Instead of shaking our heads at time wasted playing games, we should embrace the ramification trends and better understand the games we play.

by JERRY SILFWER aka Doctor Spin
Expert in corporate communications and online persuasion

I got my hands on my first gaming computer around the age of 9, a C64.

Since then, I’ve been fascinated by digital communication. I probably fit in somewhere in between the digital natives and the digital immigrants.

Speaking of — I recommend this educational survey on understanding digital natives.

And, f you read Swedish, read this post by me about why digital social networks are creating meaning and a framework for interpreting the world, and then read what psychography expert Mattias Östmar has to say about my article and his theory of different levels.

Life As A Game Of Flow

Life is a game, and the game could be about beating the system for a greater good.

Or maybe a worthy cause just because it’s challenging and barely possible. Remember the cult flick War Games, anyone?

Anyone familiar with the concept of flow will se what I mean.

Games create perfect artificial environments for real flow; challenges not too big too overcome, not too small to be too easily overcomed.

Take this into account when watching Jane McGonigal discussing how game stimuli acctually can be turned into making this world into a better place:

And this goes beyond multiplayer online platform games as World of warcraft and social in-Facebook games like Farmville.

Enterprises all over need to take these new realities into account:

The era of the passive consumer is coming to an end, and it does so very quickly.

If you read Swedish, you can read Dagens Media recently on digital natives passing on traditional media, for one of many examples on how the digital shift are affecting business and marketing.

Because games have some distinct advantages over our analogue lives.

They challenges us.

Social is great and all, but social isn’t just hugging and conversations. Social is tribal hierarchy.

And we are very consciuos about social status — we’re rather heroes and adventurers in fake world than being bored in some real one.

Games Breaking Into Reality

But how close are the games to break into our reality?

Listen to Jesse Schell discussing this:

Every generation has shaken their heads at the ideas of the younger generation.

“Will everything turn into one big game now? Will we gather points at the breakfast table, really? How silly!”

Please don’t do that. Please – don’t turn into our parents’ generation.

If a gamer spend just as much time mastering games as he or she spends in school (watch the Jesse Schell talk at 19.30 min), then why not take the best from each world and combine it?

Because the gamers are bulls-eye on one crucial point:

Fun is just better than boring.

Updated: Wisdom from Ogilvy – Why I’m frustrated with mainstream coverage of social games


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Jerry Silfwer is the author of Doctor Spin, a PR blog that's been around for 15+ years. Via his agency Spin Factory, Jerry is advising brands on how to adapt to a 'digital first' world. In 2016, Cision Scandinavia named him "PR Influencer of the Year". Jerry lives in Stockholm, Sweden with his wife Lisah, news anchor and television host, and their three-year-old son, Jack.



Vældigt spænnande. Jag har sjælv børjat propagera før gaminginspirerade interface och element i affærssystem ( ). Før givetvis ska alla triviala moment på en arbetsplats, som att checka in dagens producerade kod, tidsrapportering och kvittoredovisning, hanteras med samma beløningssystem som de i Farmville, Civilization eller Wow.

Man skulle kunna misstænka att det bara ær den gaminggeneration med 10,000 timmars spelande i bakfickan som detta passar, men Farmville med sina 100 miljoner icke gamers till anvændare bevisar væl motsatsen – alla ær mottagliga før spelens flow, och antagligen också så på jobbet.


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