Gamification | Gabe Zichermann | TEDxBroadway
-
0:09 - 0:10Hello everybody.
-
0:10 - 0:12So, good to be here,
-
0:12 - 0:15and here at New World Stages,
not on that side but on this side, -
0:15 - 0:17which is very fun.
-
0:17 - 0:19I want to talk to you today
-
0:19 - 0:24about the end of the audience
and the dawn of the player. -
0:24 - 0:28Let me start by introducing you
to your new customer, -
0:28 - 0:29your next generation customer.
-
0:29 - 0:32This is your millennial audience,
-
0:32 - 0:39and they are at turns brilliant
and also unbelievably annoying. -
0:39 - 0:43It's like a really sort of shocking
combination of things. -
0:43 - 0:45But there's a reason
why the millennials are this way. -
0:45 - 0:49They didn't end up this way
just kind of out of happenstance. -
0:50 - 0:52They're super easily distracted.
-
0:52 - 0:53It's the world we live in,
-
0:53 - 0:55but millennials are
very easily distracted. -
0:55 - 0:57They've a device in their pocket,
-
0:57 - 1:00it's constantly buzzing,
and its buzzing all the time, -
1:00 - 1:01whether they're at work or at play.
-
1:01 - 1:06They also have conquered boredom,
which is kind of amazing, right? -
1:06 - 1:10There's no reason to be bored ever again,
even if you're not a Grindr user. -
1:10 - 1:13(Laughter)
-
1:13 - 1:17They are technologically literate
and obsessed. -
1:17 - 1:19By the age of five or six
-
1:19 - 1:22today's American kids
have used more technology, -
1:22 - 1:24and understand more
about the Internet and tech, -
1:25 - 1:28than most of us understood
by the age of 30 in our generation. -
1:28 - 1:30It's a shocking, shocking change.
-
1:30 - 1:32And because they grew up
-
1:32 - 1:35in an environment with very few limits
and very little discipline, -
1:35 - 1:37they love obsession.
-
1:37 - 1:40And "obsessed" is not just a word
that entered our culture recently -
1:40 - 1:44on kind of a drag queen's wing
and a prayer, -
1:44 - 1:48it's also something that legitimately
is part of our view of the world. -
1:48 - 1:51Now we don't have discipline, we have OCD.
-
1:51 - 1:57Their rise has given extra momentum
in leverage to the nerdy anti-hero. -
1:57 - 1:59We've always had nerdy anti-heroes,
-
1:59 - 2:02but today the hero is the nerdy anti-hero,
-
2:02 - 2:06and we can't get away from this idea
in the constructive narrative. -
2:06 - 2:11The reason for all of this, my friends,
behind all this, is the power of games. -
2:11 - 2:14Even for people who don't play games,
-
2:14 - 2:16the way games have influenced culture,
-
2:16 - 2:18the way they've changed
the way we think about things, -
2:18 - 2:23is the reason why we end up
in this fun-frustrating place. -
2:24 - 2:26You may ask yourself:
Why are games so powerful? -
2:26 - 2:28Why are they so influential,
what do they do? -
2:28 - 2:32Well, the core of it is some science
called intrinsic reinforcement. -
2:32 - 2:33And here's how it works.
-
2:33 - 2:35Anytime you challenge
yourself to something, -
2:35 - 2:37anything, no matter how big or how small,
-
2:37 - 2:39and you achieve that thing,
-
2:39 - 2:43your brain secretes a magical little bit
of a neurotransmitter called dopamine. -
2:43 - 2:46And dopamine is
a very pleasurable experience. -
2:46 - 2:50So,challenge, achievement, mm,
that feels really good. -
2:50 - 2:55Now, Ian Robertson, a neuropsychologist,
has talked about yet another construct, -
2:55 - 2:57which is called the winner effect.
