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The game layer on top of the world

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    My name's Seth Priebatsch. I'm the chief ninja of SCVNGR.
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    I am a proud Princeton dropout.
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    Also proud to have relocated here to Boston,
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    where I actually grew up.
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    Yeah, Boston.
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    Easy wins. I should just go and name the counties that we've got around here.
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    So, I'm also fairly determined to try and build
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    a game layer on top of the world.
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    And this is sort of a new concept, and it's really important.
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    Because while the last decade
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    was the decade of social
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    and the decade of where the framework
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    in which we connect with other people was built,
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    this next decade will be the decade where
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    the game framework is built,
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    where the motivations that we use to actually influence behavior,
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    and the framework in which that is constructed,
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    is decided upon, and that's really important.
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    And so I say that I want to build a game layer on top of the world,
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    but that's not quite true
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    because it's already under construction; it's already happening.
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    And it looks like this right now.
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    It looks like the Web did back in 1997, right?
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    It's not very good. It's cluttered.
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    It's filled with lots of different things
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    that, in short, aren't that fun.
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    There are credit card schemes and airline mile programs
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    and coupon cards and all these loyalty schemes
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    that actually do use game dynamics
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    and actually are building the game layer: they just suck.
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    They're not very well designed, right?
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    So, that's unfortunate.
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    But luckily, as my favorite action hero,
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    Bob the Builder, says,
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    "We can do better. We can build this better."
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    And the tools, the resources
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    that we use to build a game layer
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    are game dynamics themselves.
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    And so, sort of, the crux of this presentation is going to go through
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    four really important game dynamics, really interesting things,
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    that, if you use consciously,
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    you can use to influence behavior,
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    both for good, for bad, for in-between.
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    Hopefully for good.
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    But this is sort of the important stages
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    in which that framework will get built,
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    and so we want to all be thinking about it consciously now.
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    Just before we jump into that, there's sort of a question of: why is this important?
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    I'm sort of making this claim that there is a game layer on top of the world,
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    and that it's very important that we build it properly.
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    The reason that it's so important is that, the last decade,
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    what we've seen has been building the social layer,
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    has been this framework for connections,
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    and construction on that layer is over, it's finished.
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    There's still a lot to explore.
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    There's still a lot of people who are trying to figure out social
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    and how do we leverage this and how do we use this,
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    but the framework itself is done,
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    and it's called Facebook.
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    And that's okay, right? A lot of people are very happy with Facebook.
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    I like it quite a lot.
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    They've created this thing called the Open Graph,
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    and they own all of our connections.
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    They own half a billion people.
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    And so when you want to build on the social layer,
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    the framework has been decided; it is the Open Graph API.
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    And if you're happy with that, fantastic.
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    If you're not, too bad. There's nothing you can do.
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    But this next decade -- and that's a real thing.
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    I mean, we want to build frameworks
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    in a way that makes it acceptable
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    and makes it, you know, productive down the road.
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    So, the social layer is all about these connections.
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    The game layer is all about influence.
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    It's not about adding a social fabric to the Web
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    and connecting you to other people
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    everywhere you are and everywhere you go.
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    It's actually about using dynamics, using forces,
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    to influence the behavior
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    of where you are, what you do there, how you do it.
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    That's really, really powerful, and it's going to be more important than the social layer.
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    It's going to affect our lives more deeply
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    and perhaps more invisibly.
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    And so it's incredibly critical
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    that at this moment, while it's just getting constructed,
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    while the frameworks like Facebook, like the Open Graph,
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    are being created for the game layer equivalent,
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    that we think about it very consciously,
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    and that we do it in a way that is open,
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    that is available, and that can be leveraged for good.
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    And so that's what I want to talk about for game dynamics,
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    because construction has just begun,
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    and the more consciously we can think about this,
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    the better we'll be able to use it
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    for anything that we want.
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    So like I said, the way that you go through and build on the game layer
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    is not with glass and steel and cement.
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    And the resources that we use are not this
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    two-dimensional swath of land that we have.
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    The resources are mindshare and the tools, the raw materials are these game dynamics.
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    So with that, you know, a couple game dynamics to talk about.
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    Four. Back at SCVNGR, we like to joke
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    that with seven game dynamics, you can get anyone to do anything.
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    And so today, I'm going to show you four,
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    because I hope to have a competitive advantage at the end of this, still.
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    (Laughter)
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    So the first one, it's a very simple game dynamic.
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    It's called the appointment dynamic.
