SlideShare une entreprise Scribd logo
1  sur  21
Télécharger pour lire hors ligne
 
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
INTRODUCTION	
  ..............................................................................................................................................................	
  2	
  
KIDS	
  GAMING	
  LANDSCAPE	
  ............................................................................................................................................	
  4	
  
INTEGRATED	
  MEDIA	
  STRATEGIES	
  ............................................................................................................................	
  10	
  
MEDIA	
  PRODUCTION	
  MODEL	
  ...................................................................................................................................	
  15	
  
WRAP	
  UP	
  ..........................................................................................................................................................................	
  20	
  
Claudio	
  Pires	
  Franco,	
  Head	
  of	
  Games	
  and	
  Media	
  Research	
  
claudio.franco@dubitlimited.com	
  
Kids	
  &	
  Youth	
  Research	
  2011	
  
SCREENSHOTS	
  &	
  SPEAKER	
  NOTES	
  
 
Page 2 of 21
GamesLab
	
  
INTRODUCTION
I	
  want	
  to	
  begin	
  by	
  telling	
  you	
  about	
  a	
  book	
  that	
  I	
  started	
  reading	
  this	
  week.	
  
It’s	
  a	
  book	
  about	
  the	
  relation	
  between	
  games,	
  culture	
  and	
  society,	
  by	
  Ian	
  Bogost,	
  a	
  famous	
  games	
  
designer	
  and	
  game	
  scholar.	
  
	
  
The	
  book	
  preview	
  starts	
  with	
  the	
  following	
  title:	
  
	
  
	
  
Puzzling,	
  isn’t	
  it?	
  
This	
  sounds	
  like	
  bad	
  news,	
  especially	
  when	
  it	
  is	
  said	
  by	
  a	
  games	
  designer!	
  
	
  
As	
  I	
  read	
  on,	
  it	
  all	
  started	
  to	
  make	
  sense...	
  
In	
  recent	
  years,	
  computer	
  games	
  have	
  moved	
  from	
  the	
  margins	
  of	
  popular	
  culture	
  to	
  its	
  center.	
  
	
  
Games	
  are	
  being	
  played	
  by	
  all	
  types	
  of	
  people,	
  from	
  stereotypical	
  teenager	
  boy	
  gamers,	
  to	
  
grannies,	
  to	
  politicians	
  who	
  get	
  sacked	
  for	
  playing	
  Farmville	
  during	
  Council	
  meetings!	
  
	
  
 
Page 3 of 21
GamesLab
	
  
	
  
This	
  is	
  a	
  picture	
  of	
  the	
  Bulgarian	
  councilor	
  caught	
  red-­‐handed.	
  
He	
  excused	
  himself	
  by	
  saying	
  that	
  other	
  councilors	
  also	
  play	
  -­‐	
  and	
  he’s	
  only	
  on	
  level	
  40	
  whilst	
  one	
  
of	
  his	
  colleagues	
  is	
  already	
  on	
  level	
  48!	
  Tough	
  competition	
  in	
  Bulgaria!	
  
	
  
Ian	
  Bogost	
  suggests	
  that	
  we	
  think	
  about	
  games	
  as	
  a	
  medium	
  which	
  can	
  be	
  used	
  for	
  infinite	
  
purposes,	
  not	
  just	
  as	
  entertainment	
  products	
  in	
  limited	
  formats.	
  
	
  
I	
  liked	
  this	
  quote	
  as	
  it	
  reflects	
  the	
  status	
  that	
  games	
  seem	
  to	
  be	
  acquiring	
  as	
  a	
  medium	
  in	
  their	
  
own	
  right.	
  
	
  
All	
  types	
  of	
  games	
  can	
  be	
  created,	
  for	
  all	
  types	
  of	
  people,	
  and	
  for	
  all	
  types	
  of	
  purposes.	
  
	
  
Games	
  are	
  being	
  used	
  for	
  storytelling,	
  for	
  education	
  and	
  training,	
  for	
  marketing,	
  for	
  therapy,	
  for	
  
politics,	
  you	
  name	
  it...	
  
As	
  Betty	
  has	
  shown	
  us,	
  games	
  are	
  even	
  shaping	
  the	
  way	
  we	
  do	
  research!	
  
	
  
So	
  instead	
  of	
  witnessing	
  the	
  end	
  of	
  the	
  gamer,	
  we’re	
  living	
  in	
  a	
  time	
  where	
  games	
  are	
  becoming	
  
global	
  -­‐	
  in	
  audience	
  reach;	
  in	
  their	
  uses;	
  and	
  in	
  the	
  influences	
  they	
  have	
  on	
  many	
  aspects	
  of	
  our	
  
society	
  and	
  culture.	
  
 
Page 4 of 21
GamesLab
	
  
Games	
  are	
  here	
  to	
  stay,	
  and	
  any	
  brands	
  and	
  organisations	
  who	
  work	
  with	
  kids	
  should	
  probably	
  be	
  
thinking	
  about	
  how	
  they	
  can	
  use	
  games	
  to	
  engage	
  with	
  their	
  audiences	
  
	
  
	
  
Today	
  we’ll	
  be	
  exploring	
  three	
  main	
  areas:	
  
I’ll	
  show	
  you	
  some	
  fresh	
  data	
  on	
  the	
  games	
  that	
  kids	
  are	
  playing,	
  
Then	
  we’ll	
  see	
  how	
  games	
  have	
  become	
  an	
  essential	
  part	
  of	
  integrated	
  media	
  strategies,	
  and	
  
finally	
  we’ll	
  hear	
  about	
  some	
  strategic	
  insight	
  based	
  on	
  media	
  production	
  models	
  developed	
  by	
  
Dubit	
  
	
  
KIDS	
  GAMING	
  LANDSCAPE	
  
Let’s	
  start	
  by	
  looking	
  at	
  what	
  kids	
  are	
  playing	
  with	
  data	
  from	
  Dubit’s	
  latest	
  ONLINE	
  GAMES	
  
RESEARCH...	
  
We’ll	
  be	
  releasing	
  a	
  lot	
  more	
  data	
  very	
  soon	
  for	
  the	
  US	
  and	
  UK,	
  but	
  for	
  now	
  I’ll	
  show	
  you	
  topline	
  
data	
  for	
  the	
  UK.	
  
	
  
Think	
  of	
  it	
  as	
  a	
  little	
  appetizer	
  fresh	
  off	
  the	
  press	
  
	
  
 
Page 5 of 21
GamesLab
	
  
According	
  to	
  our	
  online	
  survey	
  of	
  1,000	
  kids,	
  99%	
  are	
  playing	
  some	
  kind	
  of	
  computer	
  or	
  video	
  
games.	
  
Here	
  the	
  main	
  surprise	
  is	
  that	
  the	
  industry	
  would	
  probably	
  expect	
  the	
  level	
  of	
  kids	
  playing	
  on	
  
mobile	
  gadgets	
  to	
  be	
  higher,	
  especially	
  on	
  iPads	
  and	
  iPhones...	
  
	
  
But	
  probably	
  this	
  expectation	
  is	
  down	
  to	
  a	
  bit	
  of	
  media	
  hype	
  about	
  these	
  platforms,	
  which	
  
reminds	
  me	
  of	
  similar	
  hypes	
  about	
  Twitter	
  a	
  coupe	
  of	
  years	
  ago,	
  when	
  everyone	
  was	
  thinking	
  
about	
  engaging	
  with	
  kids	
  via	
  Twitter	
  but	
  then	
  we	
  found	
  out	
  that	
  only	
  a	
  tiny	
  proportion	
  actually	
  
used	
  with	
  any	
  regularity.	
  
	
  
The	
  cost	
  of	
  iPads	
  and	
  the	
  like	
  are	
  still	
  prohibitive	
  for	
  kids,	
  and	
  parents	
  tend	
  to	
  opt	
  for	
  cheaper	
  
options	
  for	
  kids	
  gaming.	
  
	
  
Apart	
  from	
  games	
  consoles,	
  the	
  computer	
  is	
  still	
  the	
  main	
  platform	
  used	
  to	
  play	
  games,	
  and	
  a	
  
platform	
  which	
  is	
  more	
  accessible	
  than	
  consoles	
  for	
  most	
  brands	
  and	
  IPs.	
  
	
  
 
Page 6 of 21
GamesLab
	
  
	
  
This	
  second	
  chart	
  shows	
  the	
  top	
  5	
  websites	
  kids	
  used	
  to	
  play	
  games	
  in	
  October	
  
	
  
Facebook	
  seems	
  to	
  be	
  the	
  one	
  site	
  that	
  could	
  cause	
  some	
  surprise...	
  
	
  
However,	
  in	
  spite	
  of	
  existing	
  regulation,	
  we	
  know	
  from	
  previous	
  research	
  that	
  many	
  under	
  13s	
  
using	
  it	
  -­‐	
  and	
  mostly	
  to	
  play	
  games!	
  Probably	
  something	
  to	
  be	
  discussed	
  later	
  today	
  in	
  the	
  ethics	
  
panel	
  
	
  
FB	
  is	
  followed	
  by	
  TV	
  channels	
  websites	
  where	
  kids	
  get	
  in	
  touch	
  with	
  their	
  favourite	
  characters,	
  and	
  
then	
  by	
  Miniclip,	
  a	
  hugely	
  successful	
  mini-­‐games	
  portal.	
  
	
  
 
Page 7 of 21
GamesLab
	
  
	
  
Now	
  let’s	
  look	
  at	
  Facebook	
  in	
  more	
  detail.	
  
	
  
Facebook	
  gaming	
  is	
  ruled	
  by	
  Zynga	
  with	
  3	
  titles	
  in	
  the	
  top	
  5.	
  
This	
  seems	
  to	
  reflect	
  the	
  adult	
  market,	
  which	
  makes	
  sense	
  as	
  we	
  know	
  that	
  typically	
  kids	
  are	
  
introduced	
  to	
  FB	
  gaming	
  by	
  their	
  parents,	
  and	
  even	
  group	
  play	
  as	
  a	
  family.	
  
