Games & Business

F4cff6e8df412e86a4935881352d4624?s=47 Vanissa Wanick
August 22, 2018

Games & Business

In this talk/lecture I discuss the principles of games and how games can be applied in different business contexts. I discuss both the advantages and disadvantages of the use of games in this context and the trends for the future.
This talk was given to pre-sessional students (mostly Chinese students applying for a masters degree) in 2018 at the University of Southampton.

F4cff6e8df412e86a4935881352d4624?s=128

Vanissa Wanick

August 22, 2018
Tweet

Transcript

  1. GAMES & BUSINESS DR VANISSA WANICK

  2. WELCOME 欢迎 University of Southampton Winchester School of Art

  3. NICE TO MEET YOU :) Dr Vanissa Wanick v.w.vieira@soton.ac.uk ‣

    PhD Games Design, MBA Marketing, ‣ BA Design
 ‣ More than 8 years of experience in the Design Industry ‣ 2 years teaching at the University of Southampton ‣ More than 20+ publications in the area of games research ‣ Teaching: Year 1 Games Design & PAS1,2 Design Management https://www.southampton.ac.uk/wsa/about/staff/vwv1n12.page? 3
  4. LEARNING OUTCOMES AT THE END OF THIS SESSION, YOU SHOULD

    BE ABLE TO: ▸ 1 - Identify the main applications of games in business contexts ▸ 2 - Discuss the influence of games in business contexts 6
  5. TOPICS TOPICS ▸ Reasons for using games in business ▸

    Gamification ▸ Advergames ▸ Case studies & examples 7
  6. GAMES MARKET IN THE WORLD #1ST CHINA 2.73 BILLION PLAYERS

    BY 2021 NEW SEGMENTS 8
  7. WHAT IS A GAME? 9

  8. “A GAME IS A GOAL-DIRECTED AND COMPETITIVE ACTIVITY CONDUCTED WITHIN

    A FRAMEWORK OF AGREED RULES” Lindley (2003) GAMES 10
  9. “A GAME IS A SYSTEM IN WHICH PLAYERS ENGAGE IN

    AN ARTIFICIAL CONFLICT, DEFINED BY RULES, THAT RESULTS IN A QUANTIFIABLE OUTCOME” Salen and Zimmerman (2004) GAMES 11
  10. WHY ARE GAMES IMPORTANT? WHEN YOU PLAY GAMES, HOW DO

    YOU FEEL? THINK & MAKE SOME NOTES 12
  11. WHY ARE GAMES IMPORTANT? WHEN YOU PLAY GAMES, HOW DO

    YOU FEEL? NOW SHARE YOUR NOTES WITH YOUR PEERS. 13
  12. None
  13. None
  14. WHY ARE BRANDS USING GAMES? BRANDS USING GAMES “MORE THAN

    ANY OTHER MARKETING OUTREACH METHOD, GAMES ENCOURAGE ONGOING ENGAGEMENT” https://www.alistdaily.com/strategy/10-brands-using-games-fan-engagement/
  15. “WHILE MARKETERS INSTIGATE THE BRANDING PROCESS, IT IS THE BUYER

    WHO FORMS A MENTAL PICTURE OF THE BRAND” Leslie De Chernatony, Creating Powerful Brands (2010) BRANDS 17
  16. BRAND EQUITY SIX BUILDING BLOCKS Strategic Brand Management: Building, Measuring,

    and Managing Brand Equity" by Kevin Lane Keller. © Pearson Education Limited 2013 18
  17. “ADVERGAMES ARE GAMES WHOLLY PARTIALLY OR AT LEAST TO SOME

    DEGREE DESIGNED TO CARRY A MESSAGE DESIGNED TO PERSUADE THE PLAYER TO CHANGE A BEHAVIOUR IN THE WORLD” Svahn (2005) ADVERGAMES
  18. None
  19. Datsun 280 ZZZAP, the first videogame for advertising (screenshot from

    Bogost 2007) 21
  20. 22

  21. https://www.alistdaily.com/strategy/10-brands-using-games-fan-engagement/ 23

  22. ADVERGAMES - IN A NUTSHELL… 24

  23. “HOW CAN WE TAKE THOSE FEELINGS FROM GAMES AND APPLY

    THEM TO REAL- WORLD WORK?” Jane McGonigal - TED talk (2010) REALITY IS BROKEN 25
  24. 26