-
2:57 - 3:00The more you do this:
challenge - achieve - dopamine -
3:00 - 3:02you also start secreting testosterone
-
3:02 - 3:05in connection with the challenge -
achievement - dopamine loop. -
3:05 - 3:08So, over time, challenge -
achievement - dopamine plus testosterone -
3:08 - 3:11affects the way your brain is structured.
-
3:11 - 3:14And the net of effect
of that structural shift -
3:14 - 3:17is that things that don't
give you a constant rush -
3:17 - 3:19of dopamine and testosterone
-
3:19 - 3:21don't feel particularly fun.
-
3:21 - 3:25So your orientation is towards the things
that deliver that dopamine release: -
3:26 - 3:27challenge - achievement.
-
3:27 - 3:31And so I posit we're
at a unique inflection point today -
3:31 - 3:33in which all of these things
have come together -
3:33 - 3:36to profoundly change
the nature of the audience, -
3:36 - 3:40and change the way that we interact
with content of all kinds. -
3:40 - 3:42Now, many people have come before you,
-
3:42 - 3:45especially for those who work in content
or the creative industries, -
3:45 - 3:49and have said, "I have the answer,
everything you do is crap!" -
3:49 - 3:52Right? The world's change,
everyone's changed, everything's crap. -
3:52 - 3:55I'm not going to position this
that way at all. -
3:55 - 3:57I'm going to tell you
things are changing, -
3:57 - 3:59some of us see it, some of us don't,
-
3:59 - 4:01some of us are millennials,
some of us aren't. -
4:01 - 4:04You may feel this intensely as I do
or you may not. -
4:04 - 4:06But I want to show you
through a series of examples -
4:06 - 4:09what people are doing,
how other folks have responded to it, -
4:09 - 4:11and what I believe the future is
-
4:11 - 4:14of this very, very august institution,
live entertainment. -
4:14 - 4:18Now, I also tell you that I think
we can use the power of games -
4:18 - 4:22to our advantage,
to get where we want to go. -
4:22 - 4:25And if we do that deliberately
instead of letting this happen to us, -
4:25 - 4:27but we take an active role in this,
-
4:27 - 4:29that's called gamification.
-
4:29 - 4:30And that's using the constructs of games
-
4:31 - 4:33to engage people
and change their behavior. -
4:33 - 4:35And we have the power to do this.
It's very exciting. -
4:35 - 4:37Now, what we need
in order to make this happen -
4:37 - 4:41are what are called the three F's:
Feedback, Friends and Fun. -
4:41 - 4:43Any system that has
feedback, friends, and fun in it, -
4:43 - 4:45is engaging and interesting.
-
4:45 - 4:49And the more of the three "F"s
the system has, the more effective it is. -
4:49 - 4:51Let's take a look at this
-
4:51 - 4:55through the prism of something that some
of you probably consider fairly gross: -
4:55 - 5:00The idea of taking pictures of everything
you eat before you eat it. -
5:00 - 5:01And if you're my friend on Facebook -
-
5:01 - 5:05and I highly encourage you
to friend me on Facebook or Instagram - -
5:05 - 5:09I promise to deluge you with
an unbelievable number of food photos. -
5:09 - 5:12You'll get to be right there with me
as I eat everything. -
5:12 - 5:15Okay, so some of you probably consider
this really gross, right? -
5:15 - 5:19Like, hey, stop taking pictures
of the food! Eat the freaking food! -
5:19 - 5:22Right, you're here with me,
this is our experience together, -
5:22 - 5:24why are you so concerned
with taking pictures of your food? -
5:24 - 5:29And some people have responded to
this whole multitasking in public spaces -
5:29 - 5:33which some of you might know
is the don't-be-a-jerk game! -
5:33 - 5:35And basically the way this game is played:
-
5:35 - 5:40Everyone puts their phones on the table
like guns in the Old West, -
5:40 - 5:42and the first person
to reach for their phone -
5:42 - 5:45has to pay for the dinner.
-
5:45 - 5:46Not a bad idea -
-
5:46 - 5:50I feel what kind of a crowd we are.