	
  
Zynga	
  have	
  been	
  doing	
  extremely	
  well	
  in	
  the	
  social	
  games	
  arena,	
  in	
  part	
  probably	
  due	
  to	
  their	
  
attention	
  to	
  games	
  analytics:	
  understanding	
  what	
  their	
  players	
  do	
  in	
  their	
  games	
  and	
  re-­‐adapt	
  
their	
  design	
  and	
  strategies	
  accordingly.	
  
	
  
 
Page 8 of 21
GamesLab
	
  
This	
  chart	
  shows	
  the	
  top	
  VWs	
  and	
  MMOs	
  -­‐	
  for	
  those	
  of	
  you	
  who	
  are	
  not	
  sure	
  what	
  they	
  are,	
  think	
  
of	
  multiplayer	
  games	
  where	
  your	
  character	
  can	
  walk	
  around	
  different	
  areas...	
  
	
  
No	
  surprises	
  in	
  the	
  top	
  5,	
  except	
  perhaps	
  for	
  Minecraft	
  finally	
  making	
  its	
  way	
  to	
  the	
  top.	
  
	
  
Club	
  Penguin	
  and	
  Moshi	
  Monsters	
  continue	
  to	
  rule	
  the	
  UK	
  market	
  -­‐	
  by	
  far!	
  Which	
  may	
  have	
  
something	
  to	
  do	
  with	
  their	
  overall	
  online	
  and	
  offline	
  strategies...	
  we’ll	
  see	
  later	
  on...	
  
	
  
	
  
 
Page 9 of 21
GamesLab
	
  
	
  
In	
  this	
  study	
  we	
  also	
  wanted	
  to	
  know	
  what	
  games	
  really	
  stand	
  out.	
  Which	
  ones	
  do	
  kids	
  find	
  more	
  
appealing?	
  We’ll	
  have	
  to	
  leave	
  their	
  reasons	
  for	
  a	
  later	
  date	
  –	
  this	
  data	
  is	
  still	
  being	
  analysed.	
  
	
  
The	
  chart	
  shows	
  the	
  top	
  10	
  favourite	
  games	
  for	
  kids.	
  
	
  
I’ll	
  make	
  the	
  analysis	
  easier	
  for	
  you:	
  
VWs	
  make	
  up	
  7	
  out	
  of	
  the	
  10	
  games.	
  And	
  CP	
  and	
  Moshi	
  Monsters	
  alone	
  represent	
  the	
  preferences	
  
of	
  over	
  one-­‐third	
  of	
  all	
  kids.	
  
	
  
But	
  why	
  are	
  VWs	
  so	
  popular	
  with	
  kids?	
  
	
  
They’re	
  the	
  most	
  complex	
  kinds	
  of	
  online	
  games	
  out	
  there	
  -­‐	
  and	
  they	
  cover	
  many	
  diverse	
  needs,	
  
from	
  socialising,	
  to	
  role-­‐playing,	
  to	
  narrative	
  and	
  storytelling,	
  to	
  exploration,	
  to	
  user	
  
customisation,	
  competition,	
  and	
  a	
  lot	
  more!	
  
	
  
As	
  we	
  like	
  to	
  say	
  at	
  Dubit,	
  VWs/MMOs	
  satisfy	
  the	
  needs	
  of	
  different	
  player	
  archetypes,	
  which	
  as	
  
we	
  will	
  see	
  should	
  be	
  taken	
  into	
  consideration	
  when	
  designing	
  a	
  game.	
  
	
  
Safety	
  and	
  trust	
  are	
  another	
  important	
  reason	
  why	
  CP	
  and	
  MM	
  are	
  so	
  popular.	
  
The	
  teams	
  behind	
  these	
  games	
  invest	
  strongly	
  in	
  communicating	
  with	
  parents,	
  and	
  in	
  showing	
  
them	
  that	
  their	
  kids	
  will	
  be	
  safe	
  online.	
  And	
  parents	
  act	
  as	
  important	
  gatekeepers	
  for	
  what	
  kids	
  -­‐	
  
especially	
  the	
  youngest	
  -­‐	
  can	
  do	
  online.	
  
	
  
 
Page 10 of 21
GamesLab
	
  
Let’s	
  now	
  see	
  how	
  games	
  link	
  up	
  with	
  other	
  forms	
  of	
  media...	
  
INTEGRATED	
  MEDIA	
  STRATEGIES	
  
	
  
	
  
Kids	
  media	
  consumption	
  has	
  never	
  been	
  so	
  integrated	
  across	
  different	
  platforms	
  and	
  different	
  
media.	
  Kids	
  media	
  has	
  essentially	
  become	
  Transmedia.	
  
	
  
Kids	
  nowadays	
  read	
  the	
  book,	
  watch	
  the	
  film,	
  buy	
  the	
  toy	
  and	
  play	
  the	
  game	
  -­‐	
  they	
  expect	
  to	
  find	
  
their	
  favourite	
  characters	
  across	
  all	
  platforms,	
  across	
  all	
  media.	
  
	
  
As	
  Adam	
  Khwaja,	
  ex-­‐BBC,	
  likes	
  to	
  say:	
  kids	
  are	
  becoming	
  platform-­‐agnostic...	
  
	
  
Online	
  games	
  have	
  become	
  an	
  essential	
  part	
  of	
  transmedia	
  strategies	
  in	
  the	
  kids	
  market.	
  
And	
  VWs	
  are	
  at	
  the	
  centre	
  of	
  innovation	
  often	
  leading	
  the	
  way	
  in	
  the	
  kids	
  transmedia	
  landscape.	
  
	
  
 
Page 11 of 21
GamesLab
	
  
From	
  established	
  ways	
  of	
  working	
  mostly	
  from	
  book,	
  to	
  film,	
  to	
  game	
  and	
  toy...	
  
Now	
  IPs	
  travel	
  in	
  all	
  directions...	
  	
  
	
  
You	
  can	
  start	
  with	
  a	
  game,	
  a	
  film,	
  a	
  book,	
  or	
  a	
  toy,	
  but	
  kids	
  will	
  expect	
  to	
  experience	
  your	
  IP	
  across	
  
all	
  of	
  these	
  media.	
  
	
  
Let	
  me	
  show	
  you	
  a	
  few	
  examples...	
  
	
  
 
Page 12 of 21
GamesLab
	
  
CP	
  and	
  MM	
  have	
  invested	
  strongly	
  in	
  their	
  transmedia	
  expansion,	
  recurring	
  to	
  licensing	
  strategies	
  
and	
  partnerships	
  with	
  established	
  names,	
  for	
  example	
  in	
  the	
  publishing	
  and	
  toys	
  sectors.	
  
	
  
 
Page 13 of 21
GamesLab
	
  
Poptropica	
  is	
  less	
  well	
  known	
  in	
  the	
  UK,	
  but	
  comes	
  up	
  on	
  the	
  top	
  3	
  VWs	
  in	
  the	
  US.	
  It	
  is	
  owned	
  by	
  
Pearson,	
  who	
  by	
  the	
  way	
  are	
  book	
  publishers.	
  
Poptropica	
  is	
  based	
  on	
  a	
  strong	
  narrative,	
  and	
  allows	
  kids	
  to	
  travel	
  to	
  different	
  islands	
  like	
  in	
  a	
  
theme	
  park,	
  where	
  they	
  can	
  go	
  on	
  pirate	
  adventures,	
  or	
  cowboy	
  adventures,	
  or	
  play	
  with	
  knights	
  
and	
  princesses.	
  
	
  
The	
  Poptropica	
  team	
  also	
  creates	
  bespoke	
  islands	
  to	
  promote	
  IPs	
  in	
  other	
  media.	
  In	
  this	
  example,	
  
kids	
  are	
  able	
  to	
  visit	
  Wimpy	
  Wonderland	
  and	
  play	
  a	
  Wimpy	
  Kid	
  adventure.	
  
	
  
Whilst	
  they’re	
  doing	
  this,	
  they	
  are	
  exposed	
  not	
  only	
  to	
  the	
  IP	
  through	
  playing	
  a	
  story,	
  but	
  also	
  to	
  
information	
  about	
  the	
  book,	
  film	
  and	
  DVDs.	
  
	
  
 
Page 14 of 21
GamesLab
	
  
	
  
This	
  example	
  is	
  even	
  less	
  well	
  known,	
  and	
  comes	
  from	
  our	
  French	
  neighbours	
  Ankama.	
  
	
  
Ankama	
  started	
  creating	
  MMOs,	
  but	
  have	
  meantime	
  expanded	
  to	
  other	
  areas	
  of	
  media	
  and	
  
entertainment.	
  
	
  
They	
  adopt	
  a	
  different	
  business	
  model	
  to	
  most	
  MMOs	
  -­‐	
  instead	
  of	
  relying	
  on	
  licensing,	
  all	
  
transmedia	
  content	
  is	
  created	
  in-­‐house,	
  through	
  Ankama’s	
  very	
  own	
  publishing	
  department,	
  
cartoon	
  studio,	
  console	
  development	
  team,	
  etc.	
  
	
  
Something	
  else	
  I	
  love	
  about	
  Ankama	
  is	
  the	
  highly	
  integrated	
  way	
  they	
  weave	
  their	
  transmedia	
  
content.	
  
	
  
For	
  example,	
  when	
  you	
  play	
  the	
  Wakfu	
  game,	
  you	
  can	
  become	
  a	
  Wakfu	
  legend,	
  and	
  your	
  
character	
  and	
  adventures	
  may	
  feature	
  in	
  the	
  manga-­‐style	
  Wakfu	
  magazine...	
  
	
  
Imagine	
  how	
  exciting	
  that	
  can	
  be	
  for	
  the	
  players!	
  
	
  
Ankama	
  even	
  have	
  their	
  own	
  Transmedia	
  quality	
  control	
  team	
  -­‐	
  forgot	
  what	
  they	
  call	
  it.	
  
