A game of sorts
Posted on 03.29.09 by Alexandre Maron @ 18:10

Busy week. Next one I will deal with some final assignments and I think this website will start to see some real development and calrification of the issues at hand.

For now, just a nice slideshow I found on slideshare, about mobile journalism. It is slightly out of topic in a way (although it fascinates me and even helped me develop a website in Brazil called Urblog) , but serves to remind us about how we can break down, restructure and redesign almost any experience as a game of sorts. And sometimes, we don’t even know that we built one.


Filed under: New Ways to Play and Slideshow
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Why so shallow?
Posted on 03.16.09 by Alexandre Maron @ 03:24

It is hard to think of better examples of Play Factor application than deep media products. You know them. TV shows like Lost, The Office, Battlestar Galactica, Gossip Girl. Movies like The Blair Witch Project, Matrix, A.I., Batman – The Dark Knight and Watchmen. Book series like The Da Vinci Code, The 39 Clues, music artists like Trent Reznor or the band Radiohead. And games. Oh, come on, they had to be there too, right? You can start with the Alternate REality Games and now wich some big titles like Halo and Dead Space. But it doesn’t stop here. If you just stop to look at Deep Focus and 42 Entertainment projects for a few seconds you will see the possibilities emerging.

They are everywhere, as the South by Southwest Conference can show us. And they use all the possibilities of the Play Factor. They try to engage the audience in various ways. They even are capable of engaging different demographics in the same fictional universe through different channels. But more importantly, they make people interact, play the products and with the products.

But, please, there is a difference between a product that is adapted for more than one media and a real deep media experience. Gone With the Wind the book became Gone With the Wind, the movie. Great. We are talking about a TV show like Lost. It has a mythology that transpires to the real world and make it’s audience enjoy it at various levels of complexity. Being complex, naturally chalenging it’s audience in subtle and sometimes in very direct ways, the show becomes more than a show, and the game, and the books, and the websites. The Play Factor is obvious here.


Filed under: New Ways to Play and Rules of the Game and Social Media
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How did I get into this?
Posted on 03.14.09 by Alexandre Maron @ 12:09

How did i get here? Why do i have a passion about playing? You didn’t ask this question, but since I am writing a blog on the subject I think that I should talk about this.

Firstly, it has an obvious link with my personal experiences. I collect games since I was a kid. I love playing for the sake of playing. And don’t care a lot about winning (although I like to win, of course), but I love to see people having fun around me.

I am 36. I saw a great part of the evolution of the world we live in now. When I was a kid, I played pong, then Atari, then computer games, then Nintendo, PS2, Wii, DS, PSP, Iphone games…

When I saw the first ATMs, in the eighties, in Brazil, it seemed to me like really simple arcade games. Only I was playing with money. When internet banking started to really work, I looked at that and thought: geee, it looks like Sim City. Then came Friendster, Orkut, My Space and… Facebook. Now we organize our social lifes as they were… games. As if we were playing The Sims (the most popular computer game EVER).

But, ok. Come on. It is just the games inside our life, right? But what if we finally admitted the fact that play is a part of what we are? Animals play all the time. If you have a cat or a dog, you know what I mean.

A long time ago, I read a book, an old one, called Homo Ludens. And boy, it made me feel so bang on the subject. We need to play. It is part of us. Simple as that. I didn’t want to be a real game designer, but I wanted to make my work as editor of magazines a good thing. Because of that, I became a deep lover of design and always looked for ways to make the pages of my magazines pretty and engaging. But I am not a designer. So it becomes a search for the person that will be able to translate that vision and go forward with it. Add something. Do something special, amusing, interesting. Some times it worked. But not always.

Last year, while I was making a new magazine called Época São Paulo for Editora Globo, in Brazil, I was reading every local magazine possible: many different Time Outs, Los Angeles Magazine, Chicago, Washingtonian, New York and those many New York Times magazines. That was when I saw a great cover article about the subject that I love: play. It made me have long talks with some of my friends about our relationship with this urge. How we look for fun in so many different ways.

Now I am intensively researching the subject, looking for different ways to approach play and a circle closed. Looking at TED lectures I found Stuart Brown’s session and he starts it talking about that article from the NYT magazine. And the session, of course, is amazing.

I think it will help to put some light on what I am trying to do.


Filed under: Definition and External Content and New Ways to Play and Videos
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I would give you a world…
Posted on 03.14.09 by Alexandre Maron @ 11:04


Filed under: New Ways to Play and Videos
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Not your usual game
Posted on 03.14.09 by Alexandre Maron @ 10:42

bok_wood_blocks

We are more sophisticated by the minute. You don’t expect that with all the technology, all the interfaces surrounding us, all the stimulae we would keep doing things the same way, right?

We change and evolve. We look at old things and make them different and new. Let me give you an example: the good old building blocks. Everybody with a heart liked them as kids. They are colorful, have shapes, texture and we can move them around and build things. We can play with them and we can play games with them, if we develop the right rules.

Wood blocks. Beautiful and simple.

