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This is a post many of you have read before, but I figured it would be good to revisit it because of the new direction of JoeyStrawn.com. Each Monday I will be focusing on Gamification, how it’s helping industries, how it’s being underutilized, how it CAN be used, etc. This is one of the first posts I wrote, introducing the subject earlier this year, so I figured it was a good place to start. Also, if you want a fantastic view of how marketing is obfuscating the idea of Gamification and how some feel it SHOULD be being used, read Julien Smith’s post on it from last week, you might think I’d have a problem with it, but he makes a LOT of great points. Read mine, then read his and them comment on how we can all work together for the good of business and the world alike. Enjoy!
A lot was written earlier this year postulating what trends 2011 would hold for social media. Terms like augmented reality, content curation, mobile technology, social commerce (F-commerce), group buying, and location marketing got thrown around a lot in that mix and while I think all (or most) of those will see an increase this year, I want to delve into an area that I see being a trend well beyond the year 2011.
Gaming.
Or Game Layer, Game Theory, Gamification or whatever else you want to call it. We are starting to see the trend of businesses, causes, and applications all applying basic gaming principles to garner success in the social space and I believe this is a model of thinking that will revolutionize a lot of how we do business in the future. I’ve looked around and while there are articles and books being written on how gaming will revolutionize business models and solve world hunger, no one is writing about how gaming can be integrated directly into the social media strategies we use and how it can improve our digital tactics.
Starting now, I’m going to write about that here on JoeyStrawn.com (once a week to be specific).
Press Start
So why gaming? Isn’t that just one of those sedentary devils causing childhood obesity and remote seclusion all across the world? How could gaming actually benefit businesses, specifically in the area of social media?
To understand what I mean by Gaming throughout the rest of these posts, I think it’s important that I define it as I see it. I’m not referring to specifically video games or card games or board games (although they do all fall into the definition). For our purposes here, Gaming will be defined as the following:
Gaming is the voluntary participation in a structured activity with the intent on reaching a desired end.
To quote Jane McGonigal from her fantastic book Reality Is Broken
Or, as David Edery and Ethan Mollick say in their book Changing the Game (Amazon), “Games are compelling because, at their best, they represent the very essence of what drives people to think, to cooperate, and to create.”
As hopefully made clear by the wording of the title of this post, this is Part 1 talking about the future of Gaming in Social Media. There is way too much to cover and way too many facets of this trend to explain in a single blog post. I’d need an entire book to write a concurrent accounting of how Gaming will affect social media in the coming years (*cough* Wiley & Sons *cough*).
Today I want to simply explain what games are and some interesting stats I’ve encountered along the way in my research.
Choose Your Player
Taking apart the definition of Gaming from earlier, we can see there are specific components necessary for something to be considered a “game”. Games must be voluntary, have a structured list of rules and be aimed towards a desired goal.
Voluntary Involvement – Very rarely do people exclaim “This is awesome!” when being forced to do something they obviously have no desire to be doing. Voluntary, active engagement is a must when it comes to creating and playing games. When I was a kid, my dad signed me up for Golf Camp two summers in a row. Golf Camp consisted of me waking up at 7 am and being forced to practice grips and swings for 5 hours. I don’t hold a grudge against my dad for the move, he just wanted me to appreciate the sport and possibly join him on the greens, but to this day I hate just about everything having to do with golf and it is the furthest thing in my mind when I think of the words “fun” or “game”.
Specific Stipulations – When was the last time you bought a board game from Parker Brothers and the only things in the box were a blank board and instructions that read “Do whatever the hell you want. Ages 9-99″? Games don’t work that way, there are always rules to follow and instructions to understand, even if those instructions are as cryptic as “Figure out the rules as you play” (like this game).
Pot O’ Gold – Another thing to keep in mind about games is that there is some sort of reward for your actions. Whether that be walking away with the Tecmo Bowl Cup or more intrinsic rewards likes seeing your character level up after a tough challenge, there’s always a reason for voluntarily agreeing to follow the rules set forth. The rewards don’t have to be fantastical or expensive either. Solitaire, due to it’s many versions and accessibility, is widely considered the most successful video game of all time and the reward for winning Solitaire is simply watching the cards bounce around and the opportunity to play again. Solitaire is a perfect example of a game that is simple to play but hard to master and mastering the game is reward enough for many people.
Game On……And On And On And On……..
Want to know how far games reach and the power of force behind it’s most dedicated fans? Here are a few numbers. Try and visualize what kind of progress and community you could build with this kind of support behind you or your brand.
- 3 billion hours are spent playing video games each week.
- 65% of American households play video games.
