Transcript
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LECTURE L21GAMES AND GAMIFICATION

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Disclaimer

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Games are the one of the most powerfulforce in the world

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Computer Game History

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Early GamesCathode 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

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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

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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

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Spacewar! 1961

Early Games

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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

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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

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ArcadesSpecial purpose machines

Most popular game was PONG

Arcades became popular amongstyoung in 1971-1974

2-D boards and movementof objects

Special controls and buttons

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Pong 1974

Atari VCS 2600 1977

Game ConsolesIn 1974 game consoles start to appear

Computer games market emerges

Atari became the industry leader - Nolan BushnellVCS – Video Computer System 1974 – 1984 Discontinued in 1991

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The Video Game CrashIn 1983 the computer game market crashed

Throughout the 1984 and 1985, the home video game industry was nearly dead

Too much supply of similar gamesLow qualityThe public lost interest

Atari did not want to credit developers

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Game Consoles Come BackNintendo Entertainment System, 1986

Started the second computer console revolution

Changed the way games were marketedStrict control of what games were produced and soldInstituted quality standardsInstituted content standards

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Enter the Personal ComputerIn the 80s Personal computers become more wide spreadGames slowly appear in the PCs

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Interactive fictionIn 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

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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

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Multiplayer and 3-D GamesEarly 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 appearEthernet LANs, then the Internet

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DOOM introduced 3-D graphics and multiplayer capabilities in 1993

3D game where the player moves around in a 3-D world

Breakthrough graphicsMultiplayer capability on a LAN

Multiplayer and 3-D Games

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Impact of Computer Games

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“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

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Addiction

Some games are highly addictive

Role playing games, MUD (Multiple User Dialog)Example: EverQuest

Games with progression, construction and commandsExamples: WarCraft, CounterStrike, Sims

Impact of Computer Games

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Really simple game, but highly addictive

Released on May 24, 2013, discontinued Feb 8, 2014

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Violence

Some games are violent, made for mature adult audience

Most games are not violent

Impact of Computer Games

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The Gaming Market

“In twenty years, games will have taken over the world and everything will be virtual reality.”

-- Ray Kurzwiel

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Average Game Player Age

35

Source: ESA Essential facts, US data

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Source: ESA Essential facts, US data

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Source: ESA Essential facts, US data

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Source: ESA Essential facts, US data

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1990

$10 bn

2000 2010

$20 bn

$50 bn

Games$100 bn

2017

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Game Consoles

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Sony

Products: PlayStation, PlayStation2, 3 and 4PlayStation Portable

Have the broadest marketHas most of the games

PlayStation3 came with IBM’s CellMovie and TV show downloads

PlayStation4 released late 2013

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XBox

Products: XBox, XBox 360, XBox One

Appeal to hard-core gamesMost powerful console

Xbox Live – online game service

Kinect

Microsoft is promotingxbox as entertainment device

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NintendoProducts: GameCube, GameBoyWii, Wii U, DS

Appeal to familiesApply strict standards

Wii got a very good start withWii Remote

Nintendo Switch

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The Market

PlayStation 2 is still on top

What is the most popular game console of all time?

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Games for Everyone

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The Market

Tetris

What is the most popular game of all time?

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Games are universal

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Games areplayed by anyone

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Games are part ofgrowing up

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Millennials wants entertainment and play in their work, education and social life

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Starts early

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Why should we stop playing when wegrow up?

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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

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Social Games

Multiplayer games that are played with others

Synchronous or Asynchronous

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Source: The online computer and video game industry (OECD Report) The MMORPG Top List

Thousands of players

Roles and responsibility

Continuity and progress

MMORPG

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Monetizing games

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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

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Monetizing gamesAd 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

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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

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VIRTUAL STUFF

Tom Chatfield 7 ways video games engage the brain

(2010)

TED Talk

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The 90-9-1 Rule

In social communities, 90% of theusers don’t contribute

In gaming 90% play for free butare needed so the community works

90% Play for free

9% Pay for added value

1% Pay for anything

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Can games improve the world?

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Jane McGonigal: Gaming can make a better world (2010)

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Can we use games to solve (boring, untasteful…) problems?

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Gamif icat ion

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Gamification is the process of using game thinking and game mechanics to engage audiences and solve problems

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game me•chan•ics

Techniques used by game designers to make games fun and addictive

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The Gamification Loop

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leaderboard

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progression

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Influence and status

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Games are the most powerful motivation to influence behaviour

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How can we usegame mechanics tochange the real world?

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Each week we spend

3 billion hours playing computergames

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At the age of 21 people have spent

10.000 hoursplaying computer games

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Compulsory school is

10.000

hours

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The time people have spent playingWorld of Warcraft is 5,93 million years

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Evolution of man took

5,93 million years

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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

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Gabe Zichermann: How games make kids smarter (2010)

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Real life can be soboooooring

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Why should we take games seriously?

Clearly people are wasting time

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But we need scientific evidence

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Daphne Bavelier: Your brain on video games (2012)

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“ ... people who play action games far outperform the people who don’t”

- Green and Bavelier’s experiment

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Better in problem

solving

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Better in unknown

situations

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Better in exploring

new options

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Track more objects

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Better in monitoring

cluttered world

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Better at processing

visual stream of

information

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And when you are hiring a person to do a job for you, what is your first interview question?

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Do you play video games?

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Play games with your kids

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