Wednesday, June 29, 2011

Great presentation on Gamification - it's not lipstick on a pig...

Skip the short intro, and jump to Chief Scientist JP Rangaswami from

Watch live streaming video from readwriteweb at

It really starts getting interesting after 20 minutes when he starts talking about the 4 drivers people have:

1. Acquire
2. Defend
3. Bond
4. Learn

And the way he sees these elements in game genres, divided in hearts, spades, diamonds and clubs.

I can see the following comparisons based on our most essential drivers:

1. Acquire (greed: posses, collect, own, badges)
2. Defend (need for safety: a roof over our heads, safety, clothing, protection, food, etc.)
3. Bond (social, sharing, relations, interaction, CRM, Cooperative gameplay, teams, network)
4. Learn (skills, competences, knowledge, developing personality, rewards, level-up, XP, progress, etc.)

A lot of inspiration for my next book and a job I am currently working on! ;-)

Tuesday, June 28, 2011

Future States - a short film about a gamifying world...

A great shortfilm by David Kaplan and Eric Zimmerman about games, gamification and how it could intrude into our daily life. One thing is not correct though. We will always know when we are playing and when we are nog playing. Stepping in and out of the circle of play is eminent and makes us very conscious of gaming and not-gaming.

More information here:

Great Presentation about Gamification by Bunchball

After reading their free whitepaper about gamification I found this presentation on Slideshare. I believe Bunchball is one of the agencies that 'don't believe the hype' but have their own vision of how gamification can help brands to achieve their goals... level up and +10 points for Bunchball - they just unlocked the RESPECT badge for achieving their goal of convincing me they know what they're talking about ;-)!

Friday, June 24, 2011

The Fun Theory award winner - The Speed Camera Lottery

This is what we should do in The Netherlands as well instead of placing more 'speed cameras' - REWARD people for not-driving too fast. A positive motivation works much better than negative conditioning and restrictions...

Check out more cool examples at

Top 200 Brands and their advertising spend in the USA

I received a link to this infographic from Lessie Hampton from Marketing Degree and Ad Age. I think it's the LONGEST inforgraphic I ever saw...! ;-)

You might want to pursue these brands... haha.

Money money money money, money!
Top 200 Brands Advertising Spends
Designed by Marketing Degree, to see the research please click here


Wednesday, June 22, 2011

Games as a disability aid...

Thanks to a few Linkedin groups I'm part of I discovered this great gameconcept to help children with cognitive and motion disabilities. It improves motion accuracy, eye-hand coordination and the ability for visual reaction speed. It works on PC together with a webcam.

Hopefully medical institutes and schools will see the potential of games to help kids growing up and 'learn by doing' and making practicing fun!

There is more information on

You can order the product there as well.

If you would like to join the discussion how games can be used in health care click here if you like (I think it's an open group)

Sunday, June 19, 2011

i'm watch - color collection

Will this be the future 'standard' of time-management...? A watch that connects to your mobile devices to manage your life-time... What only Michael Knight could do, we will be able to do as well shortly, if we want.

What does this have to do with gaming and branding? I don't know yet, but I just thought I'd share this watch with you all ;-)

You can order it here: 

A Realtime overview of Hardware Platform Sales thanks to

The guys over at VGChartz are awesome, they have provided me with a realtime updated overview of hardware sales statistics. Check it out below and save the link to your website, blog or agenda.

Sunday, June 12, 2011

New Controller for PlayStation 4...

I have NO IDEA what this is, but I found it in one of my folders on my computer... Is it the next controlling device for the Bowling Championship game by Electronic Arts or Ubisoft? Is it a 360 degrees interactive webcam?

Let me know what you think it is and send your answers through Twitter @BartHufen or #WTF ;-)

Posted by Picasa

Thursday, June 9, 2011

Playstation Vita - E3 2011: Official Trailer

Personally - I don't know what the amazing thing is about this PSP Vita... Yes it has more controls, touch screen etc. etc. but those are all technological innovations in the sense of 'more, bigger, better'... true innovation comes from new consumer insights and adding truly new features like Nintendo did with the new Wii U controller... and I am a PlayStation fan damnit!

Wii U: New Nintendo Controller - Official 2011

Nintendo reinvents home-gaming once more with this great innovation! - Incredible!

Be sure to watch the whole video...

What women want...

The latest trend in online shopping is the combination of three things women like most: playing casual games, socializing with friends and shopping!

Although I couldn't find a way to socialize on this website (apart from some empty forums) this website could be the next trend in web design.

Most websites have evolved in the past five years from static information, to rich information to interactive and dynamic. This is a trend that is unstoppable. We have moved from static to dynamic, from turn-based to real-time and from monologue to dialogue (interaction).