This	
  team	
  works	
  across	
  departments,	
  to	
  make	
  sure	
  that	
  all	
  their	
  IPs	
  provide	
  a	
  seamless	
  experience	
  
across	
  different	
  media...	
  from	
  game	
  to	
  film	
  to	
  cards	
  and	
  books,	
  all	
  needs	
  to	
  work	
  seamlessly.	
  -­‐	
  as	
  
we	
  will	
  see	
  next,	
  this	
  is	
  extremely	
  important!	
  
	
  
 
Page 15 of 21
GamesLab
	
  
MEDIA	
  PRODUCTION	
  MODEL	
  
I	
  now	
  want	
  to	
  give	
  you	
  a	
  little	
  bit	
  of	
  a	
  flavour	
  of	
  the	
  types	
  of	
  media	
  production	
  models	
  that	
  Dubit	
  
have	
  been	
  developing.	
  
	
  
In	
  this	
  highly	
  cross-­‐media	
  environment	
  for	
  kids,	
  it	
  is	
  essential	
  to	
  reflect	
  on	
  how	
  we	
  work.	
  
And	
  on	
  how	
  we	
  can	
  produce	
  media	
  products	
  that	
  build	
  on	
  existing	
  IPs	
  in	
  ways	
  that	
  guarantee	
  
brand	
  consistency	
  and	
  quality	
  of	
  adaptation.	
  This	
  is	
  how	
  we	
  can	
  meet	
  -­‐	
  and	
  exceed	
  -­‐	
  audience	
  
expectations,	
  by	
  building	
  an	
  effective	
  cross-­‐media	
  web	
  of	
  ongoing	
  engagement	
  with	
  brands	
  /	
  IPs	
  in	
  
an	
  integrated	
  way.	
  
	
  
	
  
 
Page 16 of 21
GamesLab
This	
  wheel	
  represents	
  the	
  main	
  areas	
  that	
  you	
  should	
  consider	
  when	
  you’re	
  creating	
  content	
  in	
  a	
  
transmedia	
  context.	
  
	
  
I	
  will	
  use	
  the	
  creation	
  of	
  a	
  game	
  based	
  on	
  an	
  existing	
  IP	
  example,	
  but	
  the	
  model	
  could	
  be	
  used	
  to	
  
inform	
  the	
  production	
  of	
  a	
  completely	
  new	
  IP,	
  or	
  using	
  an	
  existing	
  IP	
  to	
  produce	
  a	
  cartoon	
  or	
  any	
  
other	
  form	
  of	
  media	
  product.	
  
	
  
There	
  is	
  flexibility	
  about	
  which	
  areas	
  are	
  relevant,	
  depending	
  on	
  what	
  you’re	
  trying	
  to	
  achieve.	
  
	
  
My	
  example	
  is	
  illustrated	
  with	
  a	
  mock	
  exercise	
  we	
  did	
  for	
  the	
  Bookseller	
  conference	
  last	
  month,	
  
where	
  we	
  looked	
  at	
  how	
  we	
  could	
  adapt	
  the	
  Swiss	
  Family	
  Robinson	
  (SFR)	
  IP	
  into	
  a	
  game.	
  
	
  
We	
  invited	
  a	
  group	
  of	
  kids	
  to	
  read	
  the	
  book,	
  watch	
  the	
  Disney	
  film	
  adaptation,	
  and	
  work	
  with	
  us	
  in	
  
the	
  design	
  of	
  the	
  basic	
  sketch	
  for	
  a	
  SFR	
  game.	
  
	
  
Try	
  to	
  imagine	
  that	
  you’re	
  attempting	
  to	
  do	
  the	
  same	
  with	
  your	
  own	
  IP,	
  or	
  with	
  your	
  brand	
  -­‐	
  even	
  
if	
  you’re	
  not	
  in	
  the	
  media	
  sector.	
  
	
  
	
  
Production	
  Factors	
  
Basically	
  this	
  is	
  the	
  kind	
  of	
  information	
  that	
  should	
  be	
  defined	
  in	
  any	
  initial	
  brief.	
  
objectives,	
  budget,	
  timings,	
  target	
  audience	
  
But	
  also	
  the	
  less	
  obvious	
  factors	
  like	
  editorial	
  guidelines,	
  technical	
  limitations	
  and	
  promotion	
  and	
  
marketing	
  plans	
  
	
  
Source	
  IP	
  
here	
  we	
  look	
  at	
  the	
  IP	
  in	
  detail	
  
We	
  extract	
  the	
  narrative	
  structure	
  of	
  the	
  IP,	
  but	
  also	
  hear	
  what	
  kids	
  think	
  about	
  the	
  characters,	
  
which	
  are	
  their	
  favourite,	
  what	
  traits	
  they	
  find	
  most	
  engaging,	
  and	
  main	
  events	
  in	
  the	
  story	
  that	
  
can	
  be	
  translated	
  into	
  the	
  game.	
  
Here	
  we	
  also	
  look	
  at	
  themes	
  and	
  effects:	
  is	
  the	
  story	
  supposed	
  to	
  be	
  funny?	
  Is	
  it	
  serious?	
  What	
  
feelings	
  does	
  it	
  convene	
  to	
  the	
  audience?	
  And	
  how	
  can	
  these	
  effects	
  be	
  reflected	
  in	
  the	
  game?	
  
Often	
  themes	
  will	
  function	
  as	
  inspiration	
  for	
  game	
  mechanics.	
  
In	
  the	
  case	
  of	
  the	
  SFR,	
  the	
  theme	
  of	
  team	
  work	
  could	
  be	
  translated	
  into	
  a	
  mechanic	
  whereby	
  
 
Page 17 of 21
GamesLab
players	
  can	
  choose	
  different	
  characters	
  to	
  complete	
  different	
  tasks.	
  
Think	
  again	
  about	
  your	
  IP	
  or	
  brand	
  -­‐	
  is	
  it	
  funny?	
  is	
  it	
  serious?	
  What	
  effects	
  do	
  you	
  want	
  to	
  cause	
  in	
  
your	
  audience?	
  What	
  should	
  the	
  tone	
  /	
  style	
  be?	
  And	
  can	
  any	
  of	
  the	
  themes	
  be	
  translated	
  into	
  
game	
  mechanics?	
  
	
  
	
  
Previous	
  Adaptations	
  
In	
  the	
  case	
  of	
  the	
  SFR,	
  the	
  DIsney	
  film	
  adaptation	
  of	
  the	
  book	
  had	
  a	
  very	
  powerful	
  influence	
  in	
  the	
  
way	
  kids	
  imagined	
  the	
  game.	
  
For	
  example,	
  in	
  the	
  film	
  there	
  was	
  an	
  added	
  scene	
  where	
  the	
  heroes	
  fight	
  a	
  bunch	
  of	
  pirates	
  -­‐	
  this	
  
never	
  happened	
  in	
  the	
  book,	
  but	
  kids	
  wanted	
  it	
  to	
  be	
  part	
  of	
  the	
  game.	
  
How	
  much	
  you	
  change	
  your	
  source	
  IP	
  is	
  really	
  up	
  to	
  you	
  -­‐	
  but	
  don’t	
  forget	
  you	
  need	
  a	
  good	
  level	
  of	
  
consistency	
  for	
  a	
  seamless	
  experience!	
  And	
  you’ll	
  probably	
  want	
  to	
  please	
  your	
  book	
  readers	
  
and	
  your	
  film	
  watchers!	
  
	
  
	
  
Theme	
  Universe	
  
This	
  area	
  of	
  the	
  wheel	
  is	
  linked	
  to	
  a	
  knowledge	
  of	
  the	
  wider	
  kids’	
  media	
  universe.	
  
	
  If	
  you’re	
  doing	
  a	
  game	
  around	
  pirates,	
  it	
  is	
  worth	
  exploring	
  what	
  other	
  pirate-­‐related	
  media	
  kids	
  
kids	
  enjoy.	
  
Back	
  to	
  our	
  example,	
  the	
  SFR,	
  kids	
  told	
  us	
  that	
  the	
  pirates	
  of	
  the	
  Disney	
  movie	
  did	
  not	
  look	
  like	
  
real	
  pirates	
  -­‐	
  for	
  kids,	
  a	
  real	
  pirate	
  had	
  to	
  look	
  like	
  the	
  pirates	
  in	
  the	
  film	
  Pirates	
  of	
  the	
  
Caribbean.	
  This	
  shows	
  how	
  this	
  film	
  has	
  shaped	
  kids’	
  views	
  of	
  pirates.	
  
	
  
	
  
Games	
  Universe	
  
The	
  Games	
  Universe	
  area	
  means	
  that	
  if	
  you’re	
  creating	
  a	
  game	
  for	
  a	
  specific	
  audience	
  group,	
  you	
  
need	
  to	
  understand	
  what	
  games	
  those	
  kids	
  are	
  playing	
  and	
  also	
  what	
  is	
  it	
  that	
  they	
  find	
  
appealing	
  in	
  the	
  games	
  they	
  play.	
  
 
Page 18 of 21
GamesLab
The	
  main	
  point	
  is	
  to	
  understand	
  what	
  mechanics	
  and	
  features	
  can	
  be	
  used	
  in	
  your	
  game,	
  and	
  how	
  
these	
  may	
  help	
  you	
  satisfy	
  the	
  needs	
  of	
  existing	
  gamers.	
  At	
  Dubit	
  we	
  use	
  the	
  concept	
  of	
  ‘player	
  
archetypes’	
  to	
  help	
  us	
  guide	
  design.	
  Players	
  –	
  in	
  different	
  ages	
  and	
  gender	
  –	
  have	
  different	
  
tendencies	
  or	
  preferences,	
  and	
  this	
  can	
  to	
  a	
  certain	
  extent	
  guide	
  your	
  design.	
  
	
  
	
  
Games	
  Technology	
  
This	
  is	
  the	
  most	
  geeky	
  part	
  of	
  the	
  process.	
  But	
  geeks	
  are	
  cool,	
  and	
  they’ll	
  eventually	
  rule	
  the	
  
world!	
  
