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« Games Are The New Normal »
RAF KEUSTERMANS
Co-Founder, CEO Plumbee
(Interim) VP Marketing Kobojo 2011
Independent Social Gaming Consultant 2010-2011
Global Marketing Director Playfish (EA) 2009-2010
Marketing Director EMEA Pogo.com (EA) 2008-2009
Head of Marketing Western Europe Unibet.com 2005-2008
Strategic Planner at BBDO, Grey and Publicis 1998-2005



raf@plumbee.com

Twitter: @raf_keustermans
Games & Gamification Timeline




                                                          Gamification
PONG                             Social Games

1972     1980’s   1994   2005   2007        2010               2012


                                                   Brands
  « Golden Age                                  (re)discover
    of Arcade             XBOX 360
                          PS3                      Games
    Games »
« Games are the new Normal »
• Generations since mid°70’s, 80’s grew up with
  videogames, many of them still play today.

• All of them are consumers and potential clients.

• A lot of them are today’s decision-
  makers, managers, influencers.

• Game mechanics are not a novelty, it’s ’how it should
  be’.
   – Levels
   – Points
   – Achievements
Social Games




               Image from CityVille, Zynga
Before 2008:
- Games = Niche
- Big, But Closed Industry
- Brands & Non-Gamers Not Welcome
Number of gamers exploded:
2000: 250M
2012: 1B+




   •   New fast-growing ‘open’ platforms (Fb, iOS)
   •   Metrics-led design, new generation of game devs
   •   Broadband penetration
   •   Free!
What Is It?

Games using social graph
Fb/iOS Game Centre/OpenFeint/…

No End/No Winner

‘Multi-Player’ (real-time or turn-based)

Users always aware of others’ activities

Free (Ad-funded/Virtual Goods)




                                           Image from menagamer.com, Restaurant Story
Why Should You Care?

• 150B minutes spent EVERY MONTH on social games
   •   That’s an average of 25 minutes for everyone on the planet!
   •   Or 3,4M years are spend/wasted on social games every year.
   •   Wow!




 • Next-Generation Marketing
 • Gamification, Social media, Earned Media, Conversational,
   Metrics-Led Design, Micro-Segmentation
A diverse audience
•   7 to 77
•   F>M
•   30+
•   ‘Non-Gamers’
Emerging Markets!
Brazil 2nd largest Fb
market after US.
India #3, Indonesia
#4, Turkey #7, Philippines
#8
Brands Are Welcome!
Gamification!




Image from Flickr
Gamification?

• Gamification is the use of game mechanics for
  non-game applications/businesses.

• Game mechanics:
  –   Level structure
  –   Reward (feedback) systems: points, badges, …
  –   Competitive elements (leaderboards, tournament)
  –   Appointment mechanics
  –   Virtual currency
  –   …
It’s not (always) about making stuff FUN


                 Gamification =! Making a game

                 Gamification =! Making a boring
                 business/activity more fun

                 Gamification = using game
                 elements or mechanics to
                 improve businesses or
                 experiences
Gamification ingredients




Image from free-photos.biz
1.   What motivates the user/customer?
2.   What are the mechanics/rules?
3.   Is there Social Interaction?
4.   How do you Win/Level Up? (victory
     conditions)
What motivates the user?

•   Power
•   Personal development
•   Being recognised, Status
•   Curiosity, learning, creating
•   Winning (prizes, cash)
•   Competition
•   Affiliation, social interaction (‘making friends’)
•   Ownership, control
•   Achievement
TripIt - leaderboards




Status & competition (brag about your business trips, show how ‘global’ you are)
Changes dynamics of travel planning.
Credit Cards - Levels

•   Basic but effective Level design
•   Unclear, vague victory conditions add to status
Game mechanics

•   Resource Management
•   Auction
•   Luck, Random elements
•   Time (against the clock)
•   Rewards (badges, points, achievements)
•   Risk (penalty vs reward)
•   Levels
•   Collecting
•   Leaderboard
•   Points, Virtual Currency
•   Capture (remove opponent’s tokens/resources)
•   Appointment mechanics (come back in 15 minutes or else)
•   …
B2B - DevHub
• Gamified website creation
• Make the process fun and rewarding
• Badges, Achievements
• Characters
• ‘Virtual World’
And Even Badges Can Work!


               • Nothing new
               • Relevant tool if
                 there is a
                 context/meaning
Social Interaction

• Social Graph
• Gifting
• Feedback (internal/external)
• Status, peer recognition
• Communal collaboration
• Leaderboard
• Self-expression (Avatars,
  customisation)
• Exchange

• E.g ‘Share to Unlock’
Nike+
Victory Conditions


•   Elimination (wipe out competitors)
•   Score (most points win)
•   Race (first player wins)
•   Territory control (biggest area)
•   Game-specific rules
McDonald’s Monopoly Promotion

• Victory = collect the right sets of streets
Klout
• Criticism:
   –   ‘Pointsification’
   –   Fluffy metrics (‘engagement’)
   –   Re-inventing loyalty systems
   –   Ugly word



• Most gamification projects are
  ‘glorified loyalty programmes’.

