{"id":2856,"date":"2011-07-11T12:00:20","date_gmt":"2011-07-11T11:00:20","guid":{"rendered":"http:\/\/www.markwilson.co.uk\/blog\/?p=2856"},"modified":"2011-07-08T22:45:03","modified_gmt":"2011-07-08T21:45:03","slug":"game-on-at-tftlondon-level-2-the-ubiquitous-gaming-culture","status":"publish","type":"post","link":"https:\/\/www.markwilson.co.uk\/blog\/2011\/07\/game-on-at-tftlondon-level-2-the-ubiquitous-gaming-culture.htm","title":{"rendered":"Game on at #TFTLondon: level 2: the ubiquitous gaming culture"},"content":{"rendered":"<p>Last week, I wrote <a href=\"https:\/\/www.markwilson.co.uk\/blog\/2011\/07\/game-on-at-the-fantastic-tavern-tftlondon.htm\">a post about The Fantastic Tavern event on Gamification<\/a>. That post was a bit light on details, so I&#8217;m now rewarding you with a move to level 2.<\/p>\n<p>James Wallman from <a href=\"http:\/\/www.thefuturelaboratory.com\/\">The Future Laboratory<\/a>\u00c2\u00a0spoke about what they refer to as the ubiquitous gaming culture, starting out with a quote from Seth Priebatsch, CEO at <a href=\"http:\/\/www.scvngr.com\/\">SCVNGR<\/a> and, as I hunted around for the source of the quote it seems he&#8217;s spoken about it at both SXSW and TEDx:<\/p>\n<blockquote cite=\"http:\/\/www.mediabullseye.com\/mb\/2010\/08\/what%e2%80%99s-next-after-social-media.html\"><p>&#8220;While the last decade was the decade of social\u00e2\u20ac\u00a6 where the framework in which we connect with other people was built\u00e2\u20ac\u00a6\u00c2\u00a0 This next decade will be the decade where the game framework is built.&#8221;<\/p><\/blockquote>\n<p>Remember 6 years ago when the first Facebook [or LinkedIn] invitations went out? The ones we ignored for a while until we saw that all our friends [and business contacts] were there&#8230; well, that social framework is in place now\u00c2\u00a0and, in an age with many messages, the way that brands will connect and change consumer behaviour is<br \/>\ngame mechanics.<\/p>\n<p>James broke his talk out into trend drivers, trend impacts, trend consequences, and trend futures so, looking first at the trend drivers &#8211; what is making this desire to gamify things happen?<\/p>\n<p>To start with, gaming changes people&#8217;s behaviour. In trials with burns victims, it was found that gaming isolated the patient from real world (and hence provided pain relief) more than any other medium. Then, consider the blurring of work and play (&#8220;bleisure&#8221;) &#8211; we often check our email on a smartphone when we&#8217;re not at work? [go on, admit it]. The social game market has massive potentially monetary value (<a href=\"http:\/\/www.insidevirtualgoods.com\/future-social-gaming\/\">Inside Network says it&#8217;s a billion-dollar business<\/a>) and <a href=\"http:\/\/abcnews.go.com\/Technology\/social-media-mobile-devices-video-games-grow\/story?id=13024607\">John Riccitello, CEO at Electronic Arts is right on the money when he says<\/a> that:<\/p>\n<blockquote cite=\"http:\/\/abcnews.go.com\/Technology\/social-media-mobile-devices-video-games-grow\/story?id=13024607\"><p>&#8220;Every new device ends up being a game device&#8221;<\/p><\/blockquote>\n<p>(in a market that&#8217;s grown from 200 million gamers, to over a billion.)<\/p>\n<p>Moving on to the trend impacts\u00c2\u00a0&#8211; i.e. the implications of gamification &#8211; brands are incorporating game play elements into applications, products and campaigns.\u00c2\u00a0 Remember all those social networks that didn&#8217;t make it to the big time (Friendster?) &#8211; James suggests that today&#8217;s gamification is like those early social networks: an exciting, novel, concept.<\/p>\n<p>From simple examples like the Braun\/Oral B SmartGuide &#8211; a monitor with a display that changes according to how long you brush your teeth to the <a href=\"http:\/\/greatmelbournetreasurehunt.com.au\/\">City of Melbourne&#8217;s interactive treasure hunt<\/a> (to get people off the beaches and into the CBD) governments and commercial organisations alike are looking to gaming to control, nudge and monitor our behaviour.