This	
  is	
  where	
  you	
  look	
  at	
  existing	
  technologies	
  appropriate	
  for	
  the	
  game	
  you	
  want	
  to	
  create	
  
Often	
  finding	
  a	
  platform	
  that	
  already	
  has	
  many	
  of	
  the	
  features	
  you	
  want	
  to	
  add	
  to	
  the	
  game	
  will	
  
save	
  time	
  and	
  money	
  -­‐	
  which	
  you	
  can	
  invest	
  in	
  making	
  a	
  better	
  game	
  
	
  
	
  
Transmedia	
  Strategy	
  
This	
  is	
  where	
  you	
  think	
  how	
  your	
  game	
  will	
  link	
  up	
  and	
  integrate	
  with	
  the	
  other	
  parts	
  of	
  your	
  IP,	
  
across	
  other	
  media	
  and	
  platforms	
  
This	
  could	
  be,	
  for	
  example,	
  through	
  the	
  use	
  of	
  toys	
  or	
  cards	
  that	
  open	
  features	
  in	
  your	
  game;	
  and	
  
through	
  game	
  levels	
  or	
  achievements	
  that	
  unlock	
  access	
  to	
  videos	
  of	
  your	
  new	
  cartoon	
  
episodes...	
  or	
  more	
  complex	
  stuff	
  that	
  links	
  all	
  sorts	
  of	
  media	
  together	
  in	
  storytelling.	
  
Increasingly,	
  IP	
  development	
  across	
  different	
  media	
  is	
  being	
  designed	
  in	
  an	
  integrated	
  manner	
  
from	
  stage	
  one	
  -­‐	
  integrating	
  your	
  offers	
  means	
  that	
  readers,	
  TV	
  watchers	
  or	
  game	
  players	
  can	
  
start	
  at	
  any	
  touch	
  point	
  and	
  move	
  through	
  your	
  web	
  of	
  transmedia	
  content.	
  
	
  
	
  
Game	
  Evolution	
  
Once	
  we	
  have	
  a	
  Game	
  Design	
  Document	
  -­‐	
  this	
  is	
  the	
  specifications	
  for	
  a	
  game	
  -­‐	
  and	
  some	
  artwork	
  
ready,	
  we	
  test	
  these	
  with	
  our	
  audience.	
  
And	
  as	
  soon	
  as	
  a	
  game	
  has	
  a	
  prototype,	
  we	
  invite	
  kids	
  to	
  play	
  it,	
  ins-­‐tudio	
  or	
  form	
  home,	
  alone	
  or	
  
in	
  groups.	
  Our	
  little	
  testers	
  play	
  our	
  games	
  at	
  Alpha	
  stage,	
  at	
  Beta	
  stage,	
  at	
  every	
  stage	
  -­‐	
  in	
  order	
  
 
Page 19 of 21
GamesLab
to	
  optimise	
  gameplay	
  and	
  unveil	
  any	
  usability	
  problems	
  which	
  could	
  cost	
  us	
  dearly	
  after	
  launch.	
  
Launching	
  a	
  game	
  is	
  not	
  the	
  end	
  of	
  the	
  story	
  
Games	
  are	
  a	
  bit	
  like	
  organic	
  creatures	
  -­‐	
  they	
  are	
  born,	
  they	
  grow,	
  evolve,	
  change	
  -­‐	
  often	
  informed	
  
by	
  what	
  your	
  audience	
  is	
  doing	
  in	
  them.	
  
Games	
  have	
  one	
  great	
  advantage	
  in	
  terms	
  of	
  audience	
  insight	
  when	
  compared	
  to	
  other	
  types	
  of	
  
offline	
  media	
  -­‐	
  they	
  allow	
  you	
  to	
  collate	
  live	
  data	
  on	
  how	
  kids	
  are	
  using	
  your	
  game!	
  
You	
  can	
  know	
  what	
  characters	
  are	
  more	
  popular,	
  which	
  levels	
  kids	
  find	
  too	
  hard,	
  where	
  they’re	
  
getting	
  stuck	
  and	
  where	
  they	
  seem	
  to	
  be	
  getting	
  back	
  for	
  more	
  fun.	
  
Game	
  Analytics	
  allow	
  you	
  to	
  take	
  informed	
  decisions	
  to	
  develop	
  your	
  game	
  in	
  the	
  right	
  direction	
  
A	
  piece	
  of	
  advice:	
  besides	
  analytics,	
  try	
  to	
  involve	
  your	
  audience	
  in	
  decisions	
  about	
  future	
  
developments,	
  for	
  example	
  which	
  new	
  places	
  to	
  create,	
  or	
  which	
  new	
  characters	
  to	
  bring	
  on	
  
board	
  -­‐	
  kids	
  will	
  love	
  to	
  take	
  part	
  and	
  use	
  their	
  creativity	
  to	
  help	
  you.	
  
	
  
	
  
	
  
END	
  OF	
  THE	
  WHEEL...	
  
That’s	
  the	
  brief	
  overview	
  of	
  our	
  approach	
  to	
  creating	
  transmedia	
  integrated	
  games.	
  
	
  
Over	
  the	
  next	
  couple	
  of	
  years	
  Dubit	
  will	
  be	
  taking	
  part	
  in	
  a	
  UNESCO-­‐sponsored	
  project	
  looking	
  at	
  
how	
  books	
  and	
  stories	
  can	
  be	
  translated	
  into,	
  and	
  integrated	
  with,	
  new	
  media	
  forms	
  -­‐	
  we’re	
  
representing	
  the	
  games	
  industry	
  perspective.	
  
	
  
We’ll	
  be	
  part	
  of	
  an	
  international	
  team	
  of	
  academics	
  and	
  industry	
  practitioners	
  that	
  will	
  study	
  
current	
  practices,	
  develop	
  models	
  and	
  create	
  new	
  media	
  products	
  based	
  on	
  the	
  insights	
  gained.	
  
	
  
We’re	
  looking	
  for	
  partners	
  who	
  want	
  to	
  embark	
  with	
  us	
  on	
  a	
  journey	
  of	
  discovery	
  about	
  the	
  
adaptation	
  of	
  stories	
  into	
  new	
  digital	
  forms.	
  
We’d	
  love	
  to	
  involve	
  storytellers	
  from	
  other	
  media	
  because	
  we	
  think	
  that	
  the	
  games	
  industry	
  can	
  
benefit	
  from	
  existing	
  story-­‐telling	
  skills	
  and	
  better	
  narratives...	
  
Our	
  dream	
  is	
  to	
  create	
  games	
  that	
  feel	
  like	
  interactive	
  cartoons...	
  we	
  want	
  to	
  be	
  the	
  Pixar	
  of	
  
Gaming!...	
  
	
  
And	
  we’re	
  also	
  planning	
  to	
  bring	
  together	
  an	
  informal	
  group	
  of	
  people	
  who	
  may	
  be	
  interested	
  in	
  a	
  
 
Page 20 of 21
GamesLab
less	
  hands-­‐on	
  involvement	
  -­‐	
  but	
  still	
  want	
  to	
  follow	
  developments	
  and	
  get	
  insight	
  through	
  informal	
  
meetings	
  and	
  our	
  project	
  blog.	
  
WRAP	
  UP	
  
Today	
  we	
  started	
  with	
  a	
  question:	
  are	
  we	
  witnessing	
  the	
  end	
  of	
  the	
  gamer?	
  
To	
  a	
  certain	
  extent,	
  the	
  answer	
  is	
  yes,	
  we	
  are...	
  
We’re	
  moving	
  away	
  from	
  gamer	
  stereotypes...	
  and	
  evolving	
  towards	
  global	
  gaming	
  -­‐	
  gaming	
  at	
  a	
  
planetary	
  scale!	
  In	
  many	
  shapes	
  and	
  forms.	
  
	
  
But	
  we’re	
  also	
  seeing	
  games	
  as	
  part	
  of	
  wider	
  nets	
  of	
  media	
  consumption.	
  
We	
  live	
  in	
  a	
  new	
  era	
  of	
  transmedia,	
  where	
  kids	
  are	
  platform-­‐agnostic	
  and	
  expect	
  to	
  find	
  the	
  
content	
  they	
  like	
  across	
  every	
  media	
  -­‐	
  in	
  a	
  seamless	
  way.	
  
	
  
We’ve	
  seen	
  how	
  VWs	
  and	
  MMOs	
  form	
  an	
  integral	
  part	
  of	
  transmedia	
  strategies,	
  and	
  how	
  they’re	
  
often	
  leading	
  the	
  way	
  in	
  innovation	
  and	
  creativity.	
  
	
  
Finally	
  we	
  also	
  explored	
  some	
  rules	
  of	
  thumb	
  for	
  creating	
  games	
  in	
  this	
  transmedia	
  environment.	
  
	
  
Above	
  all	
  -­‐	
  and	
  here	
  I	
  put	
  my	
  big	
  researcher	
  hat	
  on	
  -­‐	
  we	
  think	
  we	
  should	
  be	
  involving	
  kids	
  in	
  these	
  
processes	
  of	
  media	
  creation.	
  
	
  
Think	
  of	
  kids	
  as	
  our	
  little	
  media	
  experts	
  -­‐	
  we	
  can	
  obviously	
  come	
  up	
  with	
  brilliant	
  creative	
  ideas,	
  
but	
  it	
  is	
  important	
  to	
  involve	
  our	
  audiences	
  in	
  pretty	
  much	
  every	
  step	
  of	
  the	
  way.	
  
	
  
If	
  we	
  do	
  this,	
  everyone	
  is	
  going	
  to	
  win	
  -­‐	
  It’s	
  a	
  WIN-­‐WIN-­‐WIN	
  situation	
  -­‐	
  for	
  game	
  developers,	
  for	
  
brand	
  owners,	
  and	
  for	
  gamers,	
  who	
  end	
  up	
  having	
  better	
  games	
  to	
  play.	
  
	
  
I’d	
  love	
  to	
  discuss	
  these	
  things	
  in	
  more	
  detail	
  -­‐	
  please	
  come	
  and	
  grab	
  me	
  during	
  the	
  breaks	
  or	
  get	
  
in	
  touch	
  after	
  the	
  event.	
  
	
  
Thank	
  you!	
  
