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Gamification | Gabe Zichermann | TEDxBroadway

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    Hello everybody.
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    So, good to be here,
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    and here at New World Stages,
    not on that side but on this side,
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    which is very fun.
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    I want to talk to you today
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    about the end of the audience
    and the dawn of the player.
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    Let me start by introducing you
    to your new customer,
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    your next generation customer.
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    This is your millennial audience,
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    and they are at turns brilliant
    and also unbelievably annoying.
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    It's like a really sort of shocking
    combination of things.
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    But there's a reason
    why the millennials are this way.
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    They didn't end up this way
    just kind of out of happenstance.
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    They're super easily distracted.
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    It's the world we live in,
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    but millennials are
    very easily distracted.
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    They've a device in their pocket,
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    it's constantly buzzing,
    and its buzzing all the time,
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    whether they're at work or at play.
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    They also have conquered boredom,
    which is kind of amazing, right?
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    There's no reason to be bored ever again,
    even if you're not a Grindr user.
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    (Laughter)
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    They are technologically literate
    and obsessed.
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    By the age of five or six
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    today's American kids
    have used more technology,
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    and understand more
    about the Internet and tech,
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    than most of us understood
    by the age of 30 in our generation.
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    It's a shocking, shocking change.
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    And because they grew up
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    in an environment with very few limits
    and very little discipline,
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    they love obsession.
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    And "obsessed" is not just a word
    that entered our culture recently
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    on kind of a drag queen's wing
    and a prayer,
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    it's also something that legitimately
    is part of our view of the world.
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    Now we don't have discipline, we have OCD.
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    Their rise has given extra momentum
    in leverage to the nerdy anti-hero.
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    We've always had nerdy anti-heroes,
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    but today the hero is the nerdy anti-hero,
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    and we can't get away from this idea
    in the constructive narrative.
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    The reason for all of this, my friends,
    behind all this, is the power of games.
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    Even for people who don't play games,
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    the way games have influenced culture,
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    the way they've changed
    the way we think about things,
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    is the reason why we end up
    in this fun-frustrating place.
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    You may ask yourself:
    Why are games so powerful?
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    Why are they so influential,
    what do they do?
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    Well, the core of it is some science
    called intrinsic reinforcement.
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    And here's how it works.
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    Anytime you challenge
    yourself to something,
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    anything, no matter how big or how small,
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    and you achieve that thing,
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    your brain secretes a magical little bit
    of a neurotransmitter called dopamine.
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    And dopamine is
    a very pleasurable experience.
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    So,challenge, achievement, mm,
    that feels really good.
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    Now, Ian Robertson, a neuropsychologist,
    has talked about yet another construct,
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    which is called the winner effect.
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    The more you do this:
    challenge - achieve - dopamine
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    you also start secreting testosterone
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    in connection with the challenge -
    achievement - dopamine loop.
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    So, over time, challenge -
    achievement - dopamine plus testosterone
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    affects the way your brain is structured.
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    And the net of effect
    of that structural shift
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    is that things that don't
    give you a constant rush
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    of dopamine and testosterone
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    don't feel particularly fun.
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    So your orientation is towards the things
    that deliver that dopamine release:
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    challenge - achievement.
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    And so I posit we're
    at a unique inflection point today
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    in which all of these things
    have come together
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    to profoundly change
    the nature of the audience,
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    and change the way that we interact
    with content of all kinds.
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    Now, many people have come before you,
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    especially for those who work in content
    or the creative industries,
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    and have said, "I have the answer,
    everything you do is crap!"
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    Right? The world's change,
    everyone's changed, everything's crap.
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    I'm not going to position this
    that way at all.
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    I'm going to tell you
    things are changing,
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    some of us see it, some of us don't,
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    some of us are millennials,
    some of us aren't.
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    You may feel this intensely as I do
    or you may not.
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    But I want to show you
    through a series of examples
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    what people are doing,
    how other folks have responded to it,
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    and what I believe the future is
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    of this very, very august institution,
    live entertainment.
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    Now, I also tell you that I think
    we can use the power of games
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    to our advantage,
    to get where we want to go.
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    And if we do that deliberately
    instead of letting this happen to us,
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    but we take an active role in this,
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    that's called gamification.
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    And that's using the constructs of games
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    to engage people
    and change their behavior.
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    And we have the power to do this.
    It's very exciting.
