Author Archives: David Mullich
The Gamification of America, Part 1

One of the moms in my son’s Boy Scout Troop happens to be an adjunct professor at the USC Institute of Multimedia Literacy, and last week she invited me to speak to her Mobile Applications Design class about anything I wanted. I pulled together some topics from pervious talks I had given and chose what I thought was a dramatic title: The Gamification of America. Here are some excerpts from my talk.
What makes this image of an elderly couple playing a video game so funny? Partly, it’s because we’re watching them from the perspective of the video game. But mostly, it’s because it defies our expectations. We tend to think of videogamers as teenagers, especially teenage boys. However, our expectations are not the reality.

According to a survey conducted by the ESRB in 2010, gamers aren’t necessarily teenage boys (40% of all gamers are female), they aren’t even necessarily teenagers. In fact, only 25% of gamers are under the age of 18, while slightly more (26%) are over the age of 50. So, the image of the two elderly gamers above is as close the truth than would be the image of two teenage boys playing games.
Now, when I first started making games in the 1980’s, games were made by computer hobbyists, games were sold in computer hobbyist stores, and games were played by computer hobbyists. However, as the game industry grew, large publishers such as Activision and Electronic Arts formed, and games were marketed to the teenage boys who previously played pinball and arcade games in America’s arcade parlors. Game development became more sophisticated, with larger teams and higher production values, and so did game distribution, which penetrated big-name retail chains like Toys R Us and Walmart.
I would sum up the trends I saw during my first 25 years in the game industry as follows:
- Big market (AAA) titles increasingly dominate game sales and settle into a small number of well-defined game genres
- Team size, budgets and retail price grow larger and larger
- Games sold in “brick and mortar” stores — originally just in “mom and pop” computer hobbyist stores and then increasingly in big retailers like Walmart
- PC game market gets eclipsed by console game market
- Games played either in family room or in console game market
- Games mostly played by “hardcore gamers” (teenage boys)
- Blending of big market (AAA) titles alongside smaller market (AA) titles
- Indie and small development teams continue to rise
- Mobile market continues to grow
- Digital distribution has been a viable source for purchasing games for years and shows no sign of slowing
- You now must be logged in to play games, although the games may be free-to-play
- Games being played by everyone, everywhere, all the time
However, about a decade ago, several technological changes took place and began to reverse these trends. The acceptance of the Internet for online purchasing gave game developers a route around the big publishers and retailers who decided which game concepts were appropriate for store shelves. Digital distribution through such outlets as Valve’s Steam allowed developers to offer their games directly to potential customers. Social and casual games playable on the internet, usually with a free-to-play option, found an audience much broader than the traditional hardcore gamer, spanning both sexes and all ages. Finally, the development of mobile phones capable of purchasing, downloading and playing games created a market for games of a smaller scope and made with a much smaller budget than those offered in retail stores.
Thus the trends over the past ten years have been as follows:
In many ways, the game industry has come full-circled to where it was in 1980, where a broader variety of games are available to play thanks to removal of the structure and restrictions that developed as the industry first matured.
In Part 2, I will define just what is a “game”.
Girl Scouts Are Gamers Too With New Videogame Patch
Last week the DMW Games LA Conference was held at the historic Hollywood Roosevelt Hotel, and I received an invitation to the event’s official party in the penthouse suite. When I drove into the Hollywood area that evening, I found that the streets were congested with traffic, Hollywood Boulevard (where the hotel was located) was closed off, and there were police everywhere. I assumed that there was a red carpet event at the Dolby Theater or a movie was being filmed in front of the Chinese Theater.
It took me an hour to find someplace to park my car, and when I arrived at the party on the twelfth floor of the hotel, I found out what the problem was: a suspected bomb was in a trash bag placed in front of a nearby restaurant. The police dispatched a robot to retrieve the bag, and fortunately, it was disposed of without incident.
However, that was not the most exciting moment of the evening.
For me, it was meeting Amy Allison, Vice President of Women In Games International (WIGI) and a whirling dervish of enthusiasm. Earlier that day the Girl Scouts of America announced that it has been working with Women in Games International for more than a year on a new video game patch for its Los Angeles chapter. If the patch proves to be effective, they will work to get a nationally recognized badge in place for all Girl Scouts. Amy had even more reason to be proud today, because the patch was her brainchild.
When I told Amy that I could truly appreciate what an accomplishment this was for her because I happened to one of the people responsible for the new Boy Scout Game Design Merit Badge, she eagerly whipped out her iPad and showed me a presentation showing me the plans for the patch and the badge.
| PATCH | BADGE |
| The symbol for a locally approved program this is not done on the national level. It allows local areas (councils) to design curriculum and activities that meets the needs of their region. | Approved by the main organization, Girl Scouts of the USA, and is both nationally recognized and standardized for all girls at their perspective levels. (Daisy, Brownie, Junior,etc.) |
| Generally 4-hour programs completed in a day and often run by councils or in conjunction with partner companies/organizations. | Require a longer commitment, must include multiple options to complete the badge, and cannot rely on access to the internet. |
| Does not impact a scout’s progress in levels, badge completion, or awards. | Required to progress through the Girl Scout process |
| Worn on the back of the vest or sash, as the front is designated for nationally-recognized badges and awards. | Displayed on the front of the vest or sash. |
As Amy described the requirements to me, I learned that while the Boy Scout version covers game design in general (including tabletop games, sports games, card games, and videogames), the Girl Scout version focuses on videogames but also emphasizes the learning of STEM (science, technology, engineering, math) skills. Girls interested in earning the patch will have to design, develop and program a playable video game. In addition, girls will have the opportunity to learn more about possible professional opportunities in the industry.
All I can say is, “you go, Girl Scouts!” Most of the public tends to think of the Girl Scouts only in terms of those delicious thin mint cookies, but it really is a wonderful program that gives girls many opportunities to learn many skills.
Amy has already received a lot of press and enthusiasm for their new Video Game Patch, but I have no doubt that those of us in the game industry will be eager to support her and the Girl Scouts’ efforts to give girls an opportunity to learn about videogame development at a national level.