	
  
THE	
  END	
  
 
Page 21 of 21
GamesLab
	
  

Contenu connexe

Tendances

Tendances (20)

Recipe for a best-selling videogame
Recipe for a best-selling videogameRecipe for a best-selling videogame
Recipe for a best-selling videogame
 
Assassin's creed-3
Assassin's creed-3Assassin's creed-3
Assassin's creed-3
 
3. research ver 2
3. research ver 23. research ver 2
3. research ver 2
 
Platform gamespt2
Platform gamespt2Platform gamespt2
Platform gamespt2
 
Genshin Impact: Company Analysis
Genshin Impact: Company AnalysisGenshin Impact: Company Analysis
Genshin Impact: Company Analysis
 
The Future of Video Games
The Future of Video GamesThe Future of Video Games
The Future of Video Games
 
Alt forge final deliverable
Alt forge final deliverableAlt forge final deliverable
Alt forge final deliverable
 
3. Research
3. Research3. Research
3. Research
 
Ppt.online games
Ppt.online gamesPpt.online games
Ppt.online games
 
Gaming Update October
Gaming Update OctoberGaming Update October
Gaming Update October
 
Perfecting A Video Game with Game Metrics
Perfecting A Video Game with Game MetricsPerfecting A Video Game with Game Metrics
Perfecting A Video Game with Game Metrics
 
Assassin's Creed III - Liberation
Assassin's Creed III - LiberationAssassin's Creed III - Liberation
Assassin's Creed III - Liberation
 
Grell & Rau - Ingress In Adult Life - ECER2016
Grell & Rau - Ingress In Adult Life - ECER2016Grell & Rau - Ingress In Adult Life - ECER2016
Grell & Rau - Ingress In Adult Life - ECER2016
 
Online games
Online gamesOnline games
Online games
 
Online Gaming
Online GamingOnline Gaming
Online Gaming
 
Marketing Paper Final
Marketing Paper FinalMarketing Paper Final
Marketing Paper Final
 
Gaming The Game
Gaming The GameGaming The Game
Gaming The Game
 
Game presentation finished m.a.c.k
Game presentation finished m.a.c.kGame presentation finished m.a.c.k
Game presentation finished m.a.c.k
 
Learning through play
Learning through playLearning through play
Learning through play
 
Understanding Players Who are Payers | Nick Berry
Understanding Players Who are Payers | Nick BerryUnderstanding Players Who are Payers | Nick Berry
Understanding Players Who are Payers | Nick Berry
 

Similaire à Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]

Social wizz rapid fire with guest tom chatfield
Social wizz rapid fire with guest tom chatfieldSocial wizz rapid fire with guest tom chatfield
Social wizz rapid fire with guest tom chatfieldPraz Hari
 
What Us Game Developers Need To Know About Free To Play In China
What Us Game Developers Need To Know About Free To Play In ChinaWhat Us Game Developers Need To Know About Free To Play In China
What Us Game Developers Need To Know About Free To Play In ChinaZhan Ye
 
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in China
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in ChinaZhan Ye - What US Game Developers Need to Know about Free-to-Play in China
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in ChinaVirtual Goods Summit
 
Waboba WRLDS connected IOT Toys pitch deck
Waboba WRLDS connected IOT Toys pitch deck Waboba WRLDS connected IOT Toys pitch deck
Waboba WRLDS connected IOT Toys pitch deck Erich Hugo
 
Gaming & marketing
Gaming & marketingGaming & marketing
Gaming & marketingSamkchin
 
WiG 2007 Alice Taylor Keynote
WiG 2007 Alice Taylor KeynoteWiG 2007 Alice Taylor Keynote
WiG 2007 Alice Taylor KeynoteEmma Westecott
 
Gaming Update March
Gaming Update MarchGaming Update March
Gaming Update MarchAdvance A/S
 
Beyond Ageism: Designing Meaningful Games for an Older Audience
Beyond Ageism: Designing Meaningful Games for an Older AudienceBeyond Ageism: Designing Meaningful Games for an Older Audience
Beyond Ageism: Designing Meaningful Games for an Older AudienceBob De Schutter
 
gamification for beginners?
gamification for beginners?gamification for beginners?
gamification for beginners?Rob Jewitt
 
Audience research project
Audience research projectAudience research project
Audience research projectjessicacrosland
 
Copy of audience research project
Copy of audience research projectCopy of audience research project
Copy of audience research projectLily809411
 
Audience research project
Audience research projectAudience research project
Audience research projectNathanMillett
 
Audience research project
Audience research projectAudience research project
Audience research projectLily809411
 
Paola Alliegro_Capstone Paper_FA 2016
Paola Alliegro_Capstone Paper_FA 2016Paola Alliegro_Capstone Paper_FA 2016
Paola Alliegro_Capstone Paper_FA 2016Paola Alliegro
 
Virtual goods opportunities, challenges and acquisitions
Virtual goods opportunities, challenges and acquisitionsVirtual goods opportunities, challenges and acquisitions
Virtual goods opportunities, challenges and acquisitionsDoug Thompson
 

Similaire à Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes] (19)

Social wizz rapid fire with guest tom chatfield
Social wizz rapid fire with guest tom chatfieldSocial wizz rapid fire with guest tom chatfield
Social wizz rapid fire with guest tom chatfield
 
Video Games
Video GamesVideo Games
Video Games
 
What Us Game Developers Need To Know About Free To Play In China
What Us Game Developers Need To Know About Free To Play In ChinaWhat Us Game Developers Need To Know About Free To Play In China
What Us Game Developers Need To Know About Free To Play In China
 
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in China
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in ChinaZhan Ye - What US Game Developers Need to Know about Free-to-Play in China
Zhan Ye - What US Game Developers Need to Know about Free-to-Play in China
 
Waboba WRLDS connected IOT Toys pitch deck
Waboba WRLDS connected IOT Toys pitch deck Waboba WRLDS connected IOT Toys pitch deck
Waboba WRLDS connected IOT Toys pitch deck
 
Gaming & marketing
Gaming & marketingGaming & marketing
Gaming & marketing
 
zbdigitaal_test
zbdigitaal_testzbdigitaal_test
zbdigitaal_test
 
WiG 2007 Alice Taylor Keynote
WiG 2007 Alice Taylor KeynoteWiG 2007 Alice Taylor Keynote
WiG 2007 Alice Taylor Keynote
 
Gaming Update March
Gaming Update MarchGaming Update March
Gaming Update March
 
Beyond Ageism: Designing Meaningful Games for an Older Audience
Beyond Ageism: Designing Meaningful Games for an Older AudienceBeyond Ageism: Designing Meaningful Games for an Older Audience
Beyond Ageism: Designing Meaningful Games for an Older Audience
 
Playing Together
Playing TogetherPlaying Together
Playing Together
 
gamification for beginners?
gamification for beginners?gamification for beginners?
gamification for beginners?
 
Audience research project
Audience research projectAudience research project
Audience research project
 
Copy of audience research project
Copy of audience research projectCopy of audience research project
Copy of audience research project
 
Audience research project
Audience research projectAudience research project
Audience research project
 
Audience research project
Audience research projectAudience research project
Audience research project
 
Paola Alliegro_Capstone Paper_FA 2016
Paola Alliegro_Capstone Paper_FA 2016Paola Alliegro_Capstone Paper_FA 2016
Paola Alliegro_Capstone Paper_FA 2016
 
Games, Consumers and Errr....Brands
Games, Consumers and Errr....BrandsGames, Consumers and Errr....Brands
Games, Consumers and Errr....Brands
 
Virtual goods opportunities, challenges and acquisitions
Virtual goods opportunities, challenges and acquisitionsVirtual goods opportunities, challenges and acquisitions
Virtual goods opportunities, challenges and acquisitions
 

Plus de Claudio Pires Franco

CPFranco - Reinventing the book - exploring the affordances of digital media ...
CPFranco - Reinventing the book - exploring the affordances of digital media ...CPFranco - Reinventing the book - exploring the affordances of digital media ...
CPFranco - Reinventing the book - exploring the affordances of digital media ...Claudio Pires Franco
 
User research - a practical introduction
User research - a practical introductionUser research - a practical introduction
User research - a practical introductionClaudio Pires Franco
 
Mix Digital 2015 - Bath - digital meets books / storytelling
Mix Digital 2015 - Bath - digital meets books / storytellingMix Digital 2015 - Bath - digital meets books / storytelling
Mix Digital 2015 - Bath - digital meets books / storytellingClaudio Pires Franco
 
The Digital Book (R)evolution - By the Book 2014, Florence - SLIDES & NOTES
The Digital Book (R)evolution - By the Book 2014, Florence - SLIDES & NOTESThe Digital Book (R)evolution - By the Book 2014, Florence - SLIDES & NOTES
The Digital Book (R)evolution - By the Book 2014, Florence - SLIDES & NOTESClaudio Pires Franco
 
Digital Media Adaptation Model - MRS Kids&youth2011 conference
Digital Media Adaptation Model - MRS Kids&youth2011 conferenceDigital Media Adaptation Model - MRS Kids&youth2011 conference
Digital Media Adaptation Model - MRS Kids&youth2011 conferenceClaudio Pires Franco
 
An online reader creativity community - Hocklife 2013
An online reader creativity community - Hocklife 2013An online reader creativity community - Hocklife 2013
An online reader creativity community - Hocklife 2013Claudio Pires Franco
 

Plus de Claudio Pires Franco (7)

CPFranco - Reinventing the book - exploring the affordances of digital media ...
CPFranco - Reinventing the book - exploring the affordances of digital media ...CPFranco - Reinventing the book - exploring the affordances of digital media ...
CPFranco - Reinventing the book - exploring the affordances of digital media ...
 
