“There’s a time for work and a time for play.” “Work hard, play hard.” “Once you finish your homework, you can go out and play games.” Most of us were brought up to believe that there is a stark divide between play and productivity.
In our Brooklyn Brothers Cultural Brainfood, I was suprised to see the difference between Avatar 3D’s first weekend takings of $27m and Call of Duty’s first day takings of $360m. It's not suprising to see this difference given the price difference between the two. I am assuming Avatar tickets were on sale at $10, so thats 2.7m viewers and Call of Duty were at $49.99, so that’s 7.2m purchasers.
Social gaming has seen explosive growth in recent years, with 250 million people playing social games every month. Zynga leads the pack with its hugely successful Cityville and Farmville games on Facebook. These games alone are forecast to pull in revenues of $5 billion by 2015, five times what they were valued at in 2010 by Parks Associates.
Attending the Playful conference in London last in September 2010 I had the chance to meet with Alexis Kennedy, founder of Failbetter Games, the editor of Echo Bazaar, a text game that has received lots of appraisal. He had very enlighting thoughts about how to articulate games and narratives.
With the recent success of so many multiplayer/social games and the emergence of the gamification of services it’s worth thinking about what makes multiplayer gaming so powerful. Games can be applied to anything and in many ways humans often make games where none existed just due to our amazing pattern recognizing abilities. Games and play are an old form of communication almost certainly pre-writing, possibly even pre-language, one could hypothesize that games themselves might be one of the oldest forms of cultural communication (especially when you see animals learning through play).
As someone who straddles the marketing world and the gaming world I’ve been struck by the convergence of goals between the industries and I think that marketers are likely to move boldly into creating games as a growing part of their mix. There has been experimentation with platforms like Foursquare and more recently with Facebook places and deals, but in my mind these are not tools built for marketers and don’t offer much in the way of depth of content or more importantly game design.
SCVNGR is an innovative location based game platform rather like Foursquare, you check in at different locations and you can unlock various rewards. The approach that SCVNGR is taking though is creating a platform that allows anyone to create games and challenges that could be associated with one location (challenges or rewards) or span multiple checkins (a Trek).
This morning I was at one of the excellent Creativity Forums that FlandersDC regularly organizes. This one had a special twist – female speakers only, including Randi Zuckerberg, Christine Heffner, and my personal favourite, Jane McGonigal of the Institute for the Future.
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