gameful design

Post on 18-Dec-2014

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What is Gameful Design? How does it apply to your application and what can you do to engage your users? The Gameful Design panel hosted by GLIST highlights these questions and provides examples.

TRANSCRIPT

Panelists

1

Wanda MeloniCEO, M2 Publishing@wandameloniwanda@m2researhc.com

Sandro AlbertiChair- ACM SIGGRAPHsalberti@fen-om.com@sandroalberti

Scott TiltonCEO, Hookitscott@hookit.com@Hookitcom

Joann HoffmanCEO, Game On Datajoann@gameondata.com

Gameful DesignWhat is it and what does it mean?

Wanda MeloniM2 Research

G:LIST San Diego, Oct 15, 2014

3

Games now reach more people regardless of age, demographics or geography

Gameful Design

4

Gameful DesignGameful Design

5

Gameful DesignGameful Design

6

1990’s - 2000’s• Tools very expensive or custom built• Specialized high-end systems• Cost Millions of dollars to build

Nicole Stenger, 1992

Today• Unity and Unreal have democratized

tools• 8% of developers doing VR games• Cloud-gaming , Games for Change,

Serious Games

Paul Bettner: Playful Corp. – Lucky’s Tale

6

State of Game Development

Source: M2 Research

7

Film• 1919- United Artists• 1981 – Sundance Film

Festival• 2010 – 42% of US box office

revenue comes from Indie titles

• Crowdfunding

7

State of Game Development

Music• 1950s – Start of indie music• 1970s – National Association

of Independent Record Distributors

• 2013 – 510% increase in indie musicians making their living

• Apple – over 16 billion songs sold through iTunes

Games• 1995 – first Amiga games• 2004 – Unity founded• 2005 - IndieCade• 2008 – Microsoft launches Xbox

Live Indie Games• 2009 – Minecraft launches• 2014 – Minecraft sold 54

million units and reaches 100 million registered users

• Crowdfunding

Source: M2 Research

88

Developer Focus and Game Genre

State of Game Development

Action

Adventure

Puzzle

Arcade

Role Playing

Shooter

Strate

gy

Educational

Simulation

Family

Racing

Serious G

ames

Board

Sports Card

Training

Casino

Music

Word

Branded G

ames

Health G

ames

Gaming: e-Sports

, Gamblin

g

Games for G

oodTriv

ia

Consumer L

oyalty

B2B Motivation

51%

42%

31%29%

26% 25%23% 22%

20%16%

13% 12% 12%9% 8% 8% 7% 7% 7% 7% 6% 5% 5% 4% 4% 3%

Source: M2 Research

9

Gameful DesignGameful Design

10

Gameful Design

22%

33%

44%

Source: M2 Research

11

Gameful DesignGameful Design

Panelists

12

Wanda MeloniCEO, M2 Publishing@wandameloniwanda@m2researhc.com

Sandro AlbertiChair- ACM SIGGRAPHsalberti@fen-om.com@sandroalberti

Scott TiltonCEO, Hookitscott@hookit.com@Hookitcom

Joann HoffmanCEO, Game On Datajoann@gameondata.com

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