Se ha denunciado esta presentación.
Se está descargando tu SlideShare. ×

L22 Games and Gamification

Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Próximo SlideShare
L21 Games and Gamification
L21 Games and Gamification
Cargando en…3
×

Eche un vistazo a continuación

1 de 112 Anuncio

L22 Games and Gamification

Descargar para leer sin conexión

The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.

Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.

The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.

Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.

Anuncio
Anuncio

Más Contenido Relacionado

Presentaciones para usted (20)

A los espectadores también les gustó (16)

Anuncio

Similares a L22 Games and Gamification (20)

Más de Ólafur Andri Ragnarsson (20)

Anuncio

Más reciente (20)

L22 Games and Gamification

  1. 1. LECTURE L21 GAMES AND GAMIFICATION
  2. 2. Disclaimer
  3. 3. Games are the one of the most powerful
 force in the world
  4. 4. Computer Game History
  5. 5. 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
  6. 6. 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
  7. 7. Early Games Early 1960s - Two cultures contributed to the idea that computers should be things we interact with and play with: Walter Isaacson: The Innovators Hackers - “the hands on imperative” Rebel entrepreneurs - eager to break into the amusement industry
  8. 8. Spacewar! 1961 Early Games
  9. 9. 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
  10. 10. Impact: 1. Collaboration - Liquid network effect 2. Free - Open Source 3. Strengthened the view that Computers should be Personal and Interactive in real-time Spacewar! 1961 Early Games
  11. 11. 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
  12. 12. 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
  13. 13. 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 want to credit developers
  14. 14. 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
  15. 15. Enter the Personal Computer In the 80s Personal computers become more wide spread Games slowly appear in the PCs
  16. 16. 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
  17. 17. 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
  18. 18. 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
  19. 19. 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
  20. 20. Impact of Computer Games
  21. 21. “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
  22. 22. 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
  23. 23. Really simple game, but highly addictive Released on May 24, 2013, discontinued Feb 8, 2014
  24. 24. Violence Some games are violent, made for mature
 adult audience Most games are not violent Impact of Computer Games
  25. 25. The Gaming Market “In twenty years, games will have taken over the world and everything will be virtual reality.” -- Ray Kurzwiel
  26. 26. Average Game Player Age 35 Source: ESA Essential facts, US data
  27. 27. Source: ESA Essential facts, US data
  28. 28. Source: ESA Essential facts, US data
  29. 29. Source: ESA Essential facts, US data
  30. 30. 1990 $10 bn 2000 2010 $20 bn $50 bn Games $100 bn 2017
  31. 31. Game Consoles
  32. 32. Sony 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
  33. 33. XBox 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
  34. 34. Nintendo Products: GameCube, GameBoy Wii, Wii U, DS Appeal to families Apply strict standards Wii got a very good start with Wii Remote Nintendo Switch
  35. 35. The Market PlayStation 2 is still on top What is the most popular game console of all time?
  36. 36. Games for Everyone
  37. 37. The Market Tetris What is the most popular game of all time?
  38. 38. Games are universal
  39. 39. Games are played by anyone
  40. 40. Games are part of growing up
  41. 41. Millennials wants entertainment and play in their work, education and social life
  42. 42. Starts early
  43. 43. Why should we stop 
 playing when we
 grow up?
  44. 44. Casual Games 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
  45. 45. Social Games Multiplayer games that are played with others Synchronous or Asynchronous
  46. 46. Source: The online computer and video game industry (OECD Report) The MMORPG Top List Thousands of players Roles and responsibility Continuity and progress MMORPG
  47. 47. Monetizing games
  48. 48. Monetizing games Monetization strategy depends heavily on the type of game To make successful games, you have to be a really good game designer Art style, tone, uniqueness, game design and balancing have to work
  49. 49. Monetizing games 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
  50. 50. 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
  51. 51. VIRTUAL STUFF Tom Chatfield 7 ways video games engage the brain (2010) TED Talk
  52. 52. 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
  53. 53. Can games improve the world?
  54. 54. Jane McGonigal: Gaming can make a better world (2010)
  55. 55. Can we use games to solve (boring, untasteful…) problems?
  56. 56. Gamification
  57. 57. Gamification is the process of 
 using game thinking and 
 game mechanics to engage 
 audiences and solve problems
  58. 58. game me•chan•ics Techniques used by game 
 designers to make games 
 fun and addictive
  59. 59. The Gamification Loop
  60. 60. leaderboard
  61. 61. progression
  62. 62. Influence and status
  63. 63. Games are the most 
 powerful motivation to 
 influence behaviour
  64. 64. How can we use game mechanics to
 change the 
 real world?
  65. 65. Each week we spend 3 billion hours playing computer
 games
  66. 66. At the age of 21 people have spent 10.000 hours playing 
 computer games
  67. 67. Compulsory 
 school is 10.000 hours
  68. 68. The time people have spent playing
 World of Warcraft is 5,93 million years
  69. 69. Evolution of man took 5,93 million years
  70. 70. 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
  71. 71. Gabe Zichermann: How games make kids smarter (2010)
  72. 72. Real life can be so boooooring
  73. 73. Why should we take games seriously? Clearly people are wasting time
  74. 74. But we need scientific evidence
  75. 75. Daphne Bavelier: Your brain on video games (2012)
  76. 76. “ ... people who play action games far outperform the people who don’t” - Green and Bavelier’s experiment
  77. 77. Better in problem solving
  78. 78. Better in unknown situations
  79. 79. Better in exploring new options

  80. 80. Track more objects
  81. 81. Better in monitoring cluttered world
  82. 82. Better at processing visual stream of information
  83. 83. And when you are hiring a person to do a job for you, what is your first interview question?
  84. 84. Do you play video games?
  85. 85. Play games with your kids

×