L21 Games and Gamification

Ólafur Andri Ragnarsson
Ólafur Andri RagnarssonLecturer, author, speaker en Reykjavík University
LECTURE L21
GAMES AND GAMIFICATION
Disclaimer
L21 Games and Gamification
Games are the
one of the
most powerful

force in the
world
Computer Game History
Early Games
Cathode ray tube amusement device, 1947
Analog game, purely electromechanical
Controlled by control knobs which influences the 

trajectory of the CRT's light beam
Player controls a reticle and aligns it to an airplane to shoot down
Noughts And Crosses, 1952
A Tic-Tac-Toe game 

Ran on EDSAC
Used the tank display CRT as 

35 x 16 pixel screen for 

displaying his game
Game did not get well known
Early Games
Q1
In early 1960, there was no “video game industry” -
Two cultures contributed to the idea that
computers should be things we interact with and
play with. What are they?
Early Games
Early 1960s - Two cultures contributed to the idea that
computers should be things we interact with and play with
Hackers - “the hands on imperative”
Rebel entrepreneurs - eager to break into the amusement
industry
Walter Isaacson: The Innovators
Spacewar!

1961
Early Games
Programmed on PDP-1 in MIT in
1960 by Steve Russel
One of the first time-sharing
computers
Space game where two players try
to shoot each others without being
drawn to the sun in the center
Spacewar!

1961
Early Games
Q2
What was the impact of early games like
Spacewar!?
Impact:
1. Collaboration - Liquid network
effect
2. Free - Open Source
3. Strengthened the view that
Computers should be Personal and
Interactive in real-time
Early Games
Spacewar!

1961
Q3
Early machines where too expensive for personal
use. What was the solution?
Arcades
Special purpose machines
Most popular game was PONG
Arcades became popular amongst

young in 1971-1974
2-D boards and movement

of objects
Special controls and buttons
L21 Games and Gamification
Pong 1974
Atari VCS 2600 1977
Game Consoles
In 1974 game consoles start to appear
Computer games market emerges
Atari became the industry leader —Nolan Bushnell

VCS – Video Computer System 1974 – 1984
Discontinued in 1991
L21 Games and Gamification
The Video Game Crash
In 1983 the computer game market crashed
Throughout the 1984 and 1985, the home video game industry was
nearly dead
Too much supply of similar games
Low quality
The public lost interest
Atari did not credit developers
Game Consoles Come Back
Nintendo Entertainment System, 1986
Started the second computer console revolution
Changed the way games were marketed
Strict control of what games were produced and sold
Instituted quality standards
Instituted content standards
Enter the Personal Computer
In the 80s Personal computers become more wide spread
Games slowly appear in the PCs
L21 Games and Gamification
Interactive fiction
In the 80s Interactive fiction games became popular
Role-playing game in which the player moves around in imaginative
adventure world and solves mysteries
Early games where text games with simple commands
Slowly graphics was added
Enter CD-ROM
With CD-ROM new types of games
became possible
More graphic
The 7th guest from 1992
Myst from 1993 became an 

unexpected huge success
L21 Games and Gamification
Multiplayer and 3-D Games
Early games were multiplayer games
Pong and Spacewar! were multiplayer
Most games after that were single player games where
player plays against the computer or players take turn
In the late 80s and early 90s networks start to appear
Ethernet LANs, then the Internet
L21 Games and Gamification
DOOM introduced 3-D graphics and multiplayer capabilities in 1993
3D game where the player moves around in a 3-D world
Breakthrough graphics
Multiplayer capability on a LAN
Multiplayer and 3-D Games
Impact of Computer Games
“Games offer immediate feedback, you can see your progress,
you can try something and be frustrated but later learn more…
that’s why game play is so engaging to us.”
—Barbara Chamberlin, project director at
the New Mexico State University Learning Games Lab
Q4
Many consider video games harmful to people.
What are the main concerns?
Addiction
Some games are highly addictive
Role playing games, MUD (Multiple User
Dialog)
Example: EverQuest
Games with progression, construction and
commands
Examples: WarCraft, CounterStrike, Sims
Impact of Computer Games
L21 Games and Gamification
Violence
Some games are violent, made for mature

