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May 31, 2007

More On Alternate Reality Games

by Karl Long

Wired magazine is running an article this week about an Alternate Reality Game that was spawned from an episode of Hero’s, and even claims that the article itself may be a clue in another ARG that Wired is running.

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Altoids Clues Game in Google Earth

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Inspiration: 300 Game Mechanics



If you are into advergaming design, are tired of the endless Bejewelled brand-skins, and are looking for inspiration, check out the 300 Game Mechanics challenge with Sean Howard posting one entirely new game mechanic each day for almost a year. Idea #22 -- an entire adventure game in a 81x31 banner.
-- via Kotaku
Original post: http://adverlab.blogspot.com/2007/05/inspiration-300-game-mechanics.html 

May 29, 2007

Xerox R&D in Second Life

by: Dominic Basulto [yt]gjVkIEDJWpw[/yt]

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Sense in the User-Created Divide

I’ve been following a thread over on Raph Koster’s blog (Link) that I wanted to call out.

The topic is user-created content.

The title of the post is “Quit being snobby about user-created content“.

You get the picture.

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May 27, 2007

The Sims in live action?

20th Century Fox has acquired the movie rights to The Sims, the most succesful computer game franchise of all times. I'm not quite sure what to make of this. We know of the desperate (and often misguided) hunger of Hollywood to turn existing properties into movies. We've seen some great comic book adaptations recently (Sin City, anyone?), but in the gaming field I'm going to be generous by calling the results 'mixed at best'.
And the best of it? It's going to be live action....

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May 24, 2007

Harness and Monitor or Die?

BrandWeek posted an Adweek piece earlier this month, “Study: Cyber Presence Key to Sales” (Link), that should be of interest to a wide range of people; not just brand advertisers and marketers. In particular, I found this excerpt relevant to many of the virtual world/product development topics I cover here:

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Smart Vending

I suppose there are a few people who wonder why I find vending machines interesting and blog about them. I’ll try to keep this short and to the point:

1) Vending machines can fabricate an item on demand. Example: the Pouchlink system (reLink)

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Starwood Shutters SL ALoft Effort {*Update*}

The first time I blogged about Starwood’s CEO, Steven J. Heyer, it wasn’t because of their use of virtual world Second Life, it was because of a video interview where Heyer talked extensively about consumer Experience. I titled that entry using a key quote from the interview, “We Deliver Memories” (reLink).

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May 23, 2007

Serious Games For Customer Relationship Management

Via: The New York Times - Why Work Is Looking More Like a Video Game

By MICHAEL FITZGERALD
Published: May 20, 2007

Rave is the newest member of Entellium's family of powerful software for customer relationship management. Designed specifically for small companies with up to 10 sales professionals, Rave offers a sleek, intuitive user interface and lets you work with customer data at any time, even when you are not connected to the Internet.

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Serious Games Tackle Corporate Email Overload

Via: Seriosity - Changing The Game For Enterprise Software

The emergence of serious games inspired the formation of Seriosity, which sells email software. A Stanford communications professor, Byron Reeves, was a co-founder of the company in 2004, and, two years later, received $6 million from Alloy Ventures. Mr. Reeves and an Alloy partner, J. Leighton Read, met poolside, and while their daughters practiced their swimming, they discussed whether work would not be better if it were more like a video game.

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Harvard's School Of Government On "Serious Games"

Via: Harvard's John F. Kennedy School of Government /Government Innovators Network- Companies put "Serious Games" to work

Sam LaGrone, Staff Writer - The News & Observer (Raleigh, North Carolina)

If 20-something pilots can use simulators to train for catastrophes, so should a 20-something restaurant or retail manager.

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Serious Games For Improving Business Process Management

Via: eChannel Line - IBM Makes A Game Out of SOA
22 May, 2007 By Robert Dutt

IBM has, quite literally, made a game of service-oriented architecture (SOA).

The company's new Innov8 game is perhaps the world's first business process management (BPM) simulator and aims to help users to combine the needs of the business with the needs of IT, during a trip through an organization that is, at least at first, haunted by its non-SOA structure.