\u00c2\u00a0 Take, for example, Toyota&#8217;s <a href=\"http:\/\/www.aglassofwater.org\/\">A Glass of Water<\/a> app &#8211; designed to improve our driving and reduce fuel consumption&#8230; or London commuters can play the game of <a href=\"http:\/\/www.chromaroma.com\/\">Chromaroma<\/a> through a link with their <a href=\"https:\/\/oyster.tfl.gov.uk\/\">Oyster Card<\/a> (the London RFID travel card), earning points for getting off a stop early, or using one of the many <a href=\"http:\/\/www.tfl.gov.uk\/roadusers\/cycling\/14808.aspx\">&#8220;Boris Bikes&#8221;<\/a>.<\/p>\n<p>Looking at trend consequences, gamification will change our social and economic structures &#8211; James cited examples like <a href=\"http:\/\/www.maconmoney.org\/\">Macon Money<\/a> from Macon (pronounced Makin&#8217;) in Georgia, USA &#8211; <a href=\"http:\/\/www.newscientist.com\/article\/mg21028155.700-future-of-money-a-currency-thats-building-community.html\">an innovative approach to community building that uses a local currency to build personal connections and\u00c2\u00a0support local businesses<\/a>.\u00c2\u00a0 There&#8217;s even the possibility that people will pay to work (play + labour = &#8220;playbour&#8221;): <a href=\"http:\/\/interneteyes.co.uk\/\">Internet Eyes<\/a> is one such example &#8211; a website where people pay a fee to watch live CCTV footage and are rewarded for spotting and reporting crimes!<\/p>\n<p>So what trend futures does gamification offer? Research shows that a person&#8217;s behaviour in real life mimics their behaviour in the real world. This leads to the concept of &#8220;playfiling&#8221; &#8211; profiling through play.<\/p>\n<p>James gave another example of gamification: New York&#8217;s <a href=\"http:\/\/q2l.org\/\">Quest to Learn<\/a> school. The school\u00c2\u00a0describes itself as school for digital kids &#8211; applying games techniques to digital learning. At work, when we don&#8217;t know something, we ask questions of our colleagues&#8230;. so why not at school? Quest to Learn works in 10-week problem spaces, with pupils co-operating as a team and playing games to learn. In terms of engagement, it&#8217;s now within the top 3% of schools in the United States.<\/p>\n<p>James&#8217; final example also came from New York &#8211; a clever foursquare hack called <a href=\"http:\/\/worldoffourcraft.com\/\">World of Fourcraft<\/a>, that <a href=\"http:\/\/mashable.com\/2011\/06\/29\/world-of-fourcraft\/\">turns the city into a giant game of Risk<\/a>\u00c2\u00a0&#8211; hopefully we&#8217;ll see something like this in British cities soon [are there some programmers out there that want to create a real-life game of Monopoly by mashing up Foursquare and Chromorama? I guess without the property purchases and the going to jail&#8230;].<\/p>\n<p>In conclusion, James Wallman described a ubiquitous gaming culture toolkit for digital marketers:<\/p>\n<ul>\n<li>Put game mechanics at the heart of the brand.<\/li>\n<li>Consider engagement over time &#8211; get people to come back.<\/li>\n<li>Combine online and offline activities.<\/li>\n<li>Engage through the &#8220;4Ms&#8221; of mystery (easy learning), mastery (hard learning), membership (making it social) and meaning (a story with a beginning, middle and end).<\/li>\n<\/ul>\n<p>My next post (&#8220;game on at #TFTLondon: level 3&#8221;) will take a look at the 4Ms of gamification &#8211; and if you\u00e2\u20ac\u2122re interested in future TFT events, find out more at <a href=\"http:\/\/thefantastictavern.co.uk\/\">The Fantastic Tavern<\/a> site (or <a href=\"http:\/\/twitter.com\/TFTLondon\">@TFTLondon<\/a>).