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    And this is a dynamic in which to succeed,
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    players have to do something at a predefined time,
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    generally at a predefined place.
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    And these dynamics are a little scary sometimes,
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    because you think, you know,
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    other people can be using forces that will manipulate
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    how I interact: what I do, where I do it, when I do it.
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    This sort of loss of free will that occurs in games
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    can be frightening,
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    so with each dynamic, I'm going to give three examples:
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    one that shows how this is already being used in the real world,
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    so you can sort of rationalize it a little bit;
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    one that shows it in what we consider a conventional game --
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    I think everything is a game, but this is sort of
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    more of a what you would think is a game played on a board or on a computer screen,
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    and then one how this can be used for good,
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    so we can see that these forces can really be very powerful.
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    So the first one -- the most famous appointment dynamic in the world --
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    is something called happy hour.
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    So I just recently dropped out of Princeton
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    and actually ended up for the first time in a bar,
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    and I saw these happy hour things all over the place, right.
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    And this is simply an appointment dynamic.
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    Come here at a certain time, get your drinks half off.
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    To win, all you have to do is show up at the right place at the right time.
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    This game dynamic is so powerful
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    that it doesn't just influence our behavior, it's influenced our entire culture.
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    That's a really scary thought,
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    that one game dynamic can change things so powerfully.
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    It also exists in more conventional game forms.
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    I'm sure you've all heard of Farmville by now.
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    If you haven't, I recommend playing it.
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    You won't do anything else with the rest of your day.
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    Farmville has more active users than Twitter.
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    It's incredibly powerful, and it has this dynamic
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    where you have to return at a certain time
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    to water your crops -- fake crops -- or they wilt.
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    And this is so powerful that, when they tweak their stats,
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    when they say your crops wilt
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    after eight hours, or after six hours, or after 24 hours,
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    it changes the lifecycle
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    of 70 million-some people during the day.
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    They will return like clockwork at different times.
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    So if they wanted the world to end, if they wanted productivity to stop,
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    they could make this a 30-minute cycle,
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    and no one could do anything else, right?
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    (Laughter)
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    That's a little scary.
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    But this could also be used for good.
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    This is a local company called Vitality, and they've created a product
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    to help people take their medicine on time.
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    That's an appointment.
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    It's something that people don't do very well.
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    And they have these GlowCaps, which, you know, flash and email you
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    and do all sorts of cool things to remind you to take your medicine.
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    This is one that isn't a game yet, but really should be.
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    You should get points for doing this on time.
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    You should lose points for not doing this on time.
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    They should consciously recognize
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    that they've built an appointment dynamic and leverage the games.
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    And then you can really achieve good in some interesting ways.
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    We're going to jump onto the next one, maybe. Yes.
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    Influence and status.
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    So this is one of the most famous game dynamics.
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    It's used all over the place.
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    It's used in your wallets, right now.
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    We all want that credit card on the far left
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    because it's black.
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    And you see someone at CVS or --
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    not CVS -- at Christian Dior or something, and then ...
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    I don't know. I don't have a black card; I've got a debit card.
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    (Laughter)
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    So they whip it out. And you see men, they have that black card.
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    I want that because that means that they're cooler than I am,
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    and I need that.
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    And this is used in games as well.
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    "Modern Warfare," one of the most successful selling games of all time.
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    I'm only a level four, but I desperately want to be a level 10,
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    because they've got that cool red badge thing,
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    and that means that I am somehow better than everyone else.
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    And that's very powerful to me. Status is really good motivator.
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    It's also used in more conventional settings
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    and can be used more consciously in conventional settings.
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    School -- and remember, I made it through one year,
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    so I think I'm qualified to talk on school --
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    is a game, it's just not a terribly well-designed game, right.
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    There are levels. There are C. There are B. There is A.
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    There are statuses. I mean, what is valedictorian, but a status?
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    If we called valedictorian a "white knight paladin level 20,"
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    I think people would probably work a lot harder.
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    (Laughter)
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    So school is a game, and there have been lots of experimentations
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    on how we do this properly.
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    But let's use it consciously. Like why have games that you can lose?
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    Why go from an A to an F or a B to a C?
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    That sucks. Why not level-up?
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    And at Princeton, they've actually experimented with this,
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    where they have quizzes where you gain experience points,
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    and you level up from B to an A.
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    And it's very powerful.
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    It can be used in interesting ways.
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    The third one I want to talk about quickly is the progression dynamic,
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    where you have to sort of make progress,
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    you have to move through different steps in a very granular fashion.
