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GAMIFICATION
humans, brands, stories
                           THE IMPORTANCE
                           OF THE INITIAL
                           CONTACT
DIGITAL TECHNOLOGY
  HAS CHANGED
  OUR RELATIONSHIP
  TO CONTENT



GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT   So Cult
DIGITAL
 EXPERIENCE
 =
 INTERACTIVE
 EXPERIENCE
 (inevitably)




GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT   So Cult
Loading... Please wait
                                                             THE MORE
                                                                the experience

                                                               FLOWS
                                                                     the more

                                                              EFFICIENT
                                                                     it will be
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                        So Cult
1.       A GOOD
                                                            INTERACTIVE
                                                             EXPERIENCE
                                                                     is a

                                                             MAGICAL
                                                            EXPERIENCE

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                        So Cult
Nevermind the

     CONSTRAINTS
    We want


    MAGIC
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT        So Cult
THEY ARE
  MAGICIANS




GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT   So Cult
MAGIC
  =
  SIMPLICITY
  PLEASURE
  GRATIFICATION
 FROM THE INITIAL CONTACT

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT   So Cult
SIMPLICITY
    PLEASURE
    GRATIFICATION
 FROM THE INITIAL CONTACT

    This is a good interactive
    experience

                                                       Angry Birds, ios / android, 2009

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                              So Cult
Angry Birds

                                                        Total time spent throwing birds onto
                                                        green pigs, all players put together:



                                                       200 000 YEARS
                                                                  Source : Mikael Hed, CEO Rovio Mobile, Slush Conference 2011




GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                                                 So Cult
SIMPLICITY
    PLEASURE
    GRATIFICATION
 FROM THE INITIAL CONTACT

    This is a good interactive
    experience
   (violent, but efficient)

                                                       «Call of Duty : Modern Warfare III», 2011

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                          So Cult
Call of Duty Modern Warfare 3
                                                       is the biggest success to date in
                                                          the history of entertainment.
                                                            Global revenue in 16 days:


                                                         1 BILLION $
                                                             MW3 beats the record held by Avatar: 1 billion $ in 17 days.




GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                                            So Cult
SIMPLICITY
    PLEASURE
    GRATIFICATION
 FROM THE INITIAL CONTACT

    This is a good interactive
    experience


GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT   So Cult
Mario Kart

                                                       Global sales, all media combined:


                                                       92 MILLIONS
                                                             UNITS
                                                                             Source : Gamecharts.fr




GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                          So Cult
2.   VIDEO GAMES
                                                                        have


                                                             300
                                                              SECONDS
                                                                  to convince


GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                            So Cult
IN 300 SECONDS
          A game must                                       in order to bring

          REASSURE                                        SIMPLICITY
          RELATE                                            PLEASURE
          REWARD                                       GRATIFICATION
                                                               to the player
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                            So Cult
Revenues                       The revenues
                              of the US video
                              game industry            =2X   of the US film
                                                             industry

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                          So Cult
Games dominate the
 entertainment industry

 despite a huge drawback ...




                                                       «The Elder Scrolls, Skyrim», 2011

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                So Cult
Video game is the ONLY entertainment media
                                                              that has to explain how it works to its
                                                                                          audience.
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                             So Cult
Not only must a video game grab
                                                       the player’s attention, it must also
                                                       give him/her the urge and the
                                                       means to act.
 Batman Arkham City, 2011

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                     So Cult
Which is why, in a game, as in every
interactive experience, the initial contact
is crucial.




                                                       «The Walking Dead : the game», 2011

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                   So Cult
Average time needed to finish a
                                                       game on a game console:

                                                                          10 HOURS
                                                           OR 36 000 SECONDS




                                                             Max Payne 3, 2012 : approximately 6 hours into the game

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                                        So Cult
But ...


   video game developers                               300
                                                       SECONDS
   give themselves only                                          to
                                                                      REASSURE
                                                                         RELATE
                                                                       REWARD

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                         So Cult
3.    IN 300 SECONDS
                                                            A VIDEO GAME
                                                                       must
                                                               REASSURE
                                                                  RELATE
                                                                REWARD

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                          So Cult
REASSURE


 IN 300 SECONDS
 A game must explain how it works
 and show how

 SIMPLE it is
                                                       Controllers for Limbo, Xbox 360

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                So Cult
Braid, 2008, first seconds :

                                                       In this independent video game developed by
                                                       Jonathan Blow, the player controls the
                                                       protagonist from the beginning.

                                                       The player instinctively moves him to the right
                                                       and straight through the title screen.




