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Social Games & Gamification
RAF KEUSTERMANSIndependent ConsultantGlobal Marketing DirectorPlayfish (EA) 2009-2010Marketing Director EMEA Pogo.com (EA) 2008-2009Head of Marketing Western Europe Unibet.com 2005-2008Project Manager & StrategicPlanneratBBDO, Grey and DuvalGuillaume (Publicis Groupe) 1998-2001 / 2002-2005Co-Founder start-up (Cyganet - online communitytools & services) 2001-2002raf.keustermans@gmail.com@raf_keustermans
Games & GamificationTimeline Gamification SocialGames PONG 1972 2005 1994 2012 2007 2010 1980’s Brands (re)discoverGames « Golden Age  of Arcade Games » XBOX 360 PS3
Before 2008: ,[object Object]
Big, But ClosedIndustry
Brands & Non-Gamers Not Welcome,[object Object]
Metrics-led design, new generation of gamedevs
Broadband penetration
Free!,[object Object]
WhyShould You Care? ,[object Object]
That’s an average of 10 minutes for everyone on the planet!
Or 3,4M years are spend/wasted on social gameseveryyear.
Wow!
Next-Generation Marketing
Gamification, Social media, Earned Media, Conversational, Metrics-Led Design, Micro-Segmentation,[object Object]
A diverse audience ,[object Object]
F > M

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Raf Keusterman on Gamification

  • 1. Social Games & Gamification
  • 2. RAF KEUSTERMANSIndependent ConsultantGlobal Marketing DirectorPlayfish (EA) 2009-2010Marketing Director EMEA Pogo.com (EA) 2008-2009Head of Marketing Western Europe Unibet.com 2005-2008Project Manager & StrategicPlanneratBBDO, Grey and DuvalGuillaume (Publicis Groupe) 1998-2001 / 2002-2005Co-Founder start-up (Cyganet - online communitytools & services) 2001-2002raf.keustermans@gmail.com@raf_keustermans
  • 3. Games & GamificationTimeline Gamification SocialGames PONG 1972 2005 1994 2012 2007 2010 1980’s Brands (re)discoverGames « Golden Age of Arcade Games » XBOX 360 PS3
  • 4.
  • 6.
  • 7. Metrics-led design, new generation of gamedevs
  • 9.
  • 10.
  • 11. That’s an average of 10 minutes for everyone on the planet!
  • 12. Or 3,4M years are spend/wasted on social gameseveryyear.
  • 13. Wow!
  • 15.
  • 16.
  • 17. F > M
  • 18. 30+
  • 19.
  • 20. HugeGrowth+ High (Perceived) Engagement + Big $$ + New Generation of Game Developers = Brands and Non-Gamecompanies are gettinginterestedin Games.
  • 21. Gamification! Gamification is the use of game mechanics for non-game applications. Game mechanics: Level structure Reward (feedback) systems: points, badges, … Competitiveelements (leaderboards, tournament) Appointmentmechanics Virtual currency
  • 22. Gamification: two main schools of thought « Certain gamemechanicscanwork as a STANDALONE solution outside a gameenvironment. E.g. using ‘levels’ canbe a great solution to structure content or complexprocesses. Usinggamemechanicsdoesn’tmeansomethingneeds to look or feellike a game.» « Gamesonlyworkbecause all the differentelements TOGETHER makeit an engagingexperience; narrative, character & level design, art style, sound, gameplay and gamemechanics. You can’tjusttake one of thoseelementout of it and hopeit has the same impact on engagement. »
  • 23. Criticism: ‘Pointsification’ Fluffymetrics (‘engagement’) Re-inventingloyaltysystems Uglyword Most gamificationprojects are glorifiedloyalty programs. Strange, most (social) gamessucksatretainingusers: 60-70% neverreturnsafter first game session Only 15-20% still active 30 daysafterinstalling the game
  • 24. But… somegamemechanicscanworkoutsidegames! Use Levels to structure content, processes Make a registration process (or taxform) easier & more fun Break down stuff in little, chewable bits Feedback loops (direct/indirect) increasevelocity of user feedback Understand drop-out points, funnelleaks Fail fast & cheap. Learn. Iterate. ‘Status’ isextremelypowerful.
  • 25. And Even Badges Can Work! Nothing New Relevant if thereis a context/meaning
  • 26. Raf Keustermans raf.keustermans@gmail.com twitter.com/raf_keustermans

Editor's Notes

  1. Titleslide TBD
  2. Explosion in number of gamers – 4 years ago WoW was cultural phenomenon with 12M players (today medium sized social game)
  3. And Facebook: $60Btoday, Omnicom = $15B