Right? Okay, you love this! -
5:50 - 5:53So, here's the thing though,
here's the thing: -
5:53 - 5:57As uncomfortable as all this sounds,
as many of us like to deride this idea, -
5:57 - 5:59we're missing the elemental concept here,
-
5:59 - 6:03which is that today for this gamer
generation in the gamification world, -
6:03 - 6:07the people at home
are part of the experience. -
6:07 - 6:10They're providing a lot of feedback
on the live experience. -
6:10 - 6:12They're clicking "Like",
they're clicking "Hearts", -
6:12 - 6:13they're commenting.
-
6:13 - 6:16They're providing
that positive dopamine release, -
6:16 - 6:20and sometimes they're more interesting
than you are over dinner. Okay? -
6:20 - 6:24It just depends: not you, okay,
not you, but you! -
6:24 - 6:27So sometimes they're providing
more positive feedback, -
6:27 - 6:29and so they are part of that experience.
-
6:29 - 6:31And all that is really cute, right? Like:
-
6:31 - 6:33"Ha-ha, Jimmy won't talk
to me over dinner." -
6:33 - 6:35What are the real business
effects of this? -
6:35 - 6:36And let me tell you a story.
-
6:36 - 6:39One of the largest automakers
- I was working on a project - -
6:39 - 6:41said to me we've a problem:
-
6:41 - 6:43"Teenagers don't drive
the way they used to. -
6:43 - 6:45They don't want to anymore."
-
6:45 - 6:46I said, "What's it about?"
-
6:46 - 6:48They said, "The research
classic millennial stuff. -
6:48 - 6:50Their care's the environment.
-
6:50 - 6:52They don't want to drive a car
or spend money on a car, -
6:52 - 6:54But the number one reason
-
6:54 - 6:57why driving rates have fallen off a cliff
among American teenagers -
6:57 - 7:00is because they're getting the message
about not texting and driving. -
7:00 - 7:02so they're choosing not to drive."
-
7:02 - 7:04(Laughter)
(Applause) -
7:04 - 7:05Okay?
-
7:06 - 7:08Now, It's true!
-
7:08 - 7:10Now, if I had told you, if you had come
to me five years ago, -
7:11 - 7:13and you'd said, "Gabe, Instagram
would kill the car." -
7:13 - 7:16I'd laugh you out of the room.
I'd say, "How's that possible?" -
7:16 - 7:18But let me explain this to you.
-
7:18 - 7:20With this generation,
with our world today, -
7:20 - 7:22with this positive reinforcement loop
-
7:22 - 7:25produced by that
dopamine - challenge - achievement, -
7:25 - 7:27everything is on the table.
-
7:28 - 7:30It doesn't matter
how ingrained the behavior is, -
7:30 - 7:34it doesn't matter how culturally
significant the behavior is, -
7:34 - 7:36people will follow their bliss.
-
7:36 - 7:40They will go where the most
positive reinforcement is, -
7:40 - 7:42and that threatens to upend
-
7:42 - 7:45everything and anything
we know about people's behavior, -
7:45 - 7:47nothing is sacrosanct.
-
7:47 - 7:49And for people who work in an industry
-
7:49 - 7:52based on a very long-term view
of content creation, -
7:52 - 7:53it might be meaningful.
-
7:53 - 7:55Now consider:
-
7:55 - 7:59How does the live performance industry
respond to social media? -
7:59 - 8:03It's kick the person
out of the room, attack them, -
8:03 - 8:05grab them with the bouncer,
make fun of them. -
8:05 - 8:07No way, you can't use social media,
-
8:07 - 8:10while you're in the middle
of watching a performance. -
8:10 - 8:13And I think this sets up one
of our classic kind of conflicts -
8:13 - 8:15with this generation.
-
8:15 - 8:18You know that in the United States
four-fifths of the population -
8:18 - 8:20watched broadcast entertainment,
like a TV show, -
8:20 - 8:24with the second or third screen open
in the last 30 days. -
8:24 - 8:28We can't even sit through 22 minutes
of television without going crazy -
8:28 - 8:31because we are so bored. Right?