      300 SECONDS TO REASSURE
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                               So Cult
RELATE


 IN 300 SECONDS
 A game must set the scene, define the
 player mission, and give him

   PLEASURE                                            Mass Effect 3, 2011, opening scene

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                 So Cult
Fallout 3, 2008, first minutes :
                                                                 This post-apocalyptic role-play promises an absolute immersion in the story.
                                                                                                          And does so right from the tutorial.

                                                       The player literally “comes to life” and takes his first steps with the help of his father.
                                                                            His mission: survive and save the human race (or what is left of it)




  300 SECONDS TO RELATE
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                                                                        So Cult
REWARD



IN 300 SECONDS
The game must galvanize the player
and give him/her immediate

 GRATIFICATION                                         Tiny Wings , ios / Android

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                So Cult
Uncharted 2, 2009, first minutes :

                                                       The tutorial is part of the plot and is
                                                             a blockbuster in its own right.
                                                               The player gets a real rush.




      300 SECONDS TO REWARD
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                     So Cult
REASSURE
 RELATE
 REWARD



                                                       It’s not about score
   Flower, PS3, 2009

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                   So Cult
REASSURE
RELATE
REWARD



                                                       It’s not about badges

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                    So Cult
REASSURE
                                                                 RELATE
                                                               REWARD

                                                       It’s an obligation to offer a
                                                             once in a lifetime user
                                                                          experience
   Assassin’s Creed, 2007

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                            So Cult
4.     WHAT CAN
                                                               A BRAND
                                                            EXPERIENCE
                                                                   learn from

                                                            VIDEO GAMES’
                                                             300 SECONDS

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                            So Cult
The first 300 seconds of a video game
 teach us:




                                                       that complex rules can be a real
                                                       turn off, a stumbling block…

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                 So Cult
By integrating the tutorial into
   the actual experience, video
   games can avoid the

  CONSTRAINTS


                                                          And turn it into


  The Sims
                                                       PLEASURE
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                    So Cult
Optimized in order to
    REASSURE
    RELATE
    REWARD
                                                       avoid
                                                       FRUSTRATION
  the first 300 seconds                                and offer several
  enable the game to reach its                         hours of
  objectives
                                                       ENTERTAINMENT
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                       So Cult
Optimized in order to
    REASSURE
    RELATE
    REWARD                                             DATA COLLECTION
   a digital experience can help
   the brand                                           DRIVE TO STORE
   reach its objectives
   (whatever they are)                                       SHARING
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                So Cult
Video games or brand experience:
                                                                            identical KPIs
                                                       How many users lived the experience
                                                                               to the end?
                                                          Did interactions create an optimal
                                                                          exchange of data?
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                    So Cult
PLAYING BY THE RULES:



                                                          a constraint can become
                                                              a source of pleasure
                                                       for the user, as long as it is
                                                            part of the experience.

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                              So Cult
Gamification cannot be reduced to
   scores and badges, or we run the
   risk of forgetting the crucial
   question…




GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT   So Cult
WHERE
                                                IS THE
                                                MAGIC

GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT     So Cult
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT   So Cult
MAGIC
                                                                      =
                                                       SIMPLICITY + PLEASURE + GRATIFICATION
                                                                    =
                                                               GAME DESIGN
GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                                    So Cult
Thank you for your attention.


GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT                              So Cult
So/Cult assists brands and content editors who
                          wish to meet the challenges of the attention
                          economy.
humans, brands, stories
                                                            www.socult.net

                                                             us@socult.net

                                                         Twitter : @so_cult
To receive this presentation,
please click here

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Gamification : the importance of the initial contact