adult audience
Most games are not violent
Impact of Computer Games
L21 Games and Gamification
The Gaming Market
“In twenty years, games will have taken over
the world and everything will be virtual
reality.”
-- Ray Kurzwiel
35
Source: ESA Essential facts, US data
The average age of a gamer?
Source: ESA Essential facts, US data
Source: ESA Essential facts, US data
1990
$10 bn
2000 2010
$20 bn
$50 bn
Games
$100 bn
2017
Game Consoles
L21 Games and Gamification
Products: PlayStation, PlayStation2, 3 and 4
PlayStation Portable
Have the broadest market
Has most of the games
PlayStation3 came with IBM’s Cell
Movie and TV show downloads
PlayStation4 released late 2013
Sony
L21 Games and Gamification
Products: XBox, XBox 360, XBox One
Appeal to hard-core games
Most powerful console
Xbox Live – online game service
Kinect
Microsoft is promoting

xbox as entertainment 

device
XBox
L21 Games and Gamification
Products: GameCube, GameBoy
Wii, Wii U, DS
Appeal to families
Apply strict standards
Wii got a very good start with
Wii Remote
Nintendo Switch
Nintendo
The Market
PlayStation 2 is still on top
What is the most popular
game console of all time?
Q5
Can video games have positive impact on people?
Games for Everyone
Tetris
What is the most popular
game of all time?
The Market
Games are universal
Games are
played by anyone
Games are part of
growing up
Millennials People wants
entertainment and play
in their work, education
and social life
Starts early
Why should we stop 

playing when we

grow up?
Simple and easy games, last for short time (50+ hours)
Addictive with low barriers
Pictures from 

PopCap
Source: IGDA 2008-2009 Casual Games White Paper
Casual Games
Social Games
Multiplayer games that are played with others
Synchronous or Asynchronous
Source: The online computer and video game industry (OECD Report)
The MMORPG Top List
Thousands of players
Roles and responsibility
Continuity and progress
MMORPG
Monetizing games
Monetizing games
To make successful games, you have to be a really
good game designer
Art style, tone, uniqueness, game design and
balancing have to work
Monetization strategy depends heavily on the type of
game
Ad supported - free, low barrier, large audience
Free 2 Play - optional in-play purchase, time, skills, virtual stuff
Download - Pay for downloads for PC, console and mobile games
Subscription - Pay for access, monthly
Money gaming - Play for money and take rake or percentage
Monetizing games
Give player access to play significant portion of the game
without paying
Then charge for extras, VIP access, more choices, virtual
stuff, advancement
Based on the Freemium concept
Free to Play - F2P
VIRTUAL STUFF
Tom Chatfield
7 ways video games engage the brain
(2010)
TED Talk
L21 Games and Gamification
The 90-9-1 Rule
In social communities, 90% of the
users don’t contribute
In gaming 90% play for free but
are needed so the community
works
90% Play for free
9% Pay for added value
1% Pay for anything
Can games improve the world?
Jane McGonigal:
Gaming can make a better world (2010)
L21 Games and Gamification
Can we use games to solve (boring, untasteful…) problems?
L21 Games and Gamification
Gamification
Gamification is the process of 

using game thinking and 

game mechanics to engage 

audiences and solve problems
game me•chan•ics
Techniques used by game 

designers to make games 

fun and addictive
The Gamification Loop
leaderboard
progression
Influence and status
Games are the most 

powerful motivation to 

influence behaviour
L21 Games and Gamification
L21 Games and Gamification
How can we use
game mechanics to

change the 

real world?
L21 Games and Gamification
L21 Games and Gamification
L21 Games and Gamification
Each week we spend
3 billion hours playing computer

games
At the age of 21 people have spent
10.000
hours
playing 

computer games
Compulsory 

school is
10.000
hours
The time people have spent playing

World of Warcraft is
5,93 million years
Evolution of
man took
5,93 million years
Fluid intelligence is the capacity to think logically and solve
problems in novel situations, independent of acquired
knowledge
Crystallized intelligence is the ability to use skills, knowledge,
and experience
Evolution of Man gave us Intelligence
Q6
Highlight the talk (parts shown in class) by Gabe
Zicherman: How games make kids smarter (2010).
What are his main points?
Gabe Zichermann:
How games make kids smarter (2010)
L21 Games and Gamification
Real life can be so
boooooring
L21 Games and Gamification
Why should we take games seriously?
Clearly people are wasting time
L21 Games and Gamification
But we need scientific evidence
Daphne Bavelier:
Your brain on video games (2012)
L21 Games and Gamification
“ ... people who play
action games far
outperform the
people who don’t”
- Green and Bavelier’s
experiment
Better in problem
solving
Better in unknown
situations
Better in exploring
new options

Track more objects
Better in
monitoring
cluttered world
Better at processing
visual stream of
information
And when you are hiring a person to do a job
for you, what is your first interview question?
Do you play video games?
L21 Games and Gamification
Play games
with your kids
L21 Games and Gamification
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L21 Games and Gamification