This is a presentation I delivered on May 22, 2012 at Casual Connect Asia in Singapore.
The discussion is an industry overview of how gaming is pervading every aspect of our lives -- reaching into the "real world" and impacting multiple industries and sectors of the economy.
Kurla Call Girls Pooja Nehwal📞 9892124323 ✅ Vashi Call Service Available Nea...
Gaming in the Real World: How Reality-Based Games Are Transforming Our Understanding of “Play”
1. Gaming in the Real World:
How Reality-Based Games
Are Transforming Our
Understanding of “Play”
Presented at Casual Connect Asia – May 22, 2012
By Margaret Wallace, CEO, Playmatics.
8. Digital games generated
$25 billion (USD) in
sales in 2010.
Source: Pew Research Study on Gamification 2012
9. By the age of 21,
the typical person
in the United States
has spent 10,000
hours playing
computer games.
Source: On a Hunt for What Makes Gamers Keep Gaming, http://www.nytimes.com/2010/12/07/science/07tierney.html
29. A game is a form
of play with goals
and structure.
-- Kevin Maroney
30. Games are also practice runs for a whole
range of real-life situations & events.
31.
32.
33.
34.
35. Angry Birds Merchandise With NASA
Themes:
National Geographic book about space
Special edition of News Corp.’s The Daily that
explains the development of the game.
Angry Birds Space-themed apparel, plush toys,
phones and fruit snacks at Walmart.
http://techcrunch.com/2012/03/23/angry-birds-space-twitter/
43. “The
use
of
game
mechanics,
feedback
loops,
and
rewards
will
become
more
embedded
in
daily
life
by
2020.”
Source: The Future of Gamification on The Future of Gamification, May
2012
48. “To help design my
gamified life, I
enlisted Nick
Fortugno and
Margaret Wallace,
the co-founders of
Playmatics, a New
York game-
development firm.
Together we
created a plan for
the week….”
49. Can
Trea@ng
Your
Life
As
a
Game
Make
You
a
BeHer
Person?
One
full
week
of
keeping
track
of
absolutely
everything,
to
see
if
gamifica@on
can
net
you
a
win
in
the
game
of
life
Popular
Science,
February
2012
50. “With GameMaki …you can challenge your
friends and even yourself to see new places,
listen to new music, try cooking a new recipe –
the possibilities are endless.”
51. Gartner:
50% of corporate
innovation will be
“gamified” by 2015
52.
53. “The next target
verticals are
education,
eCommerce, local
retail, and financial
services.”
Tim Chang, Managing
Director at The
Mayfield Fund
61. pocket
monsters
to
capture
them.
Pokémon Dream Radar for 3DS – Players use
camera and motion sensing to hunt for
Pokémon in the real world. confiden@al
66. “Can you imagine knowing
exactly how a country will be
affected tomorrow by the
decisions you make today?
That's the question at the centre of the upcoming
iOS sim Shadow Government.”
Pocket Gamer, March 2012
82. Playmatics has access to a
country-modeling algorithm in partnership with
The Millennium Institute.
83. For the past 30 years, the
Millennium Institute has
developed a dynamic country
simulation tool (the T21)
designed to support and
predict nation-planning.
This is the first time the T21 is being used to
power a game.
84. March 2012
“Shadow
Government
was probably
the most
fascinating
game I saw
at GDC. “
Link:
http://www.tuaw.com/2012/03/14/shadow-government-tries-to-combine-real-world-policy-with-casual/