If you fondly recall playing
the video game Pong as a teenager, not only are you old, but you’re
also in a prime position to appreciate the sophistication of 21st
century
gaming culture.
Gone are the days of two players volleying a toxic
waste-green, glowing dot between two stubby straight lines on a
black background
or pensively studying Pacman’s scissoring mouth. Contemporary
massively multi-player online games (MMOGs) like Everquest® and
the feverishly anticipated Champions of Norrath™ have lush,
finely detailed, state-of-the-art graphics, complex fantasy storylines
and allow thousands of participants to go online and move through
a fantastical virtual world at the same time, communicating with
other players, competing and assuming an assortment of exotic,
whimsical identities.
According to University of Texas at Austin
business Professor Andrew Whinston, the seductive, addictive quality
of the games gives us
surprising clues as to where the future of consumer electronics
lies.
Whinston, the Hugh Roy Cullen Centennial Chair in Business
and director of the Center for Research in Electronic Commerce
(CREC)
at the McCombs School of Business, has studied the structure of
online entertainment communities, looking for revenue-increasing
strategies, and discovered that the irresistible draw of the games
is something more primal than stunning content and visuals.
The
driving force behind the $10.3 billion electronic gaming business
seems to be players’ age-old human desire for status, for
being highly ranked in online halls of fame, for example, or tournaments
and “top 10 highest scorers” lists.
“In the world there’s an increasing emphasis on ranking,” says
Whinston. “Universities are ranked, business schools are
ranked, professional athletes are ranked and players of these electronic
games are now ranked as well. Interactive games are constructed
around the idea that people, in their fantasies, can play against
others all over the world and see where on the knowledge spectrum
they fall, winning prizes and recognition. Interactivity and these
unbelievably popular online communities where individuals compete
are what you’re going to see more and more businesses—not
just online gaming—using to great advantage.”
According
to Whinston, in 2002 sales for game-related equipment and services
surpassed Hollywood record box-office sales, and top
games such as Madden NFL 2004 brought in as much as $200 million.
Although
game designers clearly have tapped into the power of competition
and interactivity as moneymakers, little research has been done
on what comprises the most effective game structure of these competitions
and no one, until now, has offered theoretical guidelines.
Keeping
in mind that the desire for status can motivate consumers to spend
more time and money on a game, which in turn raises the
provider’s revenues, Whinston and CREC doctoral students
De Liu and Xianjun Geng trained a scientific eye on several key
variables of contests, evaluating effort players are willing to
expend, ability levels of players and ideal group size for online
communities of competitors. Because online communities are very “elastic” and
offer endless opportunities for manipulation of game details and
features, their research findings are of tremendous benefit to
game designers.
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In
games where prizes are awarded, high-skill players are maximally
motivated by a small number of high-value prizes. Daniel
Bellinger, a senior in Corporate Communication, demonstrates
an action game on a GameCube.
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Even more importantly, a study of players’ behavior
in the gaming environment gives social scientists’ valuable
insight into the human urge for status and what motivates individuals
to
expend effort in hopes of recognition. The ease with which data
could be culled on participants’ behavior in online interactive
entertainment communities made the gaming environment a perfect
research laboratory.
Whinston and his research colleagues discovered
that, in games where prizes are awarded to stimulate competition
among players,
different prize structures affected players of varying skill levels
differently. Large prizes, but with few being awarded, appealed
to the high-ability players, while a small-but-many prize structure
was more desirable for the low-ability players. In very large,
heterogeneous online communities, the winner-take-all prize structure
was optimal. In the extremely popular Madden NFL 2004 game, for
example, $50,000 is the grand prize for a
national tournament winner.
In addition to prizes, entry fees and
minimal performance requirements also were found to be techniques
for shaping players’ status-seeking
activities. In general, although charging an entry fee excluded
contestants with lower skill levels and decreased the effort level
of participating players as they faced less competition, the total
revenue gain from participating players offset the loss and was
recommended by Whinston.
Research also revealed that, when it comes
to player group size and ability, competition increases along with
group size, up to
a certain point, and players in a homogeneous online community
will expend more effort, thereby raising the provider’s profits.
“As more entertainment providers decide to create these
online communities in order to make more money,” says Whinston, “the
decision of a player to stay with one online community rather than
moving
to another will be influenced by the rules of status seeking. The
design of these online worlds and architecture of the status seeking
activities will determine who among the competing providers survives
and thrives.”
And games are only the tip of the iceberg.
