Steam (the iTunes store for epic games) offers Free Games!

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Steam – the online store for all ‘epic’ games like Call of Duty, R.U.S.E. and really many, many more will offer five F2P (Free to Play) Launch Titles Offering Exclusive Content to Celebrate Launch

Valve, creators of best-selling game franchises (such as Counter-Strike, Half-Life, Left 4 Dead, Portal, and Team Fortress) and leading technologies (such as Steam and Source), today introduced support for Free to Play (F2P) Games on Steam with the launch of five F2P games.

Available immediately, the launch titles are Spiral Knights, Forsaken Worlds, Champions Online: Free for All, Global Agenda: Free Agent, and Alliance of Valliant Arms (AVA). 

Beginning tomorrow (Weds) with Spiral Knights and concluding Sunday with AVA, each of the five launch titles will offer exclusive in-game content to those who try the “F2P game of the day” on Steam. In game transactions in all of the titles will be supported by Steam’s micro-transaction backend system that is available to Steamworks partners and currently used in Valve’s Team Fortress 2. 

“The introduction of Free to Play games is another example of the constant evolution of Steam,” said Jason Holtman, director of business development at Valve. “Free to Play games offer new game genres and game experiences for customers, while offering developers and publishers new revenue opportunities and the ability to reach customers in areas of the world where the traditional packaged goods model is less popular than F2P.” 

Specific details on the F2P games of the day and their exclusive in-game content will be made available in the coming days.

Steam is a leading platform for PC & Mac games and digital entertainment serving over 1,500 games to over 30 million active accounts worldwide. For more information, please visit www.steamgames.com

Gameful design & Gamification – an extensive presentation

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Only 177 slides by a German called Sebastian Deterding from London…? 😉

Enjoy!

Great presentation on Gamification – it’s not lipstick on a pig…

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Skip the short intro, and jump to Chief Scientist JP Rangaswami from Salesforce.com

Watch live streaming video from readwriteweb at livestream.com

It really starts getting interesting after 20 minutes when he starts talking about the 4 drivers people have:

1. Acquire
2. Defend
3. Bond
4. Learn

And the way he sees these elements in game genres, divided in hearts, spades, diamonds and clubs.

I can see the following comparisons based on our most essential drivers:

1. Acquire (greed: posses, collect, own, badges)
2. Defend (need for safety: a roof over our heads, safety, clothing, protection, food, etc.)
3. Bond (social, sharing, relations, interaction, CRM, Cooperative gameplay, teams, network)
4. Learn (skills, competences, knowledge, developing personality, rewards, level-up, XP, progress, etc.)

A lot of inspiration for my next book and a job I am currently working on! 😉

Future States – a short film about a gamifying world…

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A great shortfilm by David Kaplan and Eric Zimmerman about games, gamification and how it could intrude into our daily life. One thing is not correct though. We will always know when we are playing and when we are nog playing. Stepping in and out of the circle of play is eminent and makes us very conscious of gaming and not-gaming.

More information here: http://futurestates.tv/episodes/play

Great Presentation about Gamification by Bunchball

>After reading their free whitepaper about gamification I found this presentation on Slideshare. I believe Bunchball is one of the agencies that ‘don’t believe the hype’ but have their own vision of how gamification can help brands to achieve their goals… level up and +10 points for Bunchball – they just unlocked the RESPECT badge for achieving their goal of convincing me they know what they’re talking about ;-)!

The Fun Theory award winner – The Speed Camera Lottery

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This is what we should do in The Netherlands as well instead of placing more ‘speed cameras’ – REWARD people for not-driving too fast. A positive motivation works much better than negative conditioning and restrictions…
Check out more cool examples at www.thefuntheory.com

Gamers research USA – Thanks to the ESA (Dan Hewitt)

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Report Finds More Women, Adults Play Games

June 7, 2011 – Washington, DC – 72 percent of American households play video games and 82 percent of gamers are adults according to new research released today by the Entertainment Software Association (ESA). In a report released at E3, the world’s leading video game event, the data presented a consumer base that is increasingly diverse and receiving interactive game content on myriad platforms.
The report, 2011 Essential Facts About the Computer and Video Game Industry, also found 42 percent of gamers are women and that women age 18 or older represent more than one third of the game-playing population. In addition, purchases of digital full games, digital add-on content, mobile apps, subscriptions and social network gaming accounted for 24 percent of game sales in 2010, generating $5.9 billion in revenue.