• Game mechanics can’t fix broken
  businesses!
Raf Keustermans
  @raf_keustermans
 www.plumbee.com

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Games Are The New Normal (deck from GfK Tech Scouting conference)

  • 1. « Games Are The New Normal »
  • 2. RAF KEUSTERMANS Co-Founder, CEO Plumbee (Interim) VP Marketing Kobojo 2011 Independent Social Gaming Consultant 2010-2011 Global Marketing Director Playfish (EA) 2009-2010 Marketing Director EMEA Pogo.com (EA) 2008-2009 Head of Marketing Western Europe Unibet.com 2005-2008 Strategic Planner at BBDO, Grey and Publicis 1998-2005 raf@plumbee.com Twitter: @raf_keustermans
  • 3. Games & Gamification Timeline Gamification PONG Social Games 1972 1980’s 1994 2005 2007 2010 2012 Brands « Golden Age (re)discover of Arcade XBOX 360 PS3 Games Games »
  • 4. « Games are the new Normal » • Generations since mid°70’s, 80’s grew up with videogames, many of them still play today. • All of them are consumers and potential clients. • A lot of them are today’s decision- makers, managers, influencers. • Game mechanics are not a novelty, it’s ’how it should be’. – Levels – Points – Achievements
  • 5. Social Games Image from CityVille, Zynga
  • 6. Before 2008: - Games = Niche - Big, But Closed Industry - Brands & Non-Gamers Not Welcome
  • 7. Number of gamers exploded: 2000: 250M 2012: 1B+ • New fast-growing ‘open’ platforms (Fb, iOS) • Metrics-led design, new generation of game devs • Broadband penetration • Free!
  • 8. What Is It? Games using social graph Fb/iOS Game Centre/OpenFeint/… No End/No Winner ‘Multi-Player’ (real-time or turn-based) Users always aware of others’ activities Free (Ad-funded/Virtual Goods) Image from menagamer.com, Restaurant Story
  • 9. Why Should You Care? • 150B minutes spent EVERY MONTH on social games • That’s an average of 25 minutes for everyone on the planet! • Or 3,4M years are spend/wasted on social games every year. • Wow! • Next-Generation Marketing • Gamification, Social media, Earned Media, Conversational, Metrics-Led Design, Micro-Segmentation
  • 10. A diverse audience • 7 to 77 • F>M • 30+ • ‘Non-Gamers’
  • 11. Emerging Markets! Brazil 2nd largest Fb market after US. India #3, Indonesia #4, Turkey #7, Philippines #8
  • 14. Gamification? • Gamification is the use of game mechanics for non-game applications/businesses. • Game mechanics: – Level structure – Reward (feedback) systems: points, badges, … – Competitive elements (leaderboards, tournament) – Appointment mechanics – Virtual currency – …
  • 15. It’s not (always) about making stuff FUN Gamification =! Making a game Gamification =! Making a boring business/activity more fun Gamification = using game elements or mechanics to improve businesses or experiences
  • 17. 1. What motivates the user/customer? 2. What are the mechanics/rules? 3. Is there Social Interaction? 4. How do you Win/Level Up? (victory conditions)
  • 18. What motivates the user? • Power • Personal development • Being recognised, Status • Curiosity, learning, creating • Winning (prizes, cash) • Competition • Affiliation, social interaction (‘making friends’) • Ownership, control • Achievement
  • 19. TripIt - leaderboards Status & competition (brag about your business trips, show how ‘global’ you are) Changes dynamics of travel planning.
  • 20. Credit Cards - Levels • Basic but effective Level design • Unclear, vague victory conditions add to status
  • 21. Game mechanics • Resource Management • Auction • Luck, Random elements • Time (against the clock) • Rewards (badges, points, achievements) • Risk (penalty vs reward) • Levels • Collecting • Leaderboard • Points, Virtual Currency • Capture (remove opponent’s tokens/resources) • Appointment mechanics (come back in 15 minutes or else) • …
  • 22. B2B - DevHub • Gamified website creation • Make the process fun and rewarding
  • 23. • Badges, Achievements • Characters • ‘Virtual World’
  • 24. And Even Badges Can Work! • Nothing new • Relevant tool if there is a context/meaning
  • 25. Social Interaction • Social Graph • Gifting • Feedback (internal/external) • Status, peer recognition • Communal collaboration • Leaderboard • Self-expression (Avatars, customisation) • Exchange • E.g ‘Share to Unlock’
  • 26. Nike+
  • 27. Victory Conditions • Elimination (wipe out competitors) • Score (most points win) • Race (first player wins) • Territory control (biggest area) • Game-specific rules
  • 28. McDonald’s Monopoly Promotion • Victory = collect the right sets of streets
  • 29. Klout
  • 30. • Criticism: – ‘Pointsification’ – Fluffy metrics (‘engagement’) – Re-inventing loyalty systems – Ugly word • Most gamification projects are ‘glorified loyalty programmes’. • Game mechanics can’t fix broken businesses!
  • 31. Raf Keustermans @raf_keustermans www.plumbee.com

Editor's Notes

  1. Titleslide TBD
  2. Titleslide TBD
  3. Explosion in number of gamers – 4 years ago WoW was cultural phenomenon with 12M players (today medium sized social game)
  4. Emergingmarkets:
  5. Motivation = status & competition (brag about your business trips, show how global you are)
  6. Victory conditions: collect all the streets towin