  • 1. GAMIFICATION humans, brands, stories THE IMPORTANCE OF THE INITIAL CONTACT
  • 2. DIGITAL TECHNOLOGY HAS CHANGED OUR RELATIONSHIP TO CONTENT GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 3. DIGITAL EXPERIENCE = INTERACTIVE EXPERIENCE (inevitably) GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 4. Loading... Please wait THE MORE the experience FLOWS the more EFFICIENT it will be GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 5. 1. A GOOD INTERACTIVE EXPERIENCE is a MAGICAL EXPERIENCE GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 6. Nevermind the CONSTRAINTS We want MAGIC GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 7. THEY ARE MAGICIANS GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 8. MAGIC = SIMPLICITY PLEASURE GRATIFICATION FROM THE INITIAL CONTACT GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 9. SIMPLICITY PLEASURE GRATIFICATION FROM THE INITIAL CONTACT This is a good interactive experience Angry Birds, ios / android, 2009 GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 10. Angry Birds Total time spent throwing birds onto green pigs, all players put together: 200 000 YEARS Source : Mikael Hed, CEO Rovio Mobile, Slush Conference 2011 GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 11. SIMPLICITY PLEASURE GRATIFICATION FROM THE INITIAL CONTACT This is a good interactive experience (violent, but efficient) «Call of Duty : Modern Warfare III», 2011 GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 12. Call of Duty Modern Warfare 3 is the biggest success to date in the history of entertainment. Global revenue in 16 days: 1 BILLION $ MW3 beats the record held by Avatar: 1 billion $ in 17 days. GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 13. SIMPLICITY PLEASURE GRATIFICATION FROM THE INITIAL CONTACT This is a good interactive experience GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 14. Mario Kart Global sales, all media combined: 92 MILLIONS UNITS Source : Gamecharts.fr GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 15. 2. VIDEO GAMES have 300 SECONDS to convince GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 16. IN 300 SECONDS A game must in order to bring REASSURE SIMPLICITY RELATE PLEASURE REWARD GRATIFICATION to the player GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 17. Revenues The revenues of the US video game industry =2X of the US film industry GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 18. Games dominate the entertainment industry despite a huge drawback ... «The Elder Scrolls, Skyrim», 2011 GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 19. Video game is the ONLY entertainment media that has to explain how it works to its audience. GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 20. Not only must a video game grab the player’s attention, it must also give him/her the urge and the means to act. Batman Arkham City, 2011 GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 21. Which is why, in a game, as in every interactive experience, the initial contact is crucial. «The Walking Dead : the game», 2011 GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 22. Average time needed to finish a game on a game console: 10 HOURS OR 36 000 SECONDS Max Payne 3, 2012 : approximately 6 hours into the game GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 23. But ... video game developers 300 SECONDS give themselves only to REASSURE RELATE REWARD GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 24. 3. IN 300 SECONDS A VIDEO GAME must REASSURE RELATE REWARD GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 25. REASSURE IN 300 SECONDS A game must explain how it works and show how SIMPLE it is Controllers for Limbo, Xbox 360 GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 26. Braid, 2008, first seconds : In this independent video game developed by Jonathan Blow, the player controls the protagonist from the beginning. The player instinctively moves him to the right and straight through the title screen. 300 SECONDS TO REASSURE GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 27. RELATE IN 300 SECONDS A game must set the scene, define the player mission, and give him PLEASURE Mass Effect 3, 2011, opening scene GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 28. Fallout 3, 2008, first minutes : This post-apocalyptic role-play promises an absolute immersion in the story. And does so right from the tutorial. The player literally “comes to life” and takes his first steps with the help of his father. His mission: survive and save the human race (or what is left of it) 300 SECONDS TO RELATE GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 29. REWARD IN 300 SECONDS The game must galvanize the player and give him/her immediate GRATIFICATION Tiny Wings , ios / Android GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 30. Uncharted 2, 2009, first minutes : The tutorial is part of the plot and is a blockbuster in its own right. The player gets a real rush. 300 SECONDS TO REWARD GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 31. REASSURE RELATE REWARD It’s not about score Flower, PS3, 2009 GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 32. REASSURE RELATE REWARD It’s not about badges GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 33. REASSURE RELATE REWARD It’s an obligation to offer a once in a lifetime user experience Assassin’s Creed, 2007 GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 34. 4. WHAT CAN A BRAND EXPERIENCE learn from VIDEO GAMES’ 300 SECONDS GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 35. The first 300 seconds of a video game teach us: that complex rules can be a real turn off, a stumbling block… GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 36. By integrating the tutorial into the actual experience, video games can avoid the CONSTRAINTS And turn it into The Sims PLEASURE GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 37. Optimized in order to REASSURE RELATE REWARD avoid FRUSTRATION the first 300 seconds and offer several enable the game to reach its hours of objectives ENTERTAINMENT GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 38. Optimized in order to REASSURE RELATE REWARD DATA COLLECTION a digital experience can help the brand DRIVE TO STORE reach its objectives (whatever they are) SHARING GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 39. Video games or brand experience: identical KPIs How many users lived the experience to the end? Did interactions create an optimal exchange of data? GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 40. PLAYING BY THE RULES: a constraint can become a source of pleasure for the user, as long as it is part of the experience. GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 41. Gamification cannot be reduced to scores and badges, or we run the risk of forgetting the crucial question… GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 42. WHERE IS THE MAGIC GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 43. GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 44. MAGIC = SIMPLICITY + PLEASURE + GRATIFICATION = GAME DESIGN GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 45. Thank you for your attention. GAMIFICATION : THE IMPORTANCE OF THE INITIAL CONTACT So Cult
  • 46. So/Cult assists brands and content editors who wish to meet the challenges of the attention economy. humans, brands, stories www.socult.net us@socult.net Twitter : @so_cult
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