- The average gamer is 34 years old.
- Farmville currently has over 83 million active users.
- World of Warcraft earns an estimated $5 million every day from subscription fees alone.
- Gamers have collectively spent a total of 5.93 million years playing World of Warcraft.
- Angry Birds has been downloaded 140 million times since it’s creation in December of 2009.
- Angry Birds players alone log about 3.33 million hours of game time per day.
- Within 9 months of its release, players of Halo 3 had accumulated enough data to fill 1/50 of the entire collection of written works of humankind from the beginning of recorded history.
Pretty wicked.
Begin!
Not only do games permeate our society in hundreds of ways, we respond more favorably to failure when playing games, we exercise unused regions of our brains and solve problems on a much larger scale than what we experience in everyday life. Games can make us better problem solvers and story creators and they can make us more effective in social media as well.
But that’s something we’ll talk about in Level 2.
Thoughts?
Related Posts:
Tags: facebook, Foursquare, game layer, Game Theory, gamification, gaming, reality is broken, social media, twitter, video games
sorry - yes - I meant, do you see enterprises (companies) relying on games more heavily - and if so, how?
AllynHorne Oh, okay. I see more companies playing around with it (which is good). I'll stick to my answer from before even though some major players like USA and NBC do a really good job of outward-facing gamification. Most of the enterprise level gamification that I see revolves around internal motivation. Target has a game that ranks cashiers on how fast and accurately they can check out customers, which increases productivity and customer happiness and a lot of companies are getting on board with Salesforce's new gamified system Nitro (http://www.bunchball.com/products/nitroforsalesforce).
Does that answer your question? Are you seeing anything that is inspiring or encouraging for you in the field?
As with most of your posts, I get more each time that I read. Now I do have another question for you. How do you see gamification operating in the enterprise?
AllynHorne Could you clarify that a little bit? What kind of enterprise level are you talking about? Mostly I wold say internal initiatives would benefit the most, but if I'm misunderstanding you, I'd like the chance to restate my opinion. : )
What do you think?
In reading through this discussion thread, I of course thought of the Jane McGonigle book...and yet, I also see another connection. Everyone has likely heard of "The Hunger Games Trilogy" -- a series for young adults (but popular among adults - I picked it up on too many plane rides) that narrates the stories of adults selected and acting out "hunger games" (just what they sound like), very intricately choreographed by their totalitarian government.
Why does this series -- ostensibly a commentary on oppression -- come to mind? For a few reasons: one, the characters' success in the hunger games depend on precisely the tightwalk between collaboration and creative tension that we see play out in many of today's social games. Second, the popularity of the trilogy is testament to how addictive the game layer really is. Third, the trilogy serves as a reminder of the ethical obligations of gamemasters -- clearly ignored by the gamekeepers in this trilogy clearly susceptible to manipulation, and, as a result, deeply, deeply distrusted by all game participants.
Joey, this raises perhaps a whole slew of other questions for you to explore, and us to debate with you...slightly off topic, but I hope maybe they inform your future pieces! What of the ethical obligations in a buyer-seller relationship defined by games -- how do you "hook" the user while being sufficiently transparent? What guiding principles guide the design of the game in this context? And tactically speaking, what user interaction model and UI/UX features help to reinforce trust in the brand (and fellow game participants) as a user progresses through a game?
AllynHorne Allyn, thanks for that wonderful comment. I actually haven't read The Hunger Games Trilogy, but might need to give it a glance if you got all that from it. I can already tell you're going to be a great community memeber as I explore this topic in more detail and those are questions that if I wasn't already asking, I certainly am now.
Thanks for the comment and for giving me some more things to add to this discussion. You rock!
I've been working on a new speech (which I am premiering in Atlanta on Friday) which describes the six layers of engagement, culminating in the game layer. Of course Seth Priebatsch I believe coined this and I believe there is something to it. Humans naturally compete, naturally achieve. Applying game theory to a multitude of activiities seems not only natural, but smart for businesses. Gaming is the ultimate consumer engagement, so why not?
markwschaefer It's beyond smart, I believe. I think it will be a necessary component for success alongside quality service and products, especially in the social spheres.
I'd love to be able to hear that speech. What's in Atlanta that's so lucky to hear you speak?
I'm really diving in with both feet with this game theory idea. It's a perfect combination of two of my greatest passions and I'm excited for where it can lead. Who knows, you might not be the only one to publish a book before this is all said and done. Haha. : )
Someone's bean reading a book :-)
Of course, @empireave and @triberr are both recent newcomers onto the scene and both have strong gaming overtones tho they are not "games" per say. So, I expect to see more of that in the future.