User research - a practical introduction
User research - a practical introductionUser research - a practical introduction
User research - a practical introduction
 
Mix Digital 2015 - Bath - digital meets books / storytelling
Mix Digital 2015 - Bath - digital meets books / storytellingMix Digital 2015 - Bath - digital meets books / storytelling
Mix Digital 2015 - Bath - digital meets books / storytelling
 
The Digital Book (R)evolution - By the Book 2014, Florence - SLIDES & NOTES
The Digital Book (R)evolution - By the Book 2014, Florence - SLIDES & NOTESThe Digital Book (R)evolution - By the Book 2014, Florence - SLIDES & NOTES
The Digital Book (R)evolution - By the Book 2014, Florence - SLIDES & NOTES
 
iDiagram
iDiagramiDiagram
iDiagram
 
Digital Media Adaptation Model - MRS Kids&youth2011 conference
Digital Media Adaptation Model - MRS Kids&youth2011 conferenceDigital Media Adaptation Model - MRS Kids&youth2011 conference
Digital Media Adaptation Model - MRS Kids&youth2011 conference
 
An online reader creativity community - Hocklife 2013
An online reader creativity community - Hocklife 2013An online reader creativity community - Hocklife 2013
An online reader creativity community - Hocklife 2013
 

Dernier

Fight Scene Storyboard (Action/Adventure Animation)
Fight Scene Storyboard (Action/Adventure Animation)Fight Scene Storyboard (Action/Adventure Animation)
Fight Scene Storyboard (Action/Adventure Animation)finlaygoodall2
 
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...Amil Baba Dawood bangali
 
Aesthetic Design Inspiration by Slidesgo.pptx
Aesthetic Design Inspiration by Slidesgo.pptxAesthetic Design Inspiration by Slidesgo.pptx
Aesthetic Design Inspiration by Slidesgo.pptxsayemalkadripial4
 
Bald Philosopher, a story for entertainment.docx
Bald Philosopher, a story for entertainment.docxBald Philosopher, a story for entertainment.docx
Bald Philosopher, a story for entertainment.docxazuremorn
 
Statement Of Intent - - Copy.documentfile
Statement Of Intent - - Copy.documentfileStatement Of Intent - - Copy.documentfile
Statement Of Intent - - Copy.documentfilef4ssvxpz62
 
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)Salty Vixen Stories & More
 
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand FinaleBiswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand FinaleQui9 (Ultimate Quizzing)
 
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...Amil baba
 
Taken Pilot Episode Story pitch Document
Taken Pilot Episode Story pitch DocumentTaken Pilot Episode Story pitch Document
Taken Pilot Episode Story pitch Documentf4ssvxpz62
 
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024Durkin Entertainment LLC
 
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...TeslaStakeHolder
 
Behind the Scenes The Life of Enzo Zelocchi, a Hollywood Film Producer.pdf
Behind the Scenes The Life of Enzo Zelocchi, a Hollywood Film Producer.pdfBehind the Scenes The Life of Enzo Zelocchi, a Hollywood Film Producer.pdf
Behind the Scenes The Life of Enzo Zelocchi, a Hollywood Film Producer.pdfEnzo Zelocchi Fan Page
 
Princess Jahan's Tuition Classes, a story for entertainment
Princess Jahan's Tuition Classes, a story for entertainmentPrincess Jahan's Tuition Classes, a story for entertainment
Princess Jahan's Tuition Classes, a story for entertainmentazuremorn
 
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...Amil Baba Dawood bangali
 
THE MEDIC, A STORY for entertainment.docx
THE MEDIC, A STORY for entertainment.docxTHE MEDIC, A STORY for entertainment.docx
THE MEDIC, A STORY for entertainment.docxazuremorn
 
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' MotherA Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Motherget joys
 

Dernier (20)

Fight Scene Storyboard (Action/Adventure Animation)
Fight Scene Storyboard (Action/Adventure Animation)Fight Scene Storyboard (Action/Adventure Animation)
Fight Scene Storyboard (Action/Adventure Animation)
 
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
NO1 Certified kala ilam Expert In Peshwar Kala Jadu Specialist In Peshwar Kal...
 
Aesthetic Design Inspiration by Slidesgo.pptx
Aesthetic Design Inspiration by Slidesgo.pptxAesthetic Design Inspiration by Slidesgo.pptx
Aesthetic Design Inspiration by Slidesgo.pptx
 
Bald Philosopher, a story for entertainment.docx
Bald Philosopher, a story for entertainment.docxBald Philosopher, a story for entertainment.docx
Bald Philosopher, a story for entertainment.docx
 
Statement Of Intent - - Copy.documentfile
Statement Of Intent - - Copy.documentfileStatement Of Intent - - Copy.documentfile
Statement Of Intent - - Copy.documentfile
 
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
What Life Would Be Like From A Different Perspective (saltyvixenstories.com)
 
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand FinaleBiswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
Biswanath Byam Samiti Open Quiz 2022 by Qui9 Grand Finale
 
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
Uk-NO1 Amil In Karachi Best Amil In Karachi Bangali Baba In Karachi Aamil In ...
 
S10_E06-Sincerely,The Friday Club- Prelims Farewell Quiz.pptx
S10_E06-Sincerely,The Friday Club- Prelims Farewell Quiz.pptxS10_E06-Sincerely,The Friday Club- Prelims Farewell Quiz.pptx
S10_E06-Sincerely,The Friday Club- Prelims Farewell Quiz.pptx
 
Taken Pilot Episode Story pitch Document
Taken Pilot Episode Story pitch DocumentTaken Pilot Episode Story pitch Document
Taken Pilot Episode Story pitch Document
 
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
ECOLUXE pre-ESPYS Ultimate Sports Lounge 2024
 
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
Flying Avocado Cat Cryptocurrency Created, Coded, Generated and Named by Grok...
 
S10_E02_How to Pimp Social Media 101.pptx
S10_E02_How to Pimp Social Media 101.pptxS10_E02_How to Pimp Social Media 101.pptx
S10_E02_How to Pimp Social Media 101.pptx
 
Behind the Scenes The Life of Enzo Zelocchi, a Hollywood Film Producer.pdf
Behind the Scenes The Life of Enzo Zelocchi, a Hollywood Film Producer.pdfBehind the Scenes The Life of Enzo Zelocchi, a Hollywood Film Producer.pdf
Behind the Scenes The Life of Enzo Zelocchi, a Hollywood Film Producer.pdf
 
Princess Jahan's Tuition Classes, a story for entertainment
Princess Jahan's Tuition Classes, a story for entertainmentPrincess Jahan's Tuition Classes, a story for entertainment
Princess Jahan's Tuition Classes, a story for entertainment
 
Moveable Feast_Travel-Lifestyle-Culture Quiz.pptx
Moveable Feast_Travel-Lifestyle-Culture Quiz.pptxMoveable Feast_Travel-Lifestyle-Culture Quiz.pptx
Moveable Feast_Travel-Lifestyle-Culture Quiz.pptx
 
Sincerely, The Friday Club - Farewell Quiz-Finals.pptx
Sincerely, The Friday Club - Farewell Quiz-Finals.pptxSincerely, The Friday Club - Farewell Quiz-Finals.pptx
Sincerely, The Friday Club - Farewell Quiz-Finals.pptx
 
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
NO1 Certified Black magic specialist,Expert in Pakistan Amil Baba kala ilam E...
 
THE MEDIC, A STORY for entertainment.docx
THE MEDIC, A STORY for entertainment.docxTHE MEDIC, A STORY for entertainment.docx
THE MEDIC, A STORY for entertainment.docx
 
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' MotherA Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
A Spotlight on Darla Leigh Pittman Rodgers: Aaron Rodgers' Mother
 

Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]