Whinston points out
that the recent, really significant growth for companies such as
Dell™, Microsoft and Sony has been
in digital interactive home entertainment, with technology and
business accounting for only around 5 percent growth compared to
40 percent in the home.
“Traditional, static, non-interactive, packaged forms of
entertainment are steadily diminishing in revenue,” says
Whinston. “People
are now seeing that static entertainment can be copied and tampered
with and that the business model—as we witnessed in the
music industry with peer-to-peer file sharing and Napster—is
undermined. As profits drive business, the world of entertainment
will push more aggressively toward interactivity and try to understand
how it can be used to make more money. The interactive part is
the value.”
Whether the dilemma is a hacker breaking into
Apple iTunes and sharing the break-in code on his Web site or the
more sophisticated,
Mafia-style tech criminals who can hijack a site like Yahoo and
extort blackmail in order to leave it alone, interactivity seems
to offer a solution. Ephemeral and ever-evolving, the interactivity
is the element which cannot be copied and serves as the foundation
of a new, more viable business model.
Looking beyond the boundaries
of online games, one sees a perfect example of Whinston’s
assertion in digital video recorder equipment such as TiVo®.
With TiVo, television watchers are able to customize their viewing
experience, frequently eliminating
commercials and sabotaging the entire revenue-producing structure
of television entertainment, which is based on advertising.
“What we’ll probably be seeing in the near future
is interactive advertising,” says Whinston. “An ad
comes on TV, and I have the opportunity to compete for prizes based
on providing
the correct answer to some trivia question about ad content. Perhaps
a car’s being advertised—at the end of the ad, the
advertiser can ask what color the beach towel on the hood of the
car was, and I can interact and participate with millions of other
contestants via wireless device, for example. So you have millions
of people totally focused on the ad, maybe even more than on the
actual TV show, because they have a chance to win a trip to Paris
or a new truck.”
According to Whinston, in this new, interactive
entertainment world, with relative positioning of people and prizes,
a large part of
the value of a business will lie in the value of the interactive
community. Should one company decide to purchase another company,
for example, the price will reflect the value of the community,
and value will rise when the community of contestants is particularly
active, devoted and will likely continue to compete.
Electronic
entertainment monoliths like Microsoft already have begun to transform
the digital home with Xbox, its games console.
And Sony, Hewlett Packard and Dell are not far behind in the race
to capture a chunk of the digital interactive home entertainment
market.
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Interactive
games tap into players’ desire for status and mirror
the dynamics of society at large.
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“Microsoft and others believe products like Xbox will constitute
the central computing environment of the home,” says Whinston. “It’s
their dream. There will be Windows for the refrigerator, Windows
for the oven, dishwasher, washing machine, etc. And this all will
be controlled by an expansion of the Xbox. The TV will converge
with the computer, entertainment will be delivered over the Internet
with high-speed connections and you’ll be able to interact
with friends and family all over the globe, competing for prizes
and status. It’s a vision of the world that’s revolutionizing
the tech industry.”
Cell phone companies in Europe already
have begun to increase revenues by implementing wireless mobile
gaming with popular games such
as Mobile Millionaire. Based on the TV show “Who Wants to
be a Millionaire,” Mobile Millionaire allows players to answer
trivia questions provided by a game server. Participants retrieve
and answer questions via their mobile phone through text-message
or Wireless Application Protocol service, enjoying real-time interaction
with other users and with service providers.
Players are charged
for each message they send and receive, and, in countries such
as Japan, they also are charged a monthly subscription
fee. Users are ranked monthly, and halls of fame feature the best
players of the month.
According to Whinston, by 2002 mobile gaming
had become the top wireless data traffic in Europe, and experts
estimate that the
global mobile game industry may generate as much as $12.8 billion
in revenue by 2008.
Peering into the future and scoping out what’s
on the horizon is something that Dr. Whinston and the CREC do well,
with the center’s
research running the gamut from studies of network security to
managing network resources using real-time markets. The center
even has researched the financial impact of reselling, or “scalping,” fixed-date
event tickets on eBay®.
“If, as a researcher, you just observe the world around you, you
can see many, many things which arouse your curiosity and present
questions,” says Whinston. “In the case of the online
games study, we saw examples of ‘keeping up with the Joneses’ everywhere
we looked and realized that evaluating data from electronic games
would have larger applications, so we did that. We found that games
model society. Unless you study things by looking at data, it’s
just anyone’s guess what makes something successful.”
Kay Randall
Photos: Marsha
Miller
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