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    Now, what we need
    in order to make this happen
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    are what are called the three F's:
    Feedback, Friends and Fun.
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    Any system that has
    feedback, friends, and fun in it,
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    is engaging and interesting.
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    And the more of the three "F"s
    the system has, the more effective it is.
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    Let's take a look at this
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    through the prism of something that some
    of you probably consider fairly gross:
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    The idea of taking pictures of everything
    you eat before you eat it.
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    And if you're my friend on Facebook -
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    and I highly encourage you
    to friend me on Facebook or Instagram -
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    I promise to deluge you with
    an unbelievable number of food photos.
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    You'll get to be right there with me
    as I eat everything.
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    Okay, so some of you probably consider
    this really gross, right?
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    Like, hey, stop taking pictures
    of the food! Eat the freaking food!
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    Right, you're here with me,
    this is our experience together,
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    why are you so concerned
    with taking pictures of your food?
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    And some people have responded to
    this whole multitasking in public spaces
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    which some of you might know
    is the don't-be-a-jerk game!
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    And basically the way this game is played:
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    Everyone puts their phones on the table
    like guns in the Old West,
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    and the first person
    to reach for their phone
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    has to pay for the dinner.
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    Not a bad idea -
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    I feel what kind of a crowd we are.
    Right? Okay, you love this!
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    So, here's the thing though,
    here's the thing:
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    As uncomfortable as all this sounds,
    as many of us like to deride this idea,
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    we're missing the elemental concept here,
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    which is that today for this gamer
    generation in the gamification world,
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    the people at home
    are part of the experience.
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    They're providing a lot of feedback
    on the live experience.
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    They're clicking "Like",
    they're clicking "Hearts",
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    they're commenting.
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    They're providing
    that positive dopamine release,
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    and sometimes they're more interesting
    than you are over dinner. Okay?
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    It just depends: not you, okay,
    not you, but you!
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    So sometimes they're providing
    more positive feedback,
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    and so they are part of that experience.
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    And all that is really cute, right? Like:
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    "Ha-ha, Jimmy won't talk
    to me over dinner."
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    What are the real business
    effects of this?
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    And let me tell you a story.
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    One of the largest automakers
    - I was working on a project -
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    said to me we've a problem:
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    "Teenagers don't drive
    the way they used to.
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    They don't want to anymore."
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    I said, "What's it about?"
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    They said, "The research
    classic millennial stuff.
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    Their care's the environment.
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    They don't want to drive a car
    or spend money on a car,
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    But the number one reason
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    why driving rates have fallen off a cliff
    among American teenagers
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    is because they're getting the message
    about not texting and driving.
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    so they're choosing not to drive."
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    (Laughter)
    (Applause)
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    Okay?
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    Now, It's true!
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    Now, if I had told you, if you had come
    to me five years ago,
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    and you'd said, "Gabe, Instagram
    would kill the car."
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    I'd laugh you out of the room.
    I'd say, "How's that possible?"
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    But let me explain this to you.
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    With this generation,
    with our world today,
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    with this positive reinforcement loop
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    produced by that
    dopamine - challenge - achievement,
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    everything is on the table.
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    It doesn't matter
    how ingrained the behavior is,
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    it doesn't matter how culturally
    significant the behavior is,
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    people will follow their bliss.
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    They will go where the most
    positive reinforcement is,
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    and that threatens to upend
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    everything and anything
    we know about people's behavior,
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    nothing is sacrosanct.
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    And for people who work in an industry
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    based on a very long-term view
    of content creation,
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    it might be meaningful.
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    Now consider:
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    How does the live performance industry
    respond to social media?
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    It's kick the person
    out of the room, attack them,
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    grab them with the bouncer,
    make fun of them.
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    No way, you can't use social media,
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    while you're in the middle
    of watching a performance.
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    And I think this sets up one
    of our classic kind of conflicts
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    with this generation.
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    You know that in the United States
    four-fifths of the population
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    watched broadcast entertainment,
    like a TV show,
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    with the second or third screen open
    in the last 30 days.
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    We can't even sit through 22 minutes
    of television without going crazy
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    because we are so bored. Right?
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    How are they supposed to sit
    through two hours of not interacting?
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    So, one option is,
    instead of fighting this trend,
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    let's turn and use it in kind of
    a positive way to our advantage.
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    So this is a project that I worked on,
    I designed, called Livecube.
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    It takes the social media to live event,
    and makes it into a positive experience.
