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SXSW Interactive - “What Teens Want Online & On Their Phones”

Saturday, March 8th, 2008

SXSWi - What Kids Want Online & On Their Phone

The “What Teens Want Online” panel consisted of one adult and a half dozen teens talking about their online and mobile habits.

The panel started out with the young panelists listing the websites they like to use and why. The common theme was personal interests (finding music), personal expression (profiles), and news (gaming, music).

“I don’t really use that avatar stuff,” said one teen panelist.

The panel reinforced a trend I’ve seen elsewhere that teens are not a rich demographic for virtual worlds.

Runescape and GAIA were the only specific virtual worlds/MMOs liked by the panelists, but it was clear they don’t use them much. Zwinky was mentioned by two panelists as being dull. Pay to play was a common objection to other worlds and games.

It was clear that the teens do not use social software for broadening their network of friends. While MySpace and FaceBook were ubitquitous, specialized social networks like Last.fm, iLike.com, Flickr, Twitter and Photobucket are not popular. When I asked a few of the panelists afterwards about these sites, only a few knew of Photobucket and made limited use of it.

On the mobile front, there was consensus that instant messaging has been replaced with unlimited SMS messaging. Aside from SMS, panelists use their phones for wallpapers, ringtones, games and photo sharing.

Worlds in Motion - “Funware is the future of our virtual world”

Monday, February 18th, 2008

Presented by Gabe Zichermann, CEO of rmbr

What is funware? It’s a type of application that uses social game design theories or mechanics in a non-game context.

Incidental funware application example:

eBay - Shopping microgames, status (feedback) meta-game, community expression

FaceBook - communication microgames, traditional microgames

Yahoo! Answers - research game, status (success), profiles, ratings, points, inherent quests

There is not a single application that could not benefit from being more fun. The millennia generation is drawn to things with more fun. Fun first, utility second. As a man in his mid-thirties, I have trouble seeing the world that way.

Why is FaceBook doing well?

Easy: Effortless, 2D, HTML

Real: Tangible benefit in RL (McSalad study - no one orders it, but it’s on the menu to draw people in.) People can justify using FaceBook because its “not really a game”.

Free: No, really - it’s free.

Fun: Socially-propagating story. The story that is being told in the game is literally being told by the players. As more players come into the story, it gets bigger, fatter, deeper.

Status: The ultimate fireplace mantle.

3D vs 2D

- Study in 2006 shows 70% of tween girls prefer 2D over 3D (reverse is true of boys).

- Anecdotal evidence suggest 2D is more palatable to everyone (movies, books, web games)

- Even 2.5D might be a challenge. Side-scrolling is under-utilized.

Rmbr

Rmbr is a photo-sharing game that came out of frustration with the way I interact with photos in real life. Rmbr is funware for photos - games like memory, photo psychic, etc. All designed to help people tag and interact.

Gabe’s advice to designers on opportunities:

“I want shopping, travel, financial services and product companies to be fun.”

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