The game tsunami - who plays, how much and why
ch starts off with the story of nick who plays star wars galaxies
games will change the nature of work because of hte popularity of games and the future of work
we’re in an entertainment revolution - and games are a huge part of it - games are approx 10 billion USD market - hardware (1 billion in 2007), games sales make more money than movie tix, only 15% of all games sold are Mature rated, people pay money monthly to pl.ay the gmes, millions of people, there’s a huge aftermarket for game characters and objects - almost 2 billion USD. not just kids playing - all ages, men and women play
they think mmos have the biggest potential payoff for changing work and they h ave t he most varied player population
???ESA data on game players last year?
mmo players better educated, better incomes than regular population, play a lot - like 25 hours a week even tho they have full time jobs and families - - mmos very engaging, older players play longer per week, women play more than men tho there are fewer women players than men, they watch less tv than non gamers
gotta have fairly powerful computer, broadband, buy the initial software, register an account, pay monthly, have to pick a server to play on, have to create a character
games usually start with a narrative cut scene to get you into the story, give you the history of the world and set you up for the decisons you need to make as the player
when you play a game “you’re now in media, not just watching it. Television will never be the same. You get to determine where you go (you’re no longer saying ‘your character’), how fast and with whom. You are not free to do anythihng you want in the virtual world” p. 24
mmos are about “more than shooting, fast cars, and sports. They’re about developing characters and relationships in groups, strategies and tactics for collective action, sophisticated communication between players, and metrics and money that enable vibrant economics. ” p. 25)
???look for some youtube videos from star wars galaxies and lineage
virtual worlds different from games - virtual worlds becoming more popular - you have an avatar, there’s a virtual economy usually..but no missions, no narrative to drive the story, no explicit goals, no roles defined for your character..they’re a place to meet, do social things, might be games in the world but the world itself isn’t a game
why do people play
social motivations - competitions , socializing
personal motivations = achievement, immersion, exploration
achievement - personal rewards, gain power within game context, colect rare items that they can brag about, see their name at top of leader boards, want to advance in the game, clear goals, lots of score keeping, want constant game reinforcement
immersion - try out new characters iwth different personalities, good actors, players want to be case in dramatic roles where they can add an important element to the narrative, awant to escape to a fantasy world, like to customize characters, be involved in complicated plots, good soundtracks, great looking graphics, emotionally appealing stories
exploration - want to know how the world works, see interesting stuff, eye candy, could alo explore game mechanics to see how the game works
competition - points, levels, badges, rewards separate winners and losers, people wnat to win, want to beat other players, can have friendly competition, can have aggressive/hostile competition
socializing - comes require cooperation to win, want to list their friends, see their social networks, share that nfo with others
games coming into work need to take the following into account — and it appears that what gamers learn from games (these expectation) they take into real life, so they may overall be things like more willing to do tril and error
- gamers are social and games support socializing, all kinds of coordination in games requires conversations, discussion, group action, group conflict
- competition is fun, losing isn’t such a big deal to gamers even tho real egos and reputations and feelings are at stake, in games you win and lose a lot so you cget used to them
- games encourage trial and error, they’re good way to learn, games want you to experiment, gamers learn that plans often fail
- games promote meritocracy - everyone can see other players stats, people are are doing good now take leadership roles, not based on past accomplishments
media may start out with a serious purpose but seems to gradually/not so gradually move to being used for entertainment
“people think and work hard when they’re excited. as media makes possible increasingly rich exchanges (more ways to commmmunicate emotion, excitement, and enthusiasm), engagement will determine how information influences and facilitates work. p. 32