-
8:32 - 8:36How are they supposed to sit
through two hours of not interacting? -
8:36 - 8:40So, one option is,
instead of fighting this trend, -
8:40 - 8:44let's turn and use it in kind of
a positive way to our advantage. -
8:44 - 8:47So this is a project that I worked on,
I designed, called Livecube. -
8:47 - 8:51It takes the social media to live event,
and makes it into a positive experience. -
8:51 - 8:53So it focuses it.
-
8:53 - 8:56It uses game concept to get
people to compete with each other, -
8:56 - 8:59to create great social media moments,
to promote the event that's going on, -
8:59 - 9:00and so on.
-
9:00 - 9:02And has been very successful,
very effective - -
9:02 - 9:06instead of fighting with it, roll with it,
and leverage that power -
9:06 - 9:10to do other things, to do great things,
and extend the experience. -
9:10 - 9:13And here's another of the conflicts
we often see with live performance. -
9:13 - 9:16We assume that
because the millennial generation, -
9:16 - 9:19because this next consumer
likes to be the center of the action -
9:19 - 9:22- remember in games you're always
the center of the story - -
9:22 - 9:25many content creators believe
that what this audience really want -
9:25 - 9:27is to write their own story.
-
9:27 - 9:29They want to come and decide the outcome.
-
9:29 - 9:31And sometimes that's true, right?
-
9:31 - 9:34We've got voting in reality television.
-
9:34 - 9:37But in practice they want you
to give them the entertainment. -
9:37 - 9:39They want to be part of that though,
-
9:39 - 9:41they'd like to be
more viscerally involved. -
9:41 - 9:44So you've got highly successful
immersive entertainment. -
9:44 - 9:46There's no surprise
-
9:46 - 9:50about why really immersive entertainment
at this moment is so popular. -
9:50 - 9:51It really works.
-
9:51 - 9:53It allows me to be part of the story,
-
9:53 - 9:57but you're still writing great story
that principally carries us through. -
9:57 - 9:58So, if you can't do that,
-
9:58 - 10:02how could you use technology
to allow the user, the player, -
10:02 - 10:03to be in the center of the story?
-
10:03 - 10:06And I think Domino's tells us
a great case study on this. -
10:06 - 10:09So, Domino's built this app
called Domino's Pizza Hero. -
10:09 - 10:12And in it you play a pizzaiolo,
someone who makes pizzas. Okay? -
10:12 - 10:15So, they teach you in the app
how to knead the dough, -
10:15 - 10:17roll the dough up, like Luigi,
and put some sauce on it, -
10:17 - 10:19and cheese and vegetables.
-
10:19 - 10:20And flick your finger,
-
10:20 - 10:22it's instantly baked
at your local Domino's -
10:22 - 10:24and delivered right to your door
-
10:24 - 10:25from inside the game.
-
10:25 - 10:27And if you're especially good at it,
-
10:27 - 10:29Domino's will invite you
to apply for a job -
10:29 - 10:30(Laughter)
-
10:30 - 10:31from inside the game!
-
10:33 - 10:38Now, ha-ha-ha, but this company
needs to recruit 30,000 people a year - -
10:38 - 10:43and by the way they make a $1M a week
in incremental revenue from this game. -
10:43 - 10:47This game replaces
the soaring inspirational video -
10:47 - 10:50on how Domino's uses only the freshest
ingredients to make your pizza, -
10:50 - 10:52and watch this guy make your pizza,
-
10:52 - 10:55and everyone is well paid
and happy in white. Uhm! -
10:56 - 10:59Now, it's an interactive experience,
it's visceral, -
10:59 - 11:03and this is an important part
of the difference in storytelling. -
11:03 - 11:06Many storytelling opportunities
in the theater -
11:06 - 11:09are about where the boundary ends
between the audience and the performance, -
11:09 - 11:13where the performance ends
and the rest of people's lives begin. -
11:13 - 11:16And with new technology we don't
have to end the story when the story ends. -
11:16 - 11:19We've got new - I'm not saying
you should all get Google Glass, -
11:19 - 11:21but just as an idea.
