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June 26, 2006

Lessons learned from the gaming industry

(Posted by francois to: product innovation | technology enablement )

flow.jpgLast week at SuperNova, Amy Jo Kim from Shufflebrain gave a great presentation on the lessons that can be learned from the gaming industry to better design software services and applications.

Neuroscience tells us that games shape behavior by leveraging our "primal response patterns," which are deeply embedded in our psyche, and by engaging us in "flow" - that spot where skills and challenges are somewhat in balance.

Based on that, there are 5 game dynamics that can make an interactive game more fun, compelling and addictive. They are:

If you can embed some of those game mechanics into your traditional software service or software application, then those too will become more fun, compelling and even addictive. Some of the software applications that have successfully embedded those features include Flickr, MySpace and even eBay.

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Other write-ups about the points made during the session include:
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Posted by francois at June 26, 2006 12:51 AM | Bookmark This

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Comments

Wonder if it would be possible to design a marketing plan that incorporated those 5 elements? Not just for marketing a game but for marketing other products or services?

Posted by: Stephanie at June 26, 2006 2:39 PM

I like that idea a lot! I am sure you could...

Posted by: francois gossieaux at June 26, 2006 5:09 PM

Very interesting titbit, especially calling out the 5 dynamics. It's funny, not long ago I wrote about the new xbox live service emulating a bag of marbles:
http://blog.experiencecurve.com/archives/next-gen-video-games-emulate-bag-of-marbles

with the collecting and the points, it provides all the things that school yard games used to have.

BTW I think the pokemon marketing plan contained all the elements :-)

best,

Karl

Posted by: karl long at July 10, 2006 8:15 PM

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