  • 1.                                                           INTRODUCTION  ..............................................................................................................................................................  2   KIDS  GAMING  LANDSCAPE  ............................................................................................................................................  4   INTEGRATED  MEDIA  STRATEGIES  ............................................................................................................................  10   MEDIA  PRODUCTION  MODEL  ...................................................................................................................................  15   WRAP  UP  ..........................................................................................................................................................................  20   Claudio  Pires  Franco,  Head  of  Games  and  Media  Research   claudio.franco@dubitlimited.com   Kids  &  Youth  Research  2011   SCREENSHOTS  &  SPEAKER  NOTES  
  • 2.   Page 2 of 21 GamesLab   INTRODUCTION I  want  to  begin  by  telling  you  about  a  book  that  I  started  reading  this  week.   It’s  a  book  about  the  relation  between  games,  culture  and  society,  by  Ian  Bogost,  a  famous  games   designer  and  game  scholar.     The  book  preview  starts  with  the  following  title:       Puzzling,  isn’t  it?   This  sounds  like  bad  news,  especially  when  it  is  said  by  a  games  designer!     As  I  read  on,  it  all  started  to  make  sense...   In  recent  years,  computer  games  have  moved  from  the  margins  of  popular  culture  to  its  center.     Games  are  being  played  by  all  types  of  people,  from  stereotypical  teenager  boy  gamers,  to   grannies,  to  politicians  who  get  sacked  for  playing  Farmville  during  Council  meetings!    
  • 3.   Page 3 of 21 GamesLab     This  is  a  picture  of  the  Bulgarian  councilor  caught  red-­‐handed.   He  excused  himself  by  saying  that  other  councilors  also  play  -­‐  and  he’s  only  on  level  40  whilst  one   of  his  colleagues  is  already  on  level  48!  Tough  competition  in  Bulgaria!     Ian  Bogost  suggests  that  we  think  about  games  as  a  medium  which  can  be  used  for  infinite   purposes,  not  just  as  entertainment  products  in  limited  formats.     I  liked  this  quote  as  it  reflects  the  status  that  games  seem  to  be  acquiring  as  a  medium  in  their   own  right.     All  types  of  games  can  be  created,  for  all  types  of  people,  and  for  all  types  of  purposes.     Games  are  being  used  for  storytelling,  for  education  and  training,  for  marketing,  for  therapy,  for   politics,  you  name  it...   As  Betty  has  shown  us,  games  are  even  shaping  the  way  we  do  research!     So  instead  of  witnessing  the  end  of  the  gamer,  we’re  living  in  a  time  where  games  are  becoming   global  -­‐  in  audience  reach;  in  their  uses;  and  in  the  influences  they  have  on  many  aspects  of  our   society  and  culture.  
  • 4.   Page 4 of 21 GamesLab   Games  are  here  to  stay,  and  any  brands  and  organisations  who  work  with  kids  should  probably  be   thinking  about  how  they  can  use  games  to  engage  with  their  audiences       Today  we’ll  be  exploring  three  main  areas:   I’ll  show  you  some  fresh  data  on  the  games  that  kids  are  playing,   Then  we’ll  see  how  games  have  become  an  essential  part  of  integrated  media  strategies,  and   finally  we’ll  hear  about  some  strategic  insight  based  on  media  production  models  developed  by   Dubit     KIDS  GAMING  LANDSCAPE   Let’s  start  by  looking  at  what  kids  are  playing  with  data  from  Dubit’s  latest  ONLINE  GAMES   RESEARCH...   We’ll  be  releasing  a  lot  more  data  very  soon  for  the  US  and  UK,  but  for  now  I’ll  show  you  topline   data  for  the  UK.     Think  of  it  as  a  little  appetizer  fresh  off  the  press    
  • 5.   Page 5 of 21 GamesLab   According  to  our  online  survey  of  1,000  kids,  99%  are  playing  some  kind  of  computer  or  video   games.   Here  the  main  surprise  is  that  the  industry  would  probably  expect  the  level  of  kids  playing  on   mobile  gadgets  to  be  higher,  especially  on  iPads  and  iPhones...     But  probably  this  expectation  is  down  to  a  bit  of  media  hype  about  these  platforms,  which   reminds  me  of  similar  hypes  about  Twitter  a  coupe  of  years  ago,  when  everyone  was  thinking   about  engaging  with  kids  via  Twitter  but  then  we  found  out  that  only  a  tiny  proportion  actually   used  with  any  regularity.     The  cost  of  iPads  and  the  like  are  still  prohibitive  for  kids,  and  parents  tend  to  opt  for  cheaper   options  for  kids  gaming.     Apart  from  games  consoles,  the  computer  is  still  the  main  platform  used  to  play  games,  and  a   platform  which  is  more  accessible  than  consoles  for  most  brands  and  IPs.    
  • 6.   Page 6 of 21 GamesLab     This  second  chart  shows  the  top  5  websites  kids  used  to  play  games  in  October     Facebook  seems  to  be  the  one  site  that  could  cause  some  surprise...     However,  in  spite  of  existing  regulation,  we  know  from  previous  research  that  many  under  13s   using  it  -­‐  and  mostly  to  play  games!  Probably  something  to  be  discussed  later  today  in  the  ethics   panel     FB  is  followed  by  TV  channels  websites  where  kids  get  in  touch  with  their  favourite  characters,  and   then  by  Miniclip,  a  hugely  successful  mini-­‐games  portal.    
  • 7.   Page 7 of 21 GamesLab     Now  let’s  look  at  Facebook  in  more  detail.     Facebook  gaming  is  ruled  by  Zynga  with  3  titles  in  the  top  5.   This  seems  to  reflect  the  adult  market,  which  makes  sense  as  we  know  that  typically  kids  are   introduced  to  FB  gaming  by  their  parents,  and  even  group  play  as  a  family.     Zynga  have  been  doing  extremely  well  in  the  social  games  arena,  in  part  probably  due  to  their   attention  to  games  analytics:  understanding  what  their  players  do  in  their  games  and  re-­‐adapt   their  design  and  strategies  accordingly.    
  • 8.   Page 8 of 21 GamesLab   This  chart  shows  the  top  VWs  and  MMOs  -­‐  for  those  of  you  who  are  not  sure  what  they  are,  think   of  multiplayer  games  where  your  character  can  walk  around  different  areas...     No  surprises  in  the  top  5,  except  perhaps  for  Minecraft  finally  making  its  way  to  the  top.     Club  Penguin  and  Moshi  Monsters  continue  to  rule  the  UK  market  -­‐  by  far!  Which  may  have   something  to  do  with  their  overall  online  and  offline  strategies...  we’ll  see  later  on...      
  • 9.   Page 9 of 21 GamesLab     In  this  study  we  also  wanted  to  know  what  games  really  stand  out.  Which  ones  do  kids  find  more   appealing?  We’ll  have  to  leave  their  reasons  for  a  later  date  –  this  data  is  still  being  analysed.     The  chart  shows  the  top  10  favourite  games  for  kids.     I’ll  make  the  analysis  easier  for  you:   VWs  make  up  7  out  of  the  10  games.  And  CP  and  Moshi  Monsters  alone  represent  the  preferences   of  over  one-­‐third  of  all  kids.     But  why  are  VWs  so  popular  with  kids?     They’re  the  most  complex  kinds  of  online  games  out  there  -­‐  and  they  cover  many  diverse  needs,   from  socialising,  to  role-­‐playing,  to  narrative  and  storytelling,  to  exploration,  to  user   customisation,  competition,  and  a  lot  more!     As  we  like  to  say  at  Dubit,  VWs/MMOs  satisfy  the  needs  of  different  player  archetypes,  which  as   we  will  see  should  be  taken  into  consideration  when  designing  a  game.     Safety  and  trust  are  another  important  reason  why  CP  and  MM  are  so  popular.   The  teams  behind  these  games  invest  strongly  in  communicating  with  parents,  and  in  showing   them  that  their  kids  will  be  safe  online.  And  parents  act  as  important  gatekeepers  for  what  kids  -­‐   especially  the  youngest  -­‐  can  do  online.    
  • 10.   Page 10 of 21 GamesLab   Let’s  now  see  how  games  link  up  with  other  forms  of  media...   INTEGRATED  MEDIA  STRATEGIES       Kids  media  consumption  has  never  been  so  integrated  across  different  platforms  and  different   media.  Kids  media  has  essentially  become  Transmedia.     Kids  nowadays  read  the  book,  watch  the  film,  buy  the  toy  and  play  the  game  -­‐  they  expect  to  find   their  favourite  characters  across  all  platforms,  across  all  media.     As  Adam  Khwaja,  ex-­‐BBC,  likes  to  say:  kids  are  becoming  platform-­‐agnostic...     Online  games  have  become  an  essential  part  of  transmedia  strategies  in  the  kids  market.   And  VWs  are  at  the  centre  of  innovation  often  leading  the  way  in  the  kids  transmedia  landscape.    
  • 11.   Page 11 of 21 GamesLab   From  established  ways  of  working  mostly  from  book,  to  film,  to  game  and  toy...   Now  IPs  travel  in  all  directions...       You  can  start  with  a  game,  a  film,  a  book,  or  a  toy,  but  kids  will  expect  to  experience  your  IP  across   all  of  these  media.     Let  me  show  you  a  few  examples...    
  • 12.   Page 12 of 21 GamesLab   CP  and  MM  have  invested  strongly  in  their  transmedia  expansion,  recurring  to  licensing  strategies   and  partnerships  with  established  names,  for  example  in  the  publishing  and  toys  sectors.    
  • 13.   Page 13 of 21 GamesLab   Poptropica  is  less  well  known  in  the  UK,  but  comes  up  on  the  top  3  VWs  in  the  US.  It  is  owned  by   Pearson,  who  by  the  way  are  book  publishers.   Poptropica  is  based  on  a  strong  narrative,  and  allows  kids  to  travel  to  different  islands  like  in  a   theme  park,  where  they  can  go  on  pirate  adventures,  or  cowboy  adventures,  or  play  with  knights   and  princesses.     The  Poptropica  team  also  creates  bespoke  islands  to  promote  IPs  in  other  media.  In  this  example,   kids  are  able  to  visit  Wimpy  Wonderland  and  play  a  Wimpy  Kid  adventure.     Whilst  they’re  doing  this,  they  are  exposed  not  only  to  the  IP  through  playing  a  story,  but  also  to   information  about  the  book,  film  and  DVDs.    
  • 14.   Page 14 of 21 GamesLab     This  example  is  even  less  well  known,  and  comes  from  our  French  neighbours  Ankama.     Ankama  started  creating  MMOs,  but  have  meantime  expanded  to  other  areas  of  media  and   entertainment.     They  adopt  a  different  business  model  to  most  MMOs  -­‐  instead  of  relying  on  licensing,  all   transmedia  content  is  created  in-­‐house,  through  Ankama’s  very  own  publishing  department,   cartoon  studio,  console  development  team,  etc.     Something  else  I  love  about  Ankama  is  the  highly  integrated  way  they  weave  their  transmedia   content.     For  example,  when  you  play  the  Wakfu  game,  you  can  become  a  Wakfu  legend,  and  your   character  and  adventures  may  feature  in  the  manga-­‐style  Wakfu  magazine...     Imagine  how  exciting  that  can  be  for  the  players!     Ankama  even  have  their  own  Transmedia  quality  control  team  -­‐  forgot  what  they  call  it.   This  team  works  across  departments,  to  make  sure  that  all  their  IPs  provide  a  seamless  experience   across  different  media...  from  game  to  film  to  cards  and  books,  all  needs  to  work  seamlessly.  -­‐  as   we  will  see  next,  this  is  extremely  important!    
