One of the things I'm excited about is the observation that gamers are creators and creators are gamers too. We used to think of creators as workstation customers and think of gamers as consumers.
I got involved early on in social media - I created one of the first social networks - and for me, social gaming was a natural evolution of that.
Video games are ubiquitous now.
I don't do 'gamification,' and I'm not prepared to stand up and say, 'I think it works.'
The stock market to me was like a video game. When it went off, it was like turning the game off. It wasn't something I'd think about until I'd turn the machine on again.
We expect people's experience with Miitomo to be a rewarding one in its own right. But at the same time, it's also a way to have them engage - or reengage - with Nintendo.
As our culture redefines being a gamer, brand partners explore and wait eagerly on a new set of tools to better engage their potential clients.
I've always loved to play games, and face it: investing is one big game. You need to be decisive, open-minded, flexible and competitive.
Life has but one true charm: the charm of the game. But what if we’re indifferent to whether we win or lose?
I made 'Free Game' based on personal experiences, what I been through, my life, exposing people to the fact that I'm in the streets.
Foursquare's adoption of a game dynamic when it launched is a particularly clever implementation of a social hook.
Why is it that our young kids all across America can solve the most complex problems in a video game involving executive decision making and analytical thinking, yet we accept the fact that they can't add or read?
Gamification is as important as social and mobile.*
We're really building, at the highest level, the future of entertainment. And we're involved in the convergence of social communication and storytelling and we're doing it in immersive, 3D, social environment.
I tried to avoid anything that caused me frustration or grief or duress. I played FarmVille and procrastinated like all teenagers.
Virtual reality is inevitably going to become mainstream - it's only a question of how good it needs to be before the mainstream is willing to use it.
I've been to Oculus a few times to do book signings and things there, and they tell me 'Ready Player One' is, like, required reading for new employees.
We want to create a kind of cycle where casual gamers are gradually growing up to become passionate players.
The humanitarian developers behind World of Warcraft have also discovered a way to bribe gamers into turning off their computers and going outside. If you log off for a few days, your character will be more 'rested' when you resume playing, a mode that temporarily speeds up your leveling.
Generation Alpha has very different expectations for the entire world. Everything that's going to happen in their lives needs to be visual, on demand, adaptive, in demand, and we have to find a way to embed that into our toy experiences.
I spoke at TED Global 2010 about the ways that video games engage the brain, and in particular, the idea of reward structures: how a challenge or task can be broken down and presented to make it as engaging as possible.
It's my dream to make learning as addictive as a video game.
The basic idea of Games With a Purpose is that we are taking a problem that computers cannot yet solve, and we are getting people to solve it for us while they are playing a game.
Tinder is the ultimate gamification of romance. It's 'Pokemon Go' for the heart.
Games are work. There are economies popping up in games now because people value them.