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The Rise of the   Happiness Brands JANE M C GONIGAL, PhD   INSTITUTE FOR THE FUTURE
 
 
 
 
 
What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
The Quality of Life Index The Happy Planet Index “ Gross National Happiness” Subjective Life Satisfaction   The  Canadian Index of Well-Being World’s Most Livable Cities The  Vanderford Riley Well Being Schedule The Authentic Happiness Inventory
 
A future forecast   ( 2013 ):  the rise of the   happiness brands
Quality of life   becomes the primary metric for evaluating ALL consumer brands, services, environments, and experiences.* *see  TARA HUNT  – “Happiness is your new business model”
Positive psychology   is increasingly a principal, explicit influence on interactive design and development.
Communities form around different visions of   a   real life   worth living .
A brand is defined by how great an increase in real happiness,   or well-being it generates  –  because happiness is   the new capital .
So: Are you in the happiness business? YES YOU ARE!!!
But how do we invent interactive systems that generate happiness? What we need to become next:   happiness engineers .
 
 
Games work better. Better   instructions Better   feedback Better   community Better   emotions
What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
Multiplayer games   are the  ULTIMATE happiness engines .
Compared to games… Reality is broken.
 
“ We are witnessing what amounts to no less than a  global mass exodus   to virtual worlds and other online gaming environments.” –  economist Edward Castranova
It’s a   quality of life   problem.
How can we bridge   the happiness gap   between  games and reality?
 
 
 
 
 
 
 
Happiness   in the 21 st  C.= passionate participation with systems with care about. In other words, happiness =   engagement
 
SATISFYING OUR DESIRE FOR   ENGAGEMENT . * 100 million mental hours     WIKIPEDIA 5 days of  World of Warcraft
Q:   By  2013 ,   which brands will become  the  leading-edge  of happiness engineering? A:  Whoever best turns  reality into a game , and  consumers into players .
 
 
“ Alternate realities ” make gameplay as ubiquitous as language.
 
“ An alternate reality is another way of experiencing existence.” G. S. ELRICK, 1978
Q:  How can brands engineer happiness for consumers?  A:  Create an   alternate reality   that engages consumers better than   unbranded reality .
 
official partner
 
 
 
 
 
 
 
 
 
 
Q:  How can alternate realities change consumer behavior?  A:  By turning real life   choices about what to consume , where, and how, into an   adventure .
World Without Oil *
 
 
 
 
 
 
Q:  What technologies will drive alternate realities in the future?  A:  Let’s find out!
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
So what’s important?
Reality is broken.  Games work better. REAL happiness  is the new driver of  consumer behavior.
The Rise of the   Happiness Brands [email_address]

More Related Content

The Rise of the Happiness Brands

  • 1. The Rise of the Happiness Brands JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE
  • 2.  
  • 3.  
  • 4.  
  • 5.  
  • 6.  
  • 7. What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
  • 8. The Quality of Life Index The Happy Planet Index “ Gross National Happiness” Subjective Life Satisfaction The Canadian Index of Well-Being World’s Most Livable Cities The Vanderford Riley Well Being Schedule The Authentic Happiness Inventory
  • 9.  
  • 10. A future forecast ( 2013 ): the rise of the happiness brands
  • 11. Quality of life becomes the primary metric for evaluating ALL consumer brands, services, environments, and experiences.* *see TARA HUNT – “Happiness is your new business model”
  • 12. Positive psychology is increasingly a principal, explicit influence on interactive design and development.
  • 13. Communities form around different visions of a real life worth living .
  • 14. A brand is defined by how great an increase in real happiness, or well-being it generates – because happiness is the new capital .
  • 15. So: Are you in the happiness business? YES YOU ARE!!!
  • 16. But how do we invent interactive systems that generate happiness? What we need to become next: happiness engineers .
  • 17.  
  • 18.  
  • 19. Games work better. Better instructions Better feedback Better community Better emotions
  • 20. What humans crave: 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
  • 21. Multiplayer games are the ULTIMATE happiness engines .
  • 22. Compared to games… Reality is broken.
  • 23.  
  • 24. “ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.” – economist Edward Castranova
  • 25. It’s a quality of life problem.
  • 26. How can we bridge the happiness gap between games and reality?
  • 27.  
  • 28.  
  • 29.  
  • 30.  
  • 31.  
  • 32.  
  • 33.  
  • 34. Happiness in the 21 st C.= passionate participation with systems with care about. In other words, happiness = engagement
  • 35.  
  • 36. SATISFYING OUR DESIRE FOR ENGAGEMENT . * 100 million mental hours  WIKIPEDIA 5 days of World of Warcraft
  • 37. Q: By 2013 , which brands will become the leading-edge of happiness engineering? A: Whoever best turns reality into a game , and consumers into players .
  • 38.  
  • 39.  
  • 40. “ Alternate realities ” make gameplay as ubiquitous as language.
  • 41.  
  • 42. “ An alternate reality is another way of experiencing existence.” G. S. ELRICK, 1978
  • 43. Q: How can brands engineer happiness for consumers? A: Create an alternate reality that engages consumers better than unbranded reality .
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  • 56. Q: How can alternate realities change consumer behavior? A: By turning real life choices about what to consume , where, and how, into an adventure .
  • 58.  
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  • 64. Q: What technologies will drive alternate realities in the future? A: Let’s find out!
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  • 85. Reality is broken. Games work better. REAL happiness is the new driver of consumer behavior.
  • 86. The Rise of the Happiness Brands [email_address]

Editor's Notes

  1. How to harness the REAL power of games