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    This is used all over the place, including LinkedIn,
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    where I am an un-whole individual.
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    I am only 85 percent complete on LinkedIn,
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    and that bothers me.
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    And this is so deep-seated in our psyche
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    that when we're presented with a progress bar
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    and presented with easy, granular steps
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    to take to try and complete that progress bar, we will do it.
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    We will find a way to move that blue line
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    all the way to the right edge of the screen.
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    This is used in conventional games as well.
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    I mean, you see this is a paladin level 10,
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    and that's a paladin level 20,
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    and if you were going to fight, you know, orcs on the fields of Mordor
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    against the Raz al Ghul,
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    you'd probably want to be the bigger one, right.
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    I would.
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    And so people work very hard to level-up.
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    "World of Warcraft" is one of the most successful games of all time.
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    The average player spends something like
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    six, six-and-a-half hours a day on it.
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    Their most dedicated players, it's like a full-time job.
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    It's insane. And they have these systems where you can level-up.
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    And that's a very powerful thing. Progression is powerful.
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    It can also be used in very compelling ways for good.
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    One of the things that we work on at SCVNGR
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    is how do you use games to drive traffic and drive business to local businesses,
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    to sort of something that is very key to the economy.
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    And here we have a game that people play.
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    They go places, they do challenges, they earn points.
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    And we've introduced a progression dynamic into it,
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    where, by going to the same place over and over,
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    by doing challenges, by engaging with the business,
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    you move a green bar from the left edge of the screen to the right edge of the screen,
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    and you eventually unlock rewards.
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    And this is powerful enough that we can see
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    that it hooks people into these dynamics,
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    pulls them back to the same local businesses,
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    creates huge loyalty, creates engagement,
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    and is able to drive meaningful revenue
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    and fun and engagement to businesses.
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    These progression dynamics are powerful
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    and can be used in the real world.
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    The final one I want to talk about -- and it's a great one to end on --
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    is this concept of communal discovery,
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    a dynamic in which everyone has to work together
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    to achieve something.
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    And communal discovery is powerful because it leverages
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    the network that is society
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    to solve problems.
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    This is used in some sort of famous consumer web stories,
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    like Digg, which I'm sure you've all heard of.
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    Digg is a communal dynamic
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    to try to find and source the best news,
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    the most interesting stories.
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    And they made this into a game, initially.
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    They had a leader board, where, if you recommended the best stories,
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    you would get points.
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    And that really motivated people to find the best stories.
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    But it became so powerful that there was actually a cabal,
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    a group of people, the top seven on the leader board,
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    who would work together to make sure they maintained that position.
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    And they would recommend other people's stories,
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    and the game became more powerful than the goal.
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    And they actually had to end up shutting down the leader board
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    because while it was effective,
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    it was so powerful that it stopped sourcing the best stories
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    and started having people work to maintain their leadership.
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    So we have to use this one carefully.
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    It's also used in things like McDonald's Monopoly,
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    where the game is not the Monopoly game you're playing,
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    but the sort of cottage industries that form
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    to try and find Boardwalk, right.
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    And now they're just looking for a little sticker that says "Boardwalk."
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    But it can also be used to find real things.
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    This is the DARPA balloon challenge,
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    where they hid a couple balloons all across the United States
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    and said, "Use networks.
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    Try and find these balloons fastest, and the winner will get $40,000."
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    And the winner was actually a group out of MIT,
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    where they created sort of a pyramid scheme, a network,
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    where the first person to recommend the location of a balloon
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    got $2,000 and anyone else to push that recommendation up
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    also got a cut of it.
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    And in 12 hours, they were able to find
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    all these balloons, all across the country, right.
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    Really powerful dynamic.
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    And so, I've got about 20 seconds left,
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    so if I'm going to leave you with anything,
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    last decade was the decade of social.
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    This next decade is the decade of games.
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    We use game dynamics to build on it. We build with mindshare.
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    We can influence behavior.
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    It is very powerful. It is very exciting.
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    Let's all build it together, let's do it well and have fun playing.
Title:
The game layer on top of the world
Speaker:
Seth Priebatsch
Description:

By now, we're used to letting Facebook and Twitter capture our social lives on the web -- building a "social layer" on top of the real world. At TEDxBoston, Seth Priebatsch looks at the next layer in progress: the "game layer," a pervasive net of behavior-steering game dynamics that will reshape education and commerce.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
12:02

English subtitles

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