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Level 60 Living

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In what is easily the most interesting 28 minute speech I've seen in recent memory, Jesse Schell provides some thoughts on what may lay ahead for the future of games. One of his central thesis points is that there is a current, large-scale need to seek that which is authentic. From McDonald's selling Angus burgers to organic, locally grown foods, to games like Wii Fit, all of these things are seeking to deliver a more authentic experience to consumers.

We're craving authenticity and it's showing up in our games.

His speculation is that this is due to a backlash against an increasingly virtual society. As we move deeper into virtual worlds and communications, we seek more authenticity in our lives to fill the physical voids left behind.

Sensors take the game everywhere
The real crux of the speech occurs in the final few minutes, when he envisions a world, filled with sensors, which enable us to accrue points for our activities:
  • Brush your teeth in the morning, your toothbrush knows you are brushing and gives you +10 points
  • If you brush for more than 30s, you get another +10 points
  • When you go to eat your corn flakes, there is a game on the back of the box that, if you play, earns you +5 points
  • If you take the bus to work instead of your car, the government awards you +500 points for being more eco-friendly
  • And on an on
Presumably, all of these points would roll up into a master RPG type of account where you could skill up in things like Health, Awareness, Environmentalism, Relationships, etc. The whole point Schell is making, however, is simply that games can be used to drive positive behavior. Without delving into who is actually put in power to decide the right "positive behavior", you can quickly see the power of such gaming systems.

Level 60 Life
Whether or not this degree of integration of scoring could ever occur (i.e. one game to rule them all), the concept of using games to drive more responsible behavior is a really powerful concept that has particular note in health. People are awful at managing their health. How might games improve that?

Imagine if you went to the store and bought eggs, (+100), carrots (+50), bananas (+35) and bread (+5) but also Double Stuff Oreos (-250) and some Bud Light (-40). The scoring would let you see almost immediately the opportunities you had to buy food with more nutritional value much more easily. The goal, of course, would be to encourage people to level up, i.e drive more responsible dietary behavior. 

The same principles could be applied to any number of other difficult to manage or opaque activities. 

I suppose the one very important point to note here is that if you strayed from the positive behavior, you'd level down. This adds, perhaps, too much reality to make a game really appealing.No one wants to lose a game over and over and over. In any case, the video provides a lot of fodder for thought. I still think it's neat to conceive of a whole  whole generation of consumers becoming interested in leveling up their lives and bragging about having a Level 60 diet or a Level 60 carbon footprint.

View Jesse Schell's fantastic speech here:

Photo via Jeff Eaton

Filed under  //   Schell Games   WoW   games   gaming   healthcare  

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Super-Rich Media: Time Inc's Magazine App Concept

Time Inc. is exploring how they can port their content to a new tablet format in preparation for the impending slew of tablets hitting the market in 2010. TechCrunch has a couple of articles on it: one is an overview describing this "Manhattan Project" and the other provides videos of the device and a demo. From the writeup, here's some info about the platform/content:

  • The demo was shown on an HP table computer with a touchscreen, but it could easily be ported to an iPhone or an Apple iTablet
  • The idea is to create something so beautiful and fluid that readers will actually want to pay for it
  • Sports scores and other data can be dynamically updated from the Web, or you can share stories and photos via email, Facebook, or Twitter
  • Time is considering offering each magazine edition as an "app" with the thinking that people buy apps, so why wouldn't they buy a magazine delivered as an app
I'm not sure about the pricing approach (I personally like the concept of a subscription so I don't have to remember to go buy the next magazine app every month), but I love the the implementation. Tons of pictures, video and real-time data working together seamlessly. While one would expect a demo to be exceptionally clean and polished, if Time is able to deliver an experience like this in production, it represents a very strong foray into this new delivery channel.

With the SI demo in particular, they touch on two areas where I could see the tablet form factor making a lot of sense; providing a strong selling point:
  • Fantasy Leagues: They only touch on this briefly, but I could envision SI really capitalizing on the fantasy market. While I'm not a fantasy footballer, a lot of my buddies are and a lot of them take their leagues very seriously. It's easy to imagine Fantasy Football drafts taking place around the country live via tablets or iPhones.Given the popularity of fantasy sports, this could be a big selling point. People take their drafts seriously.
  • Gaming: Another interesting angle that is hinted at is the live-broadcast gaming. While the demo only touches on it briefly, the concept sort of reminds me of Moundball, but better (and worse I suppose) because you wouldn't have to be watching the game at a stadium with your buddies to play. You could be anywhere and play with any of your buddies.I could see a nice market for games like that though I'm not sure if that's enough to generate demand in and of itself.
In any case, take a look:

Update: LukeW has a great writeup on the Time Inc. tablet on his blog. Highly recommended.

Filed under  //   gaming   iPhone   iTablet   media   mobile   sports  

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