Thnx Joey for this insightful post :-)
dino_dogan Haha, I've been reading many books, but I'm excited to see how the trend evolves as well. I'm just hoping to give people a good look into what I see as some areas of gaming possibility within social media.
Thanks!
Like the stats on games. IIRC the past few years, many of the top-selling DVDs have been games, not movies. As a non-gamer aside from random acts of Farkle (and I did love the Google Pac-man doodle) I get this: it's about interest and what we choose to do, how we participate. A comment by @LookingDaniel over on my guest post on lorigosselin blog .. he mentioned how a friend just opened up in that online world, playing and engaging with people. It'll be fun to see where you take this as I'm all for dovetailing interests in blogging. FWIW.
3HatsComm Thanks for the comment and I'm excited about where this will go as well. I'm researching it and learning as I go and hypothesizing about things I see and trends I think are important.
I love the potential of gaming theories being implemented in everything from business to social media and I think it's the future of online organization and cooperation.
Thanks!
This is a great "conversation starter" on gamification, and very interesting piece as usual. The commentary on rules calls to mind another thought -- to what degree will games (and the rules implied), impose some order on what is now a still somewhat chaotic social media world? Some great potential to help people manage the noise -- one application of Empire Avenue, for instance.
AllynHorne I'm actually on Empire Avenue (buy me, I'm cheap right now!) because I wanted to see what all the fuss was about.
You've actually brought up something I'm going to talk about in a later post, but creating systems and rules is a natural form of survival and we are starting to see a shift from the chaotic nature of social media to more structured groups and "networks".
It's no coincidence that large scale games were created once societies were formed, and we are following the same path online, although it's sped up like Lisa Simpson's science fair project.
joey_strawn
I need to get caught up on Empire Avenue myself, and I’ll definitely pick up some of those shares! But I agree that it is on the leading edge of something big – incentivizing the right kind of (reciprocal, networking) behaviors, and creating norms for interaction and building relationships in new forums. Klout is a more rudimentary, less gamified version of this same concept.
This is a natural evolution for the online world, and – I think, an important moment for attunement to personal branding. I suspect, for instance, that the business rules that exist within such games as Empire Avenue will also evolve – eventually capturing more qualitative dimensions of personal positioning, reputation, etc., vs. just influence, reach, which seem to be the most salient indicators at the moment. Can you imagine – perhaps one day, people pay as much attention to their Klout scores as to their credit scores?
Perhaps a bit far off, but just what I have been thinking lately…
AllynHorne haha, I don't think you're that far off. I think the future is edging towards an old system where your reputation (online and off) will define you. It's not about arbitrary numbers or outside sources of info, it's about your past actions, who you are as a business person and individual, and how your Digital Personality presents itself alongside your physical presence.
Social gaming is very exciting. I have been a long time MMO player. Ever since I have played my first MMO, I can't play single player games anymore. I love the social aspects of today's games.
I have noticed however, that video games have not innovated many social tools into their games. I think that this is a huge opportunity.
SoloBizCoach I wold go so far as to say it's even more important the other way around. I think it's essential that social directives and areas start to implement the strategies and concepts from games into their initiatives to really create direct engagement with their audiences.
faybiz I don't know. I started watching videos and reading more and more about Game Theory and have been an avid gamer for most of my life and the information just connected with me. It was like a light shined down and showed a perfect match of ideas and passion and when I realized no one was talking about it how I wanted them to, I decided to do it myself. : )
Stick around!
joey_strawn faybiz I'm with you dude. Looking at flash mobs and some of their variants... games... Jane's book REALLY sold me. Finally finished it over the weekend.
faybiz I'm still working on finishing it up. You should check out Fun, Inc. too. It's awesome.
I think one of the keys to gaming is right there in your Pot o' Gold paragraph: the need to have some sort of "prize" or incentive to play. We all play games in order to win. Or at least win "something". I think where a lot of businesses fail is that the prize has to be "worth it". And there is no real definition of what I mean. But the value of the prize must relate to the effort required to win it. And when businesses delve into contests or "games", especially if they want people to continue to "play", there must be ongoing incentives that are "worth it", whatever that means for particular individuals.
Good stuff, Joey. I'll be interested in seeing where you take this.
KenMueller
Thanks, Ken. I think a facet to add to add to the "worth it" idea is that it not only has to be worth it, but it specifically has to be worth it to your audience. It doesn't have to be some grand prize package or a weekend spa getaway, sometimes intrinsic prizes (things that relate directly to how they see themselves) can be even more powerful.
Cheers!








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