China is quickly emerging as the global leader in gameplay. Today, worldwide, more than 500 million people play computer and videogames for at least an hour a day – and more than 100 million of those gamers are in China. By the year 2013, China is expected to overtake the United States as the world’s largest videogame market. Indeed, researchers predict that by 2014, China will account for more than 50% of the total world market for mobile and online games.
So what does the future hold in store for the new world capital of gaming? To engage consumers in the year 2020, it will be essential to understand how games work – and what gamers really want. In this talk, world-renowned futurist and New York Times best-selling author Jane McGonigal will provide surprising insight into how games provoke powerful positive emotions and build stronger social relationships. She will show you how games are changing the way gamers think, act and buy in real life. And she will help you plan your own “epic win” for the year 2020 – a positive future that you can prepare for today just by playing a game.
one of the best ways to achieve your epic win is to spend more time playing computer and videogames.
… or 236bilion hours a year
http://www.nikopartners.com/pdf/Niko_Press_Release_4-28-10.pdf100+ million online, PC & console43 million mobile
China Internet Network Information Centre (CNNIC) report was published in October. This number is expected to approach 42 percent by the end of 2012.
http://www.next-gen.biz/news/report-chinese-online-gaming-revenues-top-11-billionThere were already 100 million gamers in China last year online and on consoles, plus 46 million mobile gamers http://www.koreaherald.com/business/Detail.jsp?newsMLId=20110410000247
a study released by business and consulting firm Pearl Research,
a study released by business and consulting firm Pearl Research,
When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s an absolutely perfect description of the emotional state of gameplay. A game is the opportunity to focus our energy, with relentless optimism, at something we’re good at and enjoy. This is a crucial point, so I’ll repeat it: Gameplay is the direct emotional opposite of depression.
Researchers have documented the top 10 positive emotions that games activate: joy, relief, love (really!), surprise, pride, curiosity, excitement, awe and wonder, contentment, and creativity.Scientists have shown that playing games helps us actively provoke these 10 positive emotions anywhere, anytime – no matter what else is going on in our lives. Knowing which games provoke which emotions gives us the power to control our emotions and to manage our stress, boredom, loneliness or frustration – and most importantly, to achieve the 3:1 ratio of positive emotions in our lives.
DELIGHT
DELIGHT
CREATIVITY
CREATIVITY
PRIDE
PRIDE
SURPRISE
SURPRISE
Curiosity
Curiosity
EXCITEMENT
EXCITEMENT
LOVE
LOVE
AWE & WONDER
AWE & WONDER… but where do these emotions come from?
It’s because of how unnecessary obstacles make us feel.
This is what the game industry is in the business of making… these faces.… positive state of being. We love this, it’s an optimal state of being.
Effects of games making us good at life… 4 superpowers
Urgentevoke.com
… or 236bilion hours a year
one of the best ways to achieve your epic win is to spend more time playing computer and videogames.