“Our industry’s innovative titles are reaching new consumers in broader, deeper and more-engaging ways,” said Michael D. Gallagher, president and CEO of the ESA. “Technological advancements and terrific entertainment experiences in our industry make it possible for people of all ages to enjoy games at home or on the go, and the creativity of our developers and publishers leads to an ever-expanding variety of video games to choose from in both digital and physical formats.”
The survey also found that parents remain highly involved in their children’s game play and see several benefits of entertainment software. Forty-five percent of parents report playing computer and video games with their children at least weekly and nine out of ten parents pay attention to the content of the games their children play. In addition, 68 percent of parents believe that game play provides mental stimulation or education, 57 percent believe games encourage their family to spend time together, and 54 percent believe that game play helps their children connect with their friends.

Other findings of the survey include:

  • The average game player is 37 years old, while the average game purchaser is 41 years old;
  • Sixty-five percent of gamers play games with other gamers in person;
  • More than half (55 percent) of gamers play games on their phones or handheld devices;
  • Eighty-six percent of parents are aware of the Entertainment Software Rating Board rating system, and 98 percent of these parents are confident in the accuracy of the ratings;
  • Parents are present when games are purchased or rented 91 percent of the time; and
  • Consumers spent $25.1 billion on game content, hardware and accessories in 2010.

The research for the 2011 Essential Facts About the Computer and Video Game Industry was conducted by Ipsos MediaCT and is the most in-depth and targeted survey of its kind, gathering data from almost 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software.
The Entertainment Software Association is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, hosting the E3 Expo, conducting business and consumer research, representing the video game industry in federal and state government relations, First Amendment and intellectual property protection efforts.

For more information, please visit www.theESA.com.

Nissan uses game (Grand Turismo) to find talent for their Raceteam!

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Maybe you are one of the 90.000 Gran Turismo 5 players that participated in the online cup facilitated by PlayStation and Nissan? If not, you missed a chance of a lifetime if you like cars, tarmac and speed… Nissan introduced their 370Z in GT5 and challenged all players to participate in their cup on a specially designed circuit within the game with the ultimate prize: driving for the Nissan team in the 24 hours of Dubai!

Two young lads (Thomas and Edwin) won the Dutch challenge on the Roosendaal circuit last week and will therefore take part in the European final on Silverstone! How is that for turning virtual experience into real-life action!?

I think Nissan does a great job to promote their brand amongst 90.000 young and eager car lovers and will definitely benefit from this excellent brand promotion!

There were six regions in total, amongst them were: Germany & Austria, France & Switzerland, Great Britain & Ireland, Spain & Portugal and Italy & The Netherlands. Each territory supplies two contestants so a dozen in total (which is 12 people in Holland 😉 will drive the ultimate drive on Silverstone in June!

Exclusive McDonald’s Farmville farm

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A great example of gamevertising: branded content within FarmVille.

Limited edition items, gainable in only one day!

A nice promotion for McDonalds last year.

Is the iPad the next gaming platform?

>A special thanks to Distimo for their monthly research in the Mobile business! 


Gfk predicts that end of this year there will be 750.000 iPad’s in The Netherlands. I think there will be MUCH more tablets towards the end of this year. 

Here are some facts about the iPad and downloaded content… 
One year after launching the iPad, Apple will be confronted with its first serious competition as both BlackBerry and Google enter the emerging tablet market. Apple has already seized momentum and grown the App Store for iPad in the first year to 75,755 applications developed by 21,975 publishers. Daily downloads in the Top 100 Overall paid and free applications for iPad combined exceed 500,000, while the daily revenue in the Top 100 paid is approximately $400,000 excluding in-app purchases.