  25. https://education.minecraft.net/ COLLABORATION ASSESSMENT SOCIAL LEARNING

  26. “GAMIFICATION” IS THE USE OF GAME DESIGN ELEMENTS IN NON-GAME

    CONTEXTS Deterding et al. (2011) GAMIFICATION 28
  27. GAMIFICATION GAMIFICATION = PARTS / GAME = WHOLE Deterding et

    al. (2011) 29
  28. GAMIFICATION AS PSYCHOLOGY IT IS MORE ABOUT PSYCHOLOGY… 30

  29. EXAMPLES https://www.bunchball.com/customers/gamification-success-stories SAP Community Network Contributors are awarded points whenever

    other members rate their content with 4 or 5 stars or “like” the content in the system. This helps offset the behaviour of some people to “game” the system by flooding the community with low-value content just to get points. 31
  30. A SMALL LIST… LIST OF EXAMPLES AND STATS ▸ SAP:

    The SAP Community Network regamified its already-mature reputation system, increasing usage by 400% and community feedback by 96% ▸ Spotify and Living Social: replaced annual reviews with a mobile, gamified solution with over 90% of employees participating voluntarily ▸ Deloitte: training programs that are gamified took 50% less time to complete and massively improved longterm engagement ▸ Microsoft: obtained 16x more feedback by people through its Communicate Hope gamified system https://yukaichou.com/gamification-examples/gamification-stats-figures/ 32
  31. None
  32. ADVANTAGES & DISADVANTAGES CRITICISM ▸ “I realize that gamification is

    the easy answer for deploying a perversion of games as a mod marketing miracle.” - Ian Boost, games scholar http://bogost.com/writing/exploitationware/ 34
  33. ADVANTAGES & DISADVANTAGES

  34. ADVANTAGES engagement loyalty memory positive emotions/ experiences positive brand image

  35. DISADVANTAGES could be negative and promote a negative brand image

    could make people do things they don’t want to do can be a “fad” can become boring
  36. TRENDS

  37. AUGMENTED AND VIRTUAL REALITY THE “AR GAMING MARKET” IS EXPECTED

    TO REACH $284.93 BILLION BY 2023 https://www.marketingweek.com/2017/10/26/mobile-game-snatch-talks-competing-with-pokemon-go/ 39
  38. AUGMENTED AND VIRTUAL REALITY https://www.inc.com/james-paine/10-brands-already-leveraging-power-of-augmented-reality.html https://digiday.com/marketing/ikea-using-augmented-reality/ 40

  39. SUMMARY ▸ Main applications of games in business contexts involve

    employee engagement, training and marketing ▸ Games are systems composed by goals and rules that evoke emotions and can change people’s behaviour ▸ Games can make people feel emotionally attached to a product / brand loyalty ▸ Gamification is about psychology ▸ Advergames are advertising in form of games and have been used for a long time ▸ Advantages: memory, positive emotions, engagement ▸ Disadvantages: if done wrong, it can create a negative brand image ▸ Challenges: keep people interested for a long time; “exploitationware” ▸ Trends: augmented reality and virtual reality 41
  40. REFERENCES ▸ https://www.statista.com/statistics/748044/number-video-gamers- world/ ▸ https://newzoo.com/insights/articles/newzoo-2017-report-insights- into-the-108-9-billion-global-games-market/ ▸ https://www.reuters.com/brandfeatures/venture-capital/article? id=12766

    ▸ https://newzoo.com/insights/trend-reports/newzoo-global-games- market-report-2018-light-version/ ▸ https://newzoo.com/insights/infographics/china-games-market-2018/ ▸ https://education.minecraft.net/wp-content/uploads/ MEE_SEL_Case_Studies.pdf
  41. REFERENCES ▸ Deterding, S., Dixon, D., Khaled, R. and Nacke,

    L., 2011, September. From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM. ▸ Huotari, K. and Hamari, J., 2012, October. Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22). ACM. ▸ Hamari, J., Koivisto, J. and Sarsa, H., 2014, January. Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (HICSS) (pp. 3025-3034). IEEE. ▸ Koivisto, J. and Hamari, J., 2014. Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, pp.179-188. ▸ Wanick Vieira, V., 2017. A framework for cross-cultural advergame design: a comparison between Brazil and the UK(Doctoral dissertation, University of Southampton). ▸ Wanick, V., Stallwood, J., Ranchhod, A. and Wills, G., 2018. Can visual familiarity influence attitudes towards brands? An exploratory study of advergame design and cross-cultural consumer behaviour. Entertainment Computing, 27, pp.194-208. ▸ Svahn, M., 2005, November. Future-proofing advergaming: a systematisation for the media buyer. In Proceedings of the second Australasian conference on Interactive entertainment(pp. 187-191). Creativity & Cognition Studios Press. ▸ Terlutter, R. and Capella, M.L., 2013. The gamification of advertising: analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising, 42(2-3), pp.95-112.
  42. THANK YOU VERY MUCH! 谢谢 v.w.vieira@soton.ac.uk @vanissa EMAIL ME IF

    YOU HAVE ANY QUESTIONS!