Check out this website if you're interested in experiencing what it is to combine shopping and gaming in one. It's interesting to see that there is also a 'rewarding' program to stimulate interactive behavior by their consumers.

I'm curious if websites like, Zappos, e-Bay and Amazon will also move into this direction!

Gamers research USA - Thanks to the ESA (Dan Hewitt)

Report Finds More Women, Adults Play Games

June 7, 2011 – Washington, DC – 72 percent of American households play video games and 82 percent of gamers are adults according to new research released today by the Entertainment Software Association (ESA). In a report released at E3, the world’s leading video game event, the data presented a consumer base that is increasingly diverse and receiving interactive game content on myriad platforms.
The report, 2011 Essential Facts About the Computer and Video Game Industry, also found 42 percent of gamers are women and that women age 18 or older represent more than one third of the game-playing population. In addition, purchases of digital full games, digital add-on content, mobile apps, subscriptions and social network gaming accounted for 24 percent of game sales in 2010, generating $5.9 billion in revenue.

“Our industry’s innovative titles are reaching new consumers in broader, deeper and more-engaging ways,” said Michael D. Gallagher, president and CEO of the ESA. “Technological advancements and terrific entertainment experiences in our industry make it possible for people of all ages to enjoy games at home or on the go, and the creativity of our developers and publishers leads to an ever-expanding variety of video games to choose from in both digital and physical formats.”
The survey also found that parents remain highly involved in their children’s game play and see several benefits of entertainment software. Forty-five percent of parents report playing computer and video games with their children at least weekly and nine out of ten parents pay attention to the content of the games their children play. In addition, 68 percent of parents believe that game play provides mental stimulation or education, 57 percent believe games encourage their family to spend time together, and 54 percent believe that game play helps their children connect with their friends.

Other findings of the survey include:
  • The average game player is 37 years old, while the average game purchaser is 41 years old;
  • Sixty-five percent of gamers play games with other gamers in person;
  • More than half (55 percent) of gamers play games on their phones or handheld devices;
  • Eighty-six percent of parents are aware of the Entertainment Software Rating Board rating system, and 98 percent of these parents are confident in the accuracy of the ratings;
  • Parents are present when games are purchased or rented 91 percent of the time; and
  • Consumers spent $25.1 billion on game content, hardware and accessories in 2010.

The research for the 2011 Essential Facts About the Computer and Video Game Industry was conducted by Ipsos MediaCT and is the most in-depth and targeted survey of its kind, gathering data from almost 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software.
The Entertainment Software Association is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, hosting the E3 Expo, conducting business and consumer research, representing the video game industry in federal and state government relations, First Amendment and intellectual property protection efforts.

For more information, please visit

Wednesday, June 8, 2011

McDonald's Pick n Play

A great interactive challenge by McDonalds Sweden - combining SmartPhones and a big screen... playing for your €1,- goody... Pong revisited...

It's been two years!

It's been a while since I wrote a full article myself, but here we go again! - I am trying to do this every morning now starting today (although it is hard to find inspiration sometimes).

The past two years have been great. I wrote my first posting just a little over two years ago preparing myself for writing my book 'Laat met je merk spelen' which we have almost finished translating into English. The English summary is available at

18 months ago I started my own company called BrandNewGame and since then I have been working on great projects for ABN Amro Bank (confidential), Air Cargo Netherlands, Dutch Customs, Schiphol Airport, The Port of Amsterdam and Holland Casino (confidential). All great projects where games were used to influence behavior in all sorts of ways. This is one of the reasons I wasn't able to write so much from time to time, but I am still very happy and very proud of the thousands of unique visitors that visit my weblog each year - I thank you for that!

If you have any comments or ideas for this blog, please share them by email, Twitter (@BartHufen) or on my group on Linkedin called BrandNewGame. Twitter probably works best as I get a lot of spam theses days by email.

Now, let's have a look at the Top 10 games of today (thanks to!

I must say I am still happily surprised that games like Wii Sports Resort, Wii Sports and even Zumba Fitness (10th place) are still selling well! This means women (mostly) are still using the Wii actively to do their workout at home in front of the TV, instead of going to the gym! I hear this a lot from friends around me.
Exercising for fitness by means of motion controlled games is something I describe in chapter 3 of my book. Here I show all sorts of cases how games can be used as a marketing tool, for instance to keep your staff healthy doing exercises! It was great to see that at Holland Casino, they stimulate staff to use the Wii at all their casino's to keep their staff in a good healthy state. Check these pictures of Holland Casino Headquarters...

As you can see it's not just women playing Wii Sports...

And this is me in an office with 'my Deal-or-no-Deal-ladies'...

I will try to post some more in-depth articles soon, but hope you appreciate my efforts! ;-)