A few years ago, in a toy store at New York, I saw these blocks here. Simple as they were, they blew my mind.

They were just an amazing idea. See? There is a game component, some rules about assembling. But the whole thing is more like a sandbox where you put things together and just ave fun with the result.

Really, really interesting. But, as I said, I saw it years ago. You couldn’t think that things would stop there, right? The MIT guys agree…

Now, think about the possibilities. Think about the fact tha play is a lot more than just games, puzzles, sudoku and crosswords. Playing could be something more subtle, a small challenge that people don’t even realize that is happening but that is able to move them.

Look at the building blocks and open your mind for new ideas. Shuffle them and think again.


Filed under: New Ways to Play and Rules of the Game
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If you don’t know how to play… Please, don’t
Posted on 03.12.09 by Alexandre Maron @ 04:09

One of the first lessons some companies learned (or not) when playing with new media is that this is a different kind of beast where, instead of a monologue, you have a conversation (ok, I heard it som many times that this phrase annoys me). Even when you don’t want to.

A few years ago, GM launched a campaign asking internet users to make video ads about one of its cars, the Chevy Tahoe. Oh, you can imagine how excited they were. How modern to make such a campaign.

The, hum, “problem” with these kind of ideas is that when you give power to the people, it is difficult to take it back. The users started making ads about how the Chevy was a terrible car that was bad for the environment. L-o-t-s of ads. If you want to give control away. Give it and go with the flow. If you do it the wrong way, backlash is coming certainly. This was one history for the books about do’s and dont’s of the new era of advertising.

But it seems that some people don’t read these books. Or don’t have a good memory at all. Skol, a beer brand from INBEV in Brazil, launched a campaign that was supposed to be hip, modern, smart and oh! so cool. They hired two of the best comedians of the new generation in Brazil and made videos where these guys told jokes about Carnaval and made a call to everyone: send your jokes and stories and we will tell the best ones here.

One guy liked the idea and developed his videos. But not exactly what Skol’s marketing people had in mind. He made a video telling sad stories about drunk people driving and killing bystanders or just beating their relatives. But he told all of that as they were really funny stories, copying the aesthetic of Skol’s videos.

It became a huge hit instantly. And it didn’t take long before he was “gently” asked to take the videos out. He told the story in his blog and changed the video. He took off all the graphics linking his video to Skol but kept the text. The result is even stronger, if you have the context.

Even though you don’t understand portuguese, just take a look at the three videos and get the spirit of the story.

Here is the video from Rafinha Bastos.

This other one is from Danilo Gentili.

This is the video from Ronald Rios that talks about how drunk people can do bad things. He tells terrible stories as if they were really funny. Notice that he took all the graphics off, to break the visual link to Skol’s campaign.

What Skol’s guys didn’t seem to understand  (like GM’s marketing guys didn’t see in 2006) is that the internet and social media doesn’t work their way. This is the first stop in our journey about knowing what game you are playing.

In the metaphor I am trying to develop in this research, you need to know if you are playing Game of Life, Risk or Monopoly. If you are playing with Legos or woodblocks. If you are painting together with a group in a room, or just looking at a naked model.

You need to understand the game you are playing, the play and then develop or read the rules. With that in mind, the next step is to call the right people, to the right place to play. When you start to understand that, things become more and more clear.

But you still have a long way to go.

(With thanks to Trabalho Sujo)


Filed under: Rules of the Game and Social Media and Videos
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It’s not Branding
Posted on 03.05.09 by Alexandre Maron @ 02:05

Is it possible to build a framework of concepts, tools and techniques capable of make media content more engaging?

Is there an identifiable play factor, a layer of playability that could be embedded in the content, using techniques developed for games, interaction design and social media?

What I can say is that it is not branding. Branding comes before and helps you develop the “rules” of your game, the type of play. But there is no doubt that it is a tool for branding.


Filed under: Definition and General Statement
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Dunbar is the limit. Isn’t it?
Posted on 03.02.09 by Alexandre Maron @ 13:51

We will talk a lot about social media, social networks and all around it, because these subjects are intrinsically related.

The play factor is something that you do for an audience, to make them (your readers, spectators) engage with your content. To make them talk with and about you. So, the dunbar number is a very important component. You should see it as a limit, a concept and a challenge.

The idea is that a human being in uncapable of having networks of friends beyond 150. Oh, well, you can have more friends than that, of course, but we are talking about having a real relationship with this network. (To tell you the truth I doubt that I am capable to even relate to half of this number. But I digress.) Even then, he/she, on average, will answer messages from, let’s say, 7 to 10 of them. This is seen as cognitive limit and should not be overlooked.

There is an interesting article on The Economist about the subject.


Filed under: External Content and Social Media
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Hi, my name is Alexandre Maron. PlayFactor gathers my research and random ideas about the use of play concepts to make your product (be it a newspaper, a magazine or just your company website) engaging for the right audience. To do that, I will talk about interaction and game design, community management and all that crazy stuff that make your head spin. It will be a lot of fun.

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