  • 15.   Page 15 of 21 GamesLab   MEDIA  PRODUCTION  MODEL   I  now  want  to  give  you  a  little  bit  of  a  flavour  of  the  types  of  media  production  models  that  Dubit   have  been  developing.     In  this  highly  cross-­‐media  environment  for  kids,  it  is  essential  to  reflect  on  how  we  work.   And  on  how  we  can  produce  media  products  that  build  on  existing  IPs  in  ways  that  guarantee   brand  consistency  and  quality  of  adaptation.  This  is  how  we  can  meet  -­‐  and  exceed  -­‐  audience   expectations,  by  building  an  effective  cross-­‐media  web  of  ongoing  engagement  with  brands  /  IPs  in   an  integrated  way.      
  • 16.   Page 16 of 21 GamesLab This  wheel  represents  the  main  areas  that  you  should  consider  when  you’re  creating  content  in  a   transmedia  context.     I  will  use  the  creation  of  a  game  based  on  an  existing  IP  example,  but  the  model  could  be  used  to   inform  the  production  of  a  completely  new  IP,  or  using  an  existing  IP  to  produce  a  cartoon  or  any   other  form  of  media  product.     There  is  flexibility  about  which  areas  are  relevant,  depending  on  what  you’re  trying  to  achieve.     My  example  is  illustrated  with  a  mock  exercise  we  did  for  the  Bookseller  conference  last  month,   where  we  looked  at  how  we  could  adapt  the  Swiss  Family  Robinson  (SFR)  IP  into  a  game.     We  invited  a  group  of  kids  to  read  the  book,  watch  the  Disney  film  adaptation,  and  work  with  us  in   the  design  of  the  basic  sketch  for  a  SFR  game.     Try  to  imagine  that  you’re  attempting  to  do  the  same  with  your  own  IP,  or  with  your  brand  -­‐  even   if  you’re  not  in  the  media  sector.       Production  Factors   Basically  this  is  the  kind  of  information  that  should  be  defined  in  any  initial  brief.   objectives,  budget,  timings,  target  audience   But  also  the  less  obvious  factors  like  editorial  guidelines,  technical  limitations  and  promotion  and   marketing  plans     Source  IP   here  we  look  at  the  IP  in  detail   We  extract  the  narrative  structure  of  the  IP,  but  also  hear  what  kids  think  about  the  characters,   which  are  their  favourite,  what  traits  they  find  most  engaging,  and  main  events  in  the  story  that   can  be  translated  into  the  game.   Here  we  also  look  at  themes  and  effects:  is  the  story  supposed  to  be  funny?  Is  it  serious?  What   feelings  does  it  convene  to  the  audience?  And  how  can  these  effects  be  reflected  in  the  game?   Often  themes  will  function  as  inspiration  for  game  mechanics.   In  the  case  of  the  SFR,  the  theme  of  team  work  could  be  translated  into  a  mechanic  whereby  
  • 17.   Page 17 of 21 GamesLab players  can  choose  different  characters  to  complete  different  tasks.   Think  again  about  your  IP  or  brand  -­‐  is  it  funny?  is  it  serious?  What  effects  do  you  want  to  cause  in   your  audience?  What  should  the  tone  /  style  be?  And  can  any  of  the  themes  be  translated  into   game  mechanics?       Previous  Adaptations   In  the  case  of  the  SFR,  the  DIsney  film  adaptation  of  the  book  had  a  very  powerful  influence  in  the   way  kids  imagined  the  game.   For  example,  in  the  film  there  was  an  added  scene  where  the  heroes  fight  a  bunch  of  pirates  -­‐  this   never  happened  in  the  book,  but  kids  wanted  it  to  be  part  of  the  game.   How  much  you  change  your  source  IP  is  really  up  to  you  -­‐  but  don’t  forget  you  need  a  good  level  of   consistency  for  a  seamless  experience!  And  you’ll  probably  want  to  please  your  book  readers   and  your  film  watchers!       Theme  Universe   This  area  of  the  wheel  is  linked  to  a  knowledge  of  the  wider  kids’  media  universe.    If  you’re  doing  a  game  around  pirates,  it  is  worth  exploring  what  other  pirate-­‐related  media  kids   kids  enjoy.   Back  to  our  example,  the  SFR,  kids  told  us  that  the  pirates  of  the  Disney  movie  did  not  look  like   real  pirates  -­‐  for  kids,  a  real  pirate  had  to  look  like  the  pirates  in  the  film  Pirates  of  the   Caribbean.  This  shows  how  this  film  has  shaped  kids’  views  of  pirates.       Games  Universe   The  Games  Universe  area  means  that  if  you’re  creating  a  game  for  a  specific  audience  group,  you   need  to  understand  what  games  those  kids  are  playing  and  also  what  is  it  that  they  find   appealing  in  the  games  they  play.  
  • 18.   Page 18 of 21 GamesLab The  main  point  is  to  understand  what  mechanics  and  features  can  be  used  in  your  game,  and  how   these  may  help  you  satisfy  the  needs  of  existing  gamers.  At  Dubit  we  use  the  concept  of  ‘player   archetypes’  to  help  us  guide  design.  Players  –  in  different  ages  and  gender  –  have  different   tendencies  or  preferences,  and  this  can  to  a  certain  extent  guide  your  design.       Games  Technology   This  is  the  most  geeky  part  of  the  process.  But  geeks  are  cool,  and  they’ll  eventually  rule  the   world!   This  is  where  you  look  at  existing  technologies  appropriate  for  the  game  you  want  to  create   Often  finding  a  platform  that  already  has  many  of  the  features  you  want  to  add  to  the  game  will   save  time  and  money  -­‐  which  you  can  invest  in  making  a  better  game       Transmedia  Strategy   This  is  where  you  think  how  your  game  will  link  up  and  integrate  with  the  other  parts  of  your  IP,   across  other  media  and  platforms   This  could  be,  for  example,  through  the  use  of  toys  or  cards  that  open  features  in  your  game;  and   through  game  levels  or  achievements  that  unlock  access  to  videos  of  your  new  cartoon   episodes...  or  more  complex  stuff  that  links  all  sorts  of  media  together  in  storytelling.   Increasingly,  IP  development  across  different  media  is  being  designed  in  an  integrated  manner   from  stage  one  -­‐  integrating  your  offers  means  that  readers,  TV  watchers  or  game  players  can   start  at  any  touch  point  and  move  through  your  web  of  transmedia  content.       Game  Evolution   Once  we  have  a  Game  Design  Document  -­‐  this  is  the  specifications  for  a  game  -­‐  and  some  artwork   ready,  we  test  these  with  our  audience.   And  as  soon  as  a  game  has  a  prototype,  we  invite  kids  to  play  it,  ins-­‐tudio  or  form  home,  alone  or   in  groups.  Our  little  testers  play  our  games  at  Alpha  stage,  at  Beta  stage,  at  every  stage  -­‐  in  order  
  • 19.   Page 19 of 21 GamesLab to  optimise  gameplay  and  unveil  any  usability  problems  which  could  cost  us  dearly  after  launch.   Launching  a  game  is  not  the  end  of  the  story   Games  are  a  bit  like  organic  creatures  -­‐  they  are  born,  they  grow,  evolve,  change  -­‐  often  informed   by  what  your  audience  is  doing  in  them.   Games  have  one  great  advantage  in  terms  of  audience  insight  when  compared  to  other  types  of   offline  media  -­‐  they  allow  you  to  collate  live  data  on  how  kids  are  using  your  game!   You  can  know  what  characters  are  more  popular,  which  levels  kids  find  too  hard,  where  they’re   getting  stuck  and  where  they  seem  to  be  getting  back  for  more  fun.   Game  Analytics  allow  you  to  take  informed  decisions  to  develop  your  game  in  the  right  direction   A  piece  of  advice:  besides  analytics,  try  to  involve  your  audience  in  decisions  about  future   developments,  for  example  which  new  places  to  create,  or  which  new  characters  to  bring  on   board  -­‐  kids  will  love  to  take  part  and  use  their  creativity  to  help  you.         END  OF  THE  WHEEL...   That’s  the  brief  overview  of  our  approach  to  creating  transmedia  integrated  games.     Over  the  next  couple  of  years  Dubit  will  be  taking  part  in  a  UNESCO-­‐sponsored  project  looking  at   how  books  and  stories  can  be  translated  into,  and  integrated  with,  new  media  forms  -­‐  we’re   representing  the  games  industry  perspective.     We’ll  be  part  of  an  international  team  of  academics  and  industry  practitioners  that  will  study   current  practices,  develop  models  and  create  new  media  products  based  on  the  insights  gained.     We’re  looking  for  partners  who  want  to  embark  with  us  on  a  journey  of  discovery  about  the   adaptation  of  stories  into  new  digital  forms.   We’d  love  to  involve  storytellers  from  other  media  because  we  think  that  the  games  industry  can   benefit  from  existing  story-­‐telling  skills  and  better  narratives...   Our  dream  is  to  create  games  that  feel  like  interactive  cartoons...  we  want  to  be  the  Pixar  of   Gaming!...     And  we’re  also  planning  to  bring  together  an  informal  group  of  people  who  may  be  interested  in  a  
  • 20.   Page 20 of 21 GamesLab less  hands-­‐on  involvement  -­‐  but  still  want  to  follow  developments  and  get  insight  through  informal   meetings  and  our  project  blog.   WRAP  UP   Today  we  started  with  a  question:  are  we  witnessing  the  end  of  the  gamer?   To  a  certain  extent,  the  answer  is  yes,  we  are...   We’re  moving  away  from  gamer  stereotypes...  and  evolving  towards  global  gaming  -­‐  gaming  at  a   planetary  scale!  In  many  shapes  and  forms.     But  we’re  also  seeing  games  as  part  of  wider  nets  of  media  consumption.   We  live  in  a  new  era  of  transmedia,  where  kids  are  platform-­‐agnostic  and  expect  to  find  the   content  they  like  across  every  media  -­‐  in  a  seamless  way.     We’ve  seen  how  VWs  and  MMOs  form  an  integral  part  of  transmedia  strategies,  and  how  they’re   often  leading  the  way  in  innovation  and  creativity.     Finally  we  also  explored  some  rules  of  thumb  for  creating  games  in  this  transmedia  environment.     Above  all  -­‐  and  here  I  put  my  big  researcher  hat  on  -­‐  we  think  we  should  be  involving  kids  in  these   processes  of  media  creation.     Think  of  kids  as  our  little  media  experts  -­‐  we  can  obviously  come  up  with  brilliant  creative  ideas,   but  it  is  important  to  involve  our  audiences  in  pretty  much  every  step  of  the  way.     If  we  do  this,  everyone  is  going  to  win  -­‐  It’s  a  WIN-­‐WIN-­‐WIN  situation  -­‐  for  game  developers,  for   brand  owners,  and  for  gamers,  who  end  up  having  better  games  to  play.     I’d  love  to  discuss  these  things  in  more  detail  -­‐  please  come  and  grab  me  during  the  breaks  or  get   in  touch  after  the  event.     Thank  you!     THE  END  
  • 21.   Page 21 of 21 GamesLab