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Last week, I wrote a post about The Fantastic Tavern event on Gamification. That post was a bit light on details, so I&#8217;m now rewarding you with a move to level 2. James Wallman from The Future Laboratory\u00c2\u00a0spoke about what they refer to as the ubiquitous gaming culture, starting out with a quote from Seth &hellip; <a href=\"https:\/\/www.markwilson.co.uk\/blog\/2011\/07\/game-on-at-tftlondon-level-2-the-ubiquitous-gaming-culture.htm\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Game on at #TFTLondon: level 2: the ubiquitous gaming culture<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_exactmetrics_skip_tracking":false,"_exactmetrics_sitenote_active":false,"_exactmetrics_sitenote_note":"","_exactmetrics_sitenote_category":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[218],"tags":[224,215],"class_list":["post-2856","post","type-post","status-publish","format-standard","hentry","category-technology","tag-gamification","tag-the-fantastic-tavern"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Game on at #TFTLondon: level 2: the ubiquitous gaming culture - markwilson.it<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.markwilson.co.uk\/blog\/2011\/07\/game-on-at-tftlondon-level-2-the-ubiquitous-gaming-culture.htm\" \/>\n<meta property=\"og:locale\" content=\"en_GB\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Game on at #TFTLondon: level 2: the ubiquitous gaming culture - markwilson.it\" \/>\n<meta property=\"og:description\" content=\"Last week, I wrote a post about The Fantastic Tavern event on Gamification. 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Now we move on to the final level - examining the 4 Ms: of mystery (easy learning), mastery (hard learning), membership (making it social) and meaning (a story with\u2026","rel":"","context":"In &quot;Technology&quot;","block_context":{"text":"Technology","link":"https:\/\/www.markwilson.co.uk\/blog\/topic\/technology"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":2690,"url":"https:\/\/www.markwilson.co.uk\/blog\/2011\/05\/the-science-of-gamification-digitalsurrey.htm","url_meta":{"origin":2856,"position":2},"title":"The science of gamification (@mich8elwu at #digitalsurrey)","author":"Mark Wilson","date":"Tuesday 31 May 2011","format":false,"excerpt":"Gamification. Gam-if-ic-a-tion. Based on the number of analysts and \"people who work in digital\" I've seen commenting on the topics this year, \"gamification\" has to be the buzzword of 2011. So when I saw that Digital Surrey (#digitalsurrey) were running an event on \"The Science of Gamification\", I was very\u2026","rel":"","context":"In &quot;Technology&quot;","block_context":{"text":"Technology","link":"https:\/\/www.markwilson.co.uk\/blog\/topic\/technology"},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":2870,"url":"https:\/\/www.markwilson.co.uk\/blog\/2011\/07\/where-next-for-microsoft-kinect.htm","url_meta":{"origin":2856,"position":3},"title":"Where next for Microsoft Kinect?","author":"Mark Wilson","date":"Wednesday 13 July 2011","format":false,"excerpt":"Last week's Fantastic Tavern gamification event included the opportunity to win an Xbox 360 and Kinect and Microsoft's Andrew Spooner (@andspo), a\u00c2\u00a0Creative Evangelist working with Xbox,\u00c2\u00a0gave an update on the latest Kinect developments. Kinect\u00c2\u00a0is now\u00c2\u00a0(officially) the World's fastest-selling consumer electronics device. That's quite some achievement. I described how Kinect works\u2026","rel":"","context":"In &quot;Technology&quot;","block_context":{"text":"Technology","link":"https:\/\/www.markwilson.co.uk\/blog\/topic\/technology"},"img":{"alt_text":"Dancing with Invisible Light","src":"https:\/\/i0.wp.com\/farm5.static.flickr.com\/4113\/5197984976_9a4b26458b_m.jpg?resize=350%2C200","width":350,"height":200},"classes":[]},{"id":2730,"url":"https:\/\/www.markwilson.co.uk\/blog\/2011\/06\/should-we-gamify-the-workplace.htm","url_meta":{"origin":2856,"position":4},"title":"Should we gamify the workplace?","author":"Mark Wilson","date":"Wednesday 1 June 2011","format":false,"excerpt":"Gamification is certainly one of this year's buzzwords and the science of gamification (i.e. the use of game mechanics\/dynamics to drive game-like engagement and actions in non-game environments) is a topic of great interest to me at the moment. But how can we use gamification in the workplace? 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