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Gamification and transmedia storytelling Brand Activation Summit April 8, 2016, 4.00 pm By Anders Gronstedt, Ph.D., President, Gronstedt Group

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Page 1: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Gamification and

transmedia storytelling

Brand Activation Summit

April 8, 2016, 4.00 pm

By Anders Gronstedt, Ph.D.,

President, Gronstedt Group

Page 2: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Millennial gaming culture

94% of millennials play

videogames for an

average of 9h/week

Page 3: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Millennial gaming culture

Jane McGonigal:

Average 21-year-old

has spent 10,000

hours gaming

= time they’ve

spent in school

5th to 12th grade

Page 4: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Millennial gaming culture

Gaming as a spectator sport:

PewDiePie most subscribed-to

YouTube channel

Page 5: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Millennial gaming culture

Two in three millennials

think gaming helps them

learn how to create

"winning strategies," and

how to become a

better team player

Page 6: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Disruptive learning trends

Gamification

Meta study of 65 studies and 6,476 trainees,

video game trainees have:

11% higher factual knowledge level

14% higher skill-based knowledge level

9% higher retention rateSource: "A Meta-Analytic Examination of the Instructional Effectiveness of ComputerBased

Simulation Games” Traci Sitzman, Personnel Psychology, January, 2010

Online video

Millennials spend more time with digital

video than with both social media and

traditional TV screens.

Page 7: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

From horizontal to vertical viewing

Snapchat: Vertical video ads have nine times more

completed views than horizontal video

Page 8: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

From flat imagery to 3D scenes

Virtual Reality (VR) is a fully-

encompassing space, computer

generated world or 360 degree video

Augmented reality (AR) see-through

glasses that superimposes digital

graphics over the world around you.

“VR is the next major computing and

communication platform after phones,”

Mark Zuckerburg

“Augmented/Virtual Reality to hit $150

billion disrupting mobile by 2020”

Digi-Caital

Page 9: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Virtual reality headsets

Samsung Gear VR

Sony PlayStation VR

Facebook Oculus Rift

Google

cardboard

PC Tethered MobileHigh qualityLower quality

HTC Vive

Headset: $500

PS bundle: $800

$15

$100

Headset: $600

PC bundle: $2,300

Headset: $800

PC bundle:

$2,500

Page 10: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Cases

Page 11: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

“Mission Possible” sales sim

Challenge: Train HP’s 10,000 global sales

reps on how to position its four strategic

Transformation Areas

Solution: ‘Mission Possible’ online

training program with game mechanics

like:

Story-line with live-action video

Points and leaderboard

Levels

Badges

Watch demo video PW: HPE123

Page 12: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Launched Globally in 5 languages

Page 13: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Cultural transformation:

Transmedia Storytelling campaign

A scripted video drama

series: “The iTent”

“Scribe“ videos

Radio-style podcast

interviews with company

leaders

Marketing campaign

Watch video trailer: https://vimeo.com/51927222

Podcast demo: http://www.ggdevelopment.com/gtsr_127xged/InclusionCafe_Sample.mp3

Scribe: http://vimeo.com/36701235

Page 14: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Cyber security game

Challenge: practice and

master new security concepts

Solution: A hybrid “tower of

defense” and “first-person

shooter” game

Storyline about a crime

syndicate

Scores, rewards, leveling,

feedback, and leaderboard

Page 15: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Game Mechanics

Storyline about a crime syndicate

Leveling

Scores and feedback

Leaderboard

Badging

Feedback

Page 16: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Rapid prototyping, testing,

and iteration

Usability test:

Identify usability problems in menus, in-game

displays, controls, and gameplay.

Playtest:

Does the game

engender the

excitement and

learning for

which it was

designed.

Page 17: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Game analytics funnel

Page 19: Gamification and transmedia storytellinginsightinnovation.org/wp-content/uploads/2016/04/PDF/gron.pdf · Gamification and transmedia storytelling Brand Activation Summit April 8,

Discussion

[email protected]