-
11:21 - 11:23Some of you may have seen
this amazing Google Glass game -
11:23 - 11:25called "Zombies, Run!"
-
11:25 - 11:28And the idea is to get you to run
by chasing you with zombies. -
11:28 - 11:30(Laughter)
-
11:30 - 11:34But you can extend your stories and
your storytelling in much the same way, -
11:34 - 11:36whether it's with Google Glass or not,
-
11:36 - 11:39it allows you to connect with people
in a different place. -
11:39 - 11:43And this is another piece of the core
value proposition in the millennials, -
11:43 - 11:47which is that the idea of personal
achievement is critical, it's primary. -
11:47 - 11:51How I feel about the things
that I do is very important, -
11:51 - 11:52and I want to know I'm making progress,
-
11:52 - 11:56and I want your product or service,
your idea, your content, -
11:56 - 12:00to be part of my story of progression
and mastery in my life. -
12:00 - 12:01And this is core to gamification.
-
12:02 - 12:04So apps like Nike Plus
have been hugely successful. -
12:04 - 12:07They are effectively loyalty programs.
-
12:07 - 12:08This is like a loyalty program.
-
12:08 - 12:12But it leverages my own personal drive
to be better and do better, -
12:12 - 12:17and allows you to extend
your content beyond where it is. -
12:17 - 12:20And this extension, this consumptive
extension, is very important, -
12:20 - 12:23because the millennials
are also on the leading edge -
12:23 - 12:25of this concept of binge consumption
-
12:25 - 12:29made famous by the Portlandia
"Battlestar Galactica" episode. Right? -
12:29 - 12:33So binge consumption is the idea
that I should be able to decide -
12:33 - 12:35how much I want to consume as well.
-
12:35 - 12:37I don't only want to consume
the nuggets you've given me, -
12:37 - 12:39if I'm really into the thing
you're making, -
12:39 - 12:42I want to consume as much of it
as I possibly can. -
12:42 - 12:45And I want to consume it
to the exclusion of other things. -
12:45 - 12:49So there's an opportunity to extend
the concepts that you make -
12:49 - 12:51even if you don't have the resources,
-
12:51 - 12:53even if the content that you're creating
-
12:53 - 12:56doesn't fit neatly into
a binge consumption model. Right? -
12:56 - 13:00There's an opportunity using technology
in gamification to extend what you create -
13:00 - 13:04and to come into people's lives
in a different way. -
13:04 - 13:06And one of my favorite examples of this
-
13:06 - 13:10that also leverages an important concept
in gamification is Tabasco Nation. -
13:10 - 13:12And that concept is tribalism.
-
13:12 - 13:15Because above everything else
we've talked about, -
13:15 - 13:16millennials care about connecting,
-
13:16 - 13:19they care about finding
and being together with their tribe. -
13:19 - 13:22So Tabasco Nation want a way of extending
-
13:22 - 13:24the concept of their hot sauce
into the world -
13:24 - 13:27and drive behavior among people
who like hot sauce to the media assertion -
13:27 - 13:30that if you like spicy food,
you're part of a tribe. -
13:30 - 13:33Every drop of hot sauce that you use
is a point that you earn. -
13:33 - 13:37The crazier things you do with hot sauce,
the more points you earn: -
13:37 - 13:41like putting it on a piece of cake,
take it to the top of the Eiffel Tower, -
13:41 - 13:44you know, put some
in your teacher's drink. -
13:44 - 13:45It's cool.
-
13:45 - 13:47The more you do,
the more points you earn. -
13:47 - 13:49the more cool experiences
they unlock for you. -
13:49 - 13:52But the core value,
and it's a very successful campaign, -
13:52 - 13:54the core value is
that you're part of a tribe. -
13:54 - 13:58Just like you may be a part of a tribe
if you really like Sondheim musicals. -
13:58 - 13:59You probably are!