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    So it focuses it.
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    It uses game concept to get
    people to compete with each other,
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    to create great social media moments,
    to promote the event that's going on,
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    and so on.
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    And has been very successful,
    very effective -
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    instead of fighting with it, roll with it,
    and leverage that power
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    to do other things, to do great things,
    and extend the experience.
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    And here's another of the conflicts
    we often see with live performance.
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    We assume that
    because the millennial generation,
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    because this next consumer
    likes to be the center of the action
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    - remember in games you're always
    the center of the story -
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    many content creators believe
    that what this audience really want
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    is to write their own story.
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    They want to come and decide the outcome.
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    And sometimes that's true, right?
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    We've got voting in reality television.
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    But in practice they want you
    to give them the entertainment.
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    They want to be part of that though,
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    they'd like to be
    more viscerally involved.
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    So you've got highly successful
    immersive entertainment.
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    There's no surprise
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    about why really immersive entertainment
    at this moment is so popular.
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    It really works.
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    It allows me to be part of the story,
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    but you're still writing great story
    that principally carries us through.
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    So, if you can't do that,
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    how could you use technology
    to allow the user, the player,
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    to be in the center of the story?
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    And I think Domino's tells us
    a great case study on this.
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    So, Domino's built this app
    called Domino's Pizza Hero.
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    And in it you play a pizzaiolo,
    someone who makes pizzas. Okay?
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    So, they teach you in the app
    how to knead the dough,
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    roll the dough up, like Luigi,
    and put some sauce on it,
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    and cheese and vegetables.
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    And flick your finger,
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    it's instantly baked
    at your local Domino's
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    and delivered right to your door
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    from inside the game.
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    And if you're especially good at it,
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    Domino's will invite you
    to apply for a job
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    (Laughter)
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    from inside the game!
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    Now, ha-ha-ha, but this company
    needs to recruit 30,000 people a year -
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    and by the way they make a $1M a week
    in incremental revenue from this game.
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    This game replaces
    the soaring inspirational video
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    on how Domino's uses only the freshest
    ingredients to make your pizza,
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    and watch this guy make your pizza,
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    and everyone is well paid
    and happy in white. Uhm!
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    Now, it's an interactive experience,
    it's visceral,
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    and this is an important part
    of the difference in storytelling.
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    Many storytelling opportunities
    in the theater
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    are about where the boundary ends
    between the audience and the performance,
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    where the performance ends
    and the rest of people's lives begin.
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    And with new technology we don't
    have to end the story when the story ends.
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    We've got new - I'm not saying
    you should all get Google Glass,
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    but just as an idea.
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    Some of you may have seen
    this amazing Google Glass game
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    called "Zombies, Run!"
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    And the idea is to get you to run
    by chasing you with zombies.
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    (Laughter)
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    But you can extend your stories and
    your storytelling in much the same way,
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    whether it's with Google Glass or not,
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    it allows you to connect with people
    in a different place.
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    And this is another piece of the core
    value proposition in the millennials,
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    which is that the idea of personal
    achievement is critical, it's primary.
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    How I feel about the things
    that I do is very important,
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    and I want to know I'm making progress,
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    and I want your product or service,
    your idea, your content,
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    to be part of my story of progression
    and mastery in my life.
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    And this is core to gamification.
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    So apps like Nike Plus
    have been hugely successful.
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    They are effectively loyalty programs.
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    This is like a loyalty program.
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    But it leverages my own personal drive
    to be better and do better,
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    and allows you to extend
    your content beyond where it is.
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    And this extension, this consumptive
    extension, is very important,
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    because the millennials
    are also on the leading edge
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    of this concept of binge consumption
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    made famous by the Portlandia
    "Battlestar Galactica" episode. Right?
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    So binge consumption is the idea
    that I should be able to decide
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    how much I want to consume as well.
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    I don't only want to consume
    the nuggets you've given me,
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    if I'm really into the thing
    you're making,
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    I want to consume as much of it
    as I possibly can.
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    And I want to consume it
    to the exclusion of other things.
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    So there's an opportunity to extend
    the concepts that you make
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    even if you don't have the resources,
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    even if the content that you're creating
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    doesn't fit neatly into
    a binge consumption model. Right?
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    There's an opportunity using technology
    in gamification to extend what you create
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    and to come into people's lives
    in a different way.
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    And one of my favorite examples of this
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    that also leverages an important concept
    in gamification is Tabasco Nation.
