . We’re addicted to gaming because
of the combination of reality and
fantasy.”
-Laureie Pawlik-Kienlen, psychologist.
In-game advertising
IGA
Rules for Marketing
to Gamers
1. Enhance escapsim
2. Don’t be intrusive
3. Don’t ask players to leave the game
Advergaming
Gameification
Gameification (according to Wikipedia)
• The use of game play mechanics for non-game applications particularly
consumer-oriented web and mobile sites.
• Encourages users to engage in desired behaviors in connection with the
applications.
• Makes technology more intriguing.
• Takes advantage of humans' psychological predisposition to engage in gaming.
• Can encourage people to perform chores that they ordinarily consider boring,
such as completing surveys, shopping, or reading web sites.
Likes

Followers

Friends

Experience Points

Badges

Leaderboards
Not only looks at how many people subscribe to a twitter feed, but also how often they click on
posted links, respond to, list, or retweet that user, and how influential those followers are, all of
which can be qualified by specific topics, keywords, and geographic regions, made possible
through access to Bit.ly's link tracking metrics and Twitter's firehose of data. Among the
marketers already working with Klout are Starbucks, CoverGirl, Dannon Yogurt, Virgin America
and Fox.
Social Gaming
Social Gaming Statistics
    Over 183 million U.S. residents spend at least an
   hour a day playing online games.
• The social gaming industry brings in nearly $1 billion
per year.
• More female participants than male.
• 35% of which had never played a video game prior to
getting into social gaming.
• Social games such as FarmVille are responsible for
Fun - a definition
“Fun comes from learning and mastering new experiences.”
Video games, sports and cooking are all examples of
experiences that create the feeling of “fun.” Key factors that
make these activities fun are the possibility of failure, the
ability to improve with practice and feedback that
signals achievement.”
                 Koster, Ralph. A Theory of Fun for Game Design. New York: Paraglyph Press, 2004.
Fun - a review
★ possibility of failure
★ the ability to improve with practice

★ feedback that signals achievement
ARG
Alternate Reality Gaming
Make it immersive.
Recognize the leaders
Give an opportunity
to co-create
Give a reason to share.
Don’t create campaigns

Create missions
Make it challenging
But not too challenging.
Rules (A Review)
★   Enhance escapsim
★   Don’t be intrusive
★   Don’t ask players to leave the game
★   Create a possibility of failure
★   Allow for the ability to improve with practice
★   Give feedback that signals achievement
★   Give a reason to share
★   Make it immersive
★   Recognize leaders
★   Make it PR worthy
★   Don’t create campaigns - create missions
★   Give an opportunity to co-create
★   Make it challenging
★   Give a reward, even if it’s intrinsic
Staying on Strategy
In-Class Assignment
Brand Ownership Words
Create a game for one of the following brands
that reflects its brand ownership:
Cheetos: cheese
Jeep: adventurous

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Gaming

  • 1. Thinking Like A Gamer IGAs, Advergames, Gameification, Social Gaming & ARGs
  • 2. What is a gamer?
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9. Yep, Maslow !"#$%&'#()*+,",-./(%0(1++2# 7+$08"-49"$*:"4*%6+ /%.,0(!2+4.05)#+!(6+7-27$2'%() 3#4++5(6++2# !"#$%&%'%()*+,)!)-,*+.%,/0(,$1$2$)3*+.%/-)!)$0( ;+$%6<*6<6+##("62(=%>+(6++2# 7!'$23*+!77%")$0(*+.%2!)$0(,#$/,*+50.E+4.0-/*+%)"D 7"0+4/(6++2#( /.0)%")$0(*+,%"-.$)3*+0.6%.*+2!5*+2$'$),*+,)!1$2$)3*+%)"D ;*%$%<*-"$("62(?./#*%$%<*-"$(6++2# 1!,$"+2$7%+(%%6,+>+!$.*+7006*+6.$(E*+,#%2)%.*+5!.')#*+,%F*+,2%%/*+%)"D 8+6%,$4(+92!(+:#!/'!(+;<<=>?*+1!,%6+0(+@!,205A,+B$%.!."#3+07+C%%6, C0)+)0+1%+,026+0.+/-12$,#%6D++@0.%+7.%%+0(2$(%+).!$($(4+.%,0-."%,+!.%+!)+555D1-,$(%,,1!22,D"0'D++92!(+:#!/'!(+!""%/),+(0+2$!1$2$)3D
  • 10.
  • 11. “We’re addicted to gaming because of the sense of achievement, positive experiences and connections to the real world . We’re addicted to gaming because of the combination of reality and fantasy.” -Laureie Pawlik-Kienlen, psychologist.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. Rules for Marketing to Gamers 1. Enhance escapsim 2. Don’t be intrusive 3. Don’t ask players to leave the game
  • 19.
  • 20.
  • 22.
  • 24. Gameification (according to Wikipedia) • The use of game play mechanics for non-game applications particularly consumer-oriented web and mobile sites. • Encourages users to engage in desired behaviors in connection with the applications. • Makes technology more intriguing. • Takes advantage of humans' psychological predisposition to engage in gaming. • Can encourage people to perform chores that they ordinarily consider boring, such as completing surveys, shopping, or reading web sites.
  • 25.
  • 26.
  • 27.
  • 28.
  • 30.
  • 31.
  • 32. Not only looks at how many people subscribe to a twitter feed, but also how often they click on posted links, respond to, list, or retweet that user, and how influential those followers are, all of which can be qualified by specific topics, keywords, and geographic regions, made possible through access to Bit.ly's link tracking metrics and Twitter's firehose of data. Among the marketers already working with Klout are Starbucks, CoverGirl, Dannon Yogurt, Virgin America and Fox.
  • 34. Social Gaming Statistics Over 183 million U.S. residents spend at least an hour a day playing online games. • The social gaming industry brings in nearly $1 billion per year. • More female participants than male. • 35% of which had never played a video game prior to getting into social gaming. • Social games such as FarmVille are responsible for
  • 35.
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  • 37.
  • 38. Fun - a definition “Fun comes from learning and mastering new experiences.” Video games, sports and cooking are all examples of experiences that create the feeling of “fun.” Key factors that make these activities fun are the possibility of failure, the ability to improve with practice and feedback that signals achievement.” Koster, Ralph. A Theory of Fun for Game Design. New York: Paraglyph Press, 2004.
  • 39. Fun - a review ★ possibility of failure ★ the ability to improve with practice ★ feedback that signals achievement
  • 42.
  • 43.
  • 45.
  • 47.
  • 48. Give a reason to share.
  • 49.
  • 50.
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  • 53.
  • 54. Make it challenging But not too challenging.
  • 55.
  • 56. Rules (A Review) ★ Enhance escapsim ★ Don’t be intrusive ★ Don’t ask players to leave the game ★ Create a possibility of failure ★ Allow for the ability to improve with practice ★ Give feedback that signals achievement ★ Give a reason to share ★ Make it immersive ★ Recognize leaders ★ Make it PR worthy ★ Don’t create campaigns - create missions ★ Give an opportunity to co-create ★ Make it challenging ★ Give a reward, even if it’s intrinsic
  • 58. Brand Ownership Words Create a game for one of the following brands that reflects its brand ownership: Cheetos: cheese Jeep: adventurous

Notas del editor

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