The gamification generation

When I wrote about the gaming layer recently, I pointed to a few reasons why it will become increasingly important in our lives, concentrating on the existing scale and the awareness that an increasing number of businesses now have about how gaming mechanics can improve interaction and revenue.

But there are reasons why this is the moment when gamification really hits. There are technical reasons, such as the rise of high speed internet access to a reasonably large part of the developed world, and the increasing access to technology, whether it’s sneaky social gaming during the lunch hour at work, or the Xbox or Playstation as the provider of entertainment in the living room.

But all of this has come together to effectively create the gamification layer. It’s a generation which contains a large proportion of people who grew up alongside gaming, and are now reaching the stages of their lives and careers where they’re adapting those values and outlooks to their business, much as the elements of Web 2.0, flexible working practices, and hacker/geek culture have all contributed.

I was exposed to early videogames before the age of 5, getting a ZX Spectrum for my fifth birthday, and gaming through Nintendos, Segas, Amigas, PCs, Playstations and currently an Xbox 360.

And I’m not alone:

Xbox Live:

  • 23 million members (Feb 2010)
  • 61% male, 39% female
  • 70% 18-34
  • 20% 35-44
  • 37% household income over $100,000

Playstation network:

  • 50 million members (June 2010)

Stats from Wikipedia and Microsoft Advertising.

We’ve grown up with a form of entertainment that encourages us to load up a game, explore to find the rules and tricks which aren’t in any manual (although they rapidly appear on sites like Gamefaqs), and feature a very regulated work and reward structure.

We use gaming as both a solitary form of entertainment and an online social gathering place to come together with offline and online friends, form groups (‘clans’), find ways to ‘grind’ up through levels and solve problems, and to gain social standing through ranks. It’s as integral as families gathering around the radio or coming together to watch the one TV in the street when the World Cup was being shown.

1925radio

1925 radio image with thanks to Ylvas on Flickr (CC Licence).

And this is the generation that are now running companies, in middle management, and particularly those with a disposition for technology, digital business, ecommerce and social activity online.

And now our children are growing up in a world with even more interactivity (on-demand tv and audio) from all entertainment.

The next few years are definitely the time when the gamification generation comes of age. The first challenge is to realise that this is happening and to think about how it can benefit your customers/audience. The second is that videogames have evolved massively from PacMan to Starcraft 2, and for even the simplest game mechanic to succeed, it’ll take a lot of complexity and knowledge in the background.

Twitter equal to Facebook in awareness, if not in users

In the U.S. Twitter is now as well known among the population as Facebook, with 87% of Americans aware of each social network.

What’s interesting is the difference in growth and in resulting user figures, as shown in the Edison Research/Arbitron Internet & Multimedia Study. In 2008 only 5% of the population was aware of Twitter, as opposed to 50% awareness of Facebook.

The rapid increase in awareness of the microblogging service seems tied to the fact that a high proportion of the active Twitter users are in information sharing industries – e.g. media, marketing etc, and the fact that microblogging itself is so effective as sharing information. As Leo LaPorte said, it’s the ‘nervous system’ of the internet. It’s mean that mainstream television and print media now give a constant presence to Twitter, and more Americans are aware of the service than actually have internet access (87% versus 85%). Maybe they’re all using SMS?

twitter_facebook_awareness_edison

And yet despite this awareness, relatively few people actually use Twitter. The study shows 41% of Americans now have a Facebook profile, but only 7% are on Twitter.

This may simply be down to the lag time between awareness and signing up – after all, Facebook has had 50% awareness for the last 2 years, but only 41% signups.

The insight into Twitter demographics is also interesting. Twitter users are likely to be well educated (63% with a college degree), and in a higher income household. It’s also disproportionately popular with African-Americans (25%) and 79% would rather give up their TV than their internet connection.

Does the comparison matter?

While the comparison between the two social networks is interesting from a social and business point of view – I wonder whether it actually matters in the grand scheme of things. Twitter has over 100 million users, and if they’re skewed towards those with more money, that’s probably even more attractive to advertisers and marketers who want to reach that audience, and probably don’t want to bother with more targeting than they really have to…

Twitter is very much about information sharing on a business and industry level as much as a personal level, as opposed to Facebook, which skews towards the personal. Both overlap in terms of entertainment news and gossip, but Twitter has a slight edge due to the chance to post via SMS and mobile clients, the speed of the information flow, and the ability to query all the data for trending topics and breaking news – whereas because Facebook relies on a two-way agreement for friends, news has to break into your social network before you can discover it.

And despite both companies expanding to try and ‘become the internet’ (Twitter acquires Tweetie, Facebook’s Open Social Graph), there’s definitely room for both approaches to co-exist.