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    And that concept is tribalism.
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    Because above everything else
    we've talked about,
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    millennials care about connecting,
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    they care about finding
    and being together with their tribe.
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    So Tabasco Nation want a way of extending
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    the concept of their hot sauce
    into the world
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    and drive behavior among people
    who like hot sauce to the media assertion
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    that if you like spicy food,
    you're part of a tribe.
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    Every drop of hot sauce that you use
    is a point that you earn.
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    The crazier things you do with hot sauce,
    the more points you earn:
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    like putting it on a piece of cake,
    take it to the top of the Eiffel Tower,
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    you know, put some
    in your teacher's drink.
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    It's cool.
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    The more you do,
    the more points you earn.
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    the more cool experiences
    they unlock for you.
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    But the core value,
    and it's a very successful campaign,
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    the core value is
    that you're part of a tribe.
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    Just like you may be a part of a tribe
    if you really like Sondheim musicals.
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    You probably are!
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    (Laughter)
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    And here's the sort of coup de grâce
    for all of us, you guys.
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    Everything I've talked about
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    I put through the framework
    of this millennial generation,
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    the next generation,
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    but, in fact, everything
    that the millennials want,
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    be the center of the story,
    consume more content,
  • 14:14 - 14:16
    feel they're making progress,
  • 14:16 - 14:18
    understand how your thing
    fits into their world
  • 14:18 - 14:20
    and be viscerally connected to it,
  • 14:20 - 14:22
    that's stuff that people of all ages want.
  • 14:22 - 14:24
    You don't have to be 24
    to want those things.
  • 14:24 - 14:26
    It just so happens, if you're 24,
  • 14:26 - 14:30
    because you played a bunch of games,
    you expect those things.
  • 14:30 - 14:33
    But it's also true that if you're 45,
    you still want challenging,
  • 14:33 - 14:35
    you still want the content you want,
  • 14:35 - 14:38
    you still want to feel connected
    to the story and be able to do more.
  • 14:38 - 14:40
    It shouldn't surprise you,
  • 14:40 - 14:44
    the single biggest game playing
    demographic in the world is women over 40.
  • 14:44 - 14:45
    It's true.
  • 14:45 - 14:47
    If you text my mom right now,
  • 14:47 - 14:49
    and you're like: "Hey Gabe's mom,
    what are you doing?"
  • 14:49 - 14:51
    She'd be, like, "Candy Crush."
  • 14:51 - 14:52
    (Laughter)
  • 14:52 - 14:55
    Okay? That's this demographic!
  • 14:55 - 14:57
    So, if you're not concerned
  • 14:57 - 15:01
    [about] the future of the live media
    consumption industry,
  • 15:01 - 15:03
    you've got twenty years to go,
  • 15:03 - 15:05
    let me be the one to tell you don't.
  • 15:05 - 15:08
    So, in closing, I just want to say,
  • 15:08 - 15:10
    I feel like we are
    at this important inflection point.
  • 15:10 - 15:13
    We're at a moment in time
    in live performance,
  • 15:13 - 15:15
    in the creation of content.
  • 15:15 - 15:17
    We've been doing
    the same thing the same way
  • 15:17 - 15:20
    for literally thousands
    of years, more or less.
  • 15:20 - 15:22
    And as many the other speakers
    have told you today,
  • 15:22 - 15:25
    lots of technological advances
    are happening on the periphery.
  • 15:25 - 15:29
    We can use lots of different techniques,
    incorporate lots of different ideas,
  • 15:29 - 15:31
    to make live performance
    and our connection with the audience
  • 15:31 - 15:33
    deeper and more meaningful.
  • 15:33 - 15:37
    Along the way though, we're going to need
    to adapt our entire concepts
  • 15:37 - 15:41
    to think about things
    using the new and improved brains
  • 15:41 - 15:43
    of the next generation.
  • 15:43 - 15:46
    And gamification is the platform
    we'll use to make that happen.
  • 15:46 - 15:47
    Thank you.
  • 15:47 - 15:49
    (Applause)
Title:
Gamification | Gabe Zichermann | TEDxBroadway
Description:

This talk was given at a local TEDx event, produced independently of the TED Conferences.

Gabe Zichermann talks about gamification in the world of entertainment and marketing.

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Video Language:
English
Team:
closed TED
Project:
TEDxTalks
Duration:
16:01

English subtitles

Revisions