-
13:59 - 14:00(Laughter)
-
14:00 - 14:04And here's the sort of coup de grâce
for all of us, you guys. -
14:04 - 14:05Everything I've talked about
-
14:05 - 14:08I put through the framework
of this millennial generation, -
14:08 - 14:09the next generation,
-
14:09 - 14:11but, in fact, everything
that the millennials want, -
14:11 - 14:14be the center of the story,
consume more content, -
14:14 - 14:16feel they're making progress,
-
14:16 - 14:18understand how your thing
fits into their world -
14:18 - 14:20and be viscerally connected to it,
-
14:20 - 14:22that's stuff that people of all ages want.
-
14:22 - 14:24You don't have to be 24
to want those things. -
14:24 - 14:26It just so happens, if you're 24,
-
14:26 - 14:30because you played a bunch of games,
you expect those things. -
14:30 - 14:33But it's also true that if you're 45,
you still want challenging, -
14:33 - 14:35you still want the content you want,
-
14:35 - 14:38you still want to feel connected
to the story and be able to do more. -
14:38 - 14:40It shouldn't surprise you,
-
14:40 - 14:44the single biggest game playing
demographic in the world is women over 40. -
14:44 - 14:45It's true.
-
14:45 - 14:47If you text my mom right now,
-
14:47 - 14:49and you're like: "Hey Gabe's mom,
what are you doing?" -
14:49 - 14:51She'd be, like, "Candy Crush."
-
14:51 - 14:52(Laughter)
-
14:52 - 14:55Okay? That's this demographic!
-
14:55 - 14:57So, if you're not concerned
-
14:57 - 15:01[about] the future of the live media
consumption industry, -
15:01 - 15:03you've got twenty years to go,
-
15:03 - 15:05let me be the one to tell you don't.
-
15:05 - 15:08So, in closing, I just want to say,
-
15:08 - 15:10I feel like we are
at this important inflection point. -
15:10 - 15:13We're at a moment in time
in live performance, -
15:13 - 15:15in the creation of content.
-
15:15 - 15:17We've been doing
the same thing the same way -
15:17 - 15:20for literally thousands
of years, more or less. -
15:20 - 15:22And as many the other speakers
have told you today, -
15:22 - 15:25lots of technological advances
are happening on the periphery. -
15:25 - 15:29We can use lots of different techniques,
incorporate lots of different ideas, -
15:29 - 15:31to make live performance
and our connection with the audience -
15:31 - 15:33deeper and more meaningful.
-
15:33 - 15:37Along the way though, we're going to need
to adapt our entire concepts -
15:37 - 15:41to think about things
using the new and improved brains -
15:41 - 15:43of the next generation.
-
15:43 - 15:46And gamification is the platform
we'll use to make that happen. -
15:46 - 15:47Thank 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.
- Video Language:
- English
- Team:
- closed TED
- Project:
- TEDxTalks
- Duration:
- 16:01
Robert Tucker approved English subtitles for Gamification | Gabe Zichermann | TEDxBroadway | ||
Robert Tucker edited English subtitles for Gamification | Gabe Zichermann | TEDxBroadway | ||
Robert Tucker edited English subtitles for Gamification | Gabe Zichermann | TEDxBroadway | ||
Robert Tucker edited English subtitles for Gamification | Gabe Zichermann | TEDxBroadway | ||
Robert Tucker edited English subtitles for Gamification | Gabe Zichermann | TEDxBroadway | ||
Robert Tucker edited English subtitles for Gamification | Gabe Zichermann | TEDxBroadway | ||
Robert Tucker edited English subtitles for Gamification | Gabe Zichermann | TEDxBroadway | ||
Robert Tucker edited English subtitles for Gamification | Gabe Zichermann | TEDxBroadway |