GAMES

-Degrees at University of Guelph and Mcgill University

-graduated with jazz performance degree out of Mccgill.

-Moved to toronoto (playing as musician and working retial) he then realizes that it may be impossible to follow his passion. (he isn’t good enough)

- ADMITS HIS FAILURE AND GOES BACK TO SCHOOL

-he figures programming and computers are interesting and familiar enough to work with.

-starts own company at 1997

-wants to focus on CONTENT MANAGEMENT (letting users control their own content)

-Worked for Bell Canada

-Worked to do the TIFF website (98, 99, 00)

-This opened door to entertainment based web design

-NEW IDEA FROM FRIEND: A TV website for a TV show to generate interest and revenue.

-IDEA: a virtual world of the actual TV show, where you could interect and complete lifestyle activites with other virtual players. THIS WAS A BREAKTHROGUH (because it was multiplayer)

-MULTIPLAYER: in single player there is only one player who can create variability and a reaction from the program/ game. Multiplayer there are several players therefore several changing and reacting pieces in the game.

-GAMIFICATION:

taking game mechanics (things that are fun) and putting them into everyday life, or to sell products (usually to sell products)

-Calculated (we play 3 billion hours a week) (JANE MACGONIGAL says we should play 21 billion hours a week).

-The work ethic that goes into gaming is very VALUABLE, Jane wants to use that work ethic and man power (amount of people gaming at one time) to solve world hunger

-Gamification is overwhelming used to stell stuff, despite having great value in brainstorming big issues.

-REAL WORLD EXAMPLES OF GAMIFICATION FOR GOOD:

- Trying to stop speeding with gamification: the money used to tax people on speeding is put in a lottery which is given to people who do not speed. Speeding reduced by 20%. AVERAGE SPEED before 32 k, After 25 k

SELLING you need: sex, innovation (the aww factor), Free (lowest price earns more revenue), Fun (the motivation and engagment behind fun)

-Trying to get fun into Education: 1200 startups, 4 billion dollars. Nothing has worked.

-IT HAS FAILED BECAUSE: adults are trying to TEACH more then they are trying to create fun in the games.

JOES TURN

- HISTORY OF GAMES:

1800’s Tangible Goods (10+1)

1930’s Cash Incentives (CDN Tire /Stamps)

1980’s Loyalty Systems (Gold Card/ Air Miles)

2000’s Virtual Rewards (Badges/ Public Status)

Loyalty costs are going down, status is going up. Most players play for free, superusers pay more.

Ex. Farm ville in the 2000’s a game that you can poor millions of dollars in and get nothing back. You’re paying for badges and simply status. (people spend 10,000 a month for FUN)

Ex. A reward from buying a slushi got you Farm Ville badges because people care more about status then they do about getting money back, or making money

Intrinsic vs. Extrinsic (get money/other things that motivate you to do this action)

Richard Bartle’s Player types --- (early game researcher in the early 90’s)

Achiever – 10% à highly competitive, want to achieve, complete goals

Socializer – 80% à Enjoy spending the time gaming want to socialize

Explorer – 5% à spend a ton of time playing the game want to know all in/outs

Killer – 5% à trying put everyone down to win the game, make comments like “wow that was stupid” these people are the biggest spenders and usually spend the most time playing the game.

What is it that we want out of these games?

SAPS = Status – Access – Power – Stuff

Experience Points, Redeemable Points, Reputation Systems, Leaderboards, Levels (these factors give you everything) (experience points have the most value)

Access – if you play enough times you get access to a bunch of other things (lounges, back stage passes, VIP)

Power- human nature wants power

Stuff – if you reach a certain level and get something out of it, people like that. (Cereal box coupons “mommy, mommy lets buy this cereal)

Reputation Systems – reputable people who post online and get likes on Facebook re-tweets on twitter

Teamwork

Next Jump

Workout check-in app 12% (app for people to check in at the gym doing so would be published virally between all employees. This made 12% but not what he wanted)

Regional teams with leaderboards – 70% (Re-jigged the whole system by making teams to do this together, made more competitive, which made people want to play more. This saved the company millions of dollars)

Playing by yourself can get boring but when you make a team out of it, making it more competitive, attracts a much broader audience. It feels better to win as a team and share the victory with people rather then yourself. Gamers will often get together, play together, and engage much better when in a team setting.