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May 21, 2007

Innov8 - IBM’s Business Game

Worthwhile article on C|Net (Link) discussing IBM’s business game, Innov8, which they announced today at IMPACT 2007. From the article:

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May 20, 2007

Serious Games For Virtual World Travel Packages

Via: Synthravels - A real-world travel agency that books virtual-world travel packages

Synthravels is the first travel organization to offer a guide service to anyone who wants to tour highly-hyped virtual worlds like Second Life or World of Warcraft. The increasing complexity of virtual worlds is making them more interesting, fun and potentially lucrative. But it's also creating a considerable threshold for newbies, especially for those who have little or no experience with online gaming...

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Another great addition

We're very happy to announce another great new contributor: Eliane Alhadeff. She runs the Future-Making Serious Games Blog, as well as the soon to be launched Serious Games Portal. Once we read her very thorough and deeply researched articles, we knew we had to have her :) We have added the best of her recent posts to this blog, and more to follow from the library soon.

P.S. Be sure to check out her profile too. 

May 19, 2007

New Business Models For Serious Games

"Serious Games" have been doing extremely well with the hype building.

At the early stages of the "Serious Game" movement, in many cases they were made available to users free of charge or distributed within the client organization, which means there was usually no sales revenue stream for the developer.

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Quick Note

Starcraft 2. Hell yeah.

May 18, 2007

Met’s Digital Simulcasts Proving Virtual Experience Profitable/Marketable

I’ve previously mentioned in comments that I’d been explaining both the immersive benefits of virtual worlds and the potential uses for digitally-enabled movie theaters to my senior citizen mother. I’ve also recently mentioned that she’d been attending digital simulcasts broadcast to a local theater from the New York Metropolitan and was raving about how immersive the experience was for both her and other attendees. Well, it seems that the simulcasts are a hit. The New York Times is reporting (Link) that the effort was a brilliant success. From the article:

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May 17, 2007

Serious Games Best Practices: Globals Kids Modeling The Future

Via Global Kids Digital Media Initiative


Personal Note

I have been posting on Global Kids major breakthroughs since the very first days of this blog.

Even though I have already published 18 posts under a dedicated category, I felt compelled to transcribe Rafi Santos most recent article which, in my view, is a superb showcase on GK best practices for bringing a youth development model into Teen Second Life. Besides, it works as a summarized retrospective of Global Kids most successful journey in the field of Serious Games.

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May 16, 2007

NewsBreaker Theater Game: Video



The video of the NewsBreaker game in an LA movie theater is now posted on YouTube. Besides the techno coolness involved, I think it is (or could have been, I'm guessing here) a case of brilliant social engineering. You don't really have to train the motion sensor or the camera on the entire audience (an exercise that must be costly and complicated). You can point it only at one individual and have the game react to his or her motions only, while people in the audience think it's their collective effort that directs the paddle -- and they wouldn't know any different unless they somehow move in perfect sync in the opposite direction.

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May 15, 2007

New kid on the blog: Csven

In moving slowly but surely from beta towards 1.0, we have a new contributor for this blog. You may have noticed him in the comments sections of various articles already - the guy keeping us on our toes... We're very happy that C.Sven Johnson has agreed to become a contributor to this blog. As with the main Futurelab blog, we ask some of the best and brightest in the field permission to republish some of their posts here - giving you the best of the best.

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May 14, 2007

Playboy Soon in Second Life



Playboy Island in Second Life is opening soon. Look for Playboy in group search, join, and you too can be a playmate (that's the title group members get automatically). I bumped today into someone who said the island was actually open, but when I tried, the teleport failed. Don't you love the island's shape, though? It's one of the few businesses for whom Second Life is a natural fit, given how many of the residents spend most of their time.

Original post: http://adverlab.blogspot.com/2007/05/playboy-soon-in-second-life.html 

AutoCAD Into Second Life


Speaking of CAD and Second Life.

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Screenshots: PlayStation Home


Credit: PlayStation Universe

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May 12, 2007

When will ARG's hit the brand radars ?

by: Alain Thys

When she was eight, my wife invented a game called "The Yellow Car Conspiracy".  In this game, all the kids who participated, were on watch to spot yellow cars which might drive through their street, stop in front of buildings or engage in other types of suspicious activity.  If all kids worked together - the theory went - they would surely uncover the mystery that lingered about all these yellow cars hovering through town.

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May 11, 2007

News, Links, Stories

Much to my chagrin, I again find myself in the mindset where anything beyond a small listing of links just won't tick right.

So here we go again. First off, you might've noticed that people started blogging about the latest panic wave that hit Second Life. It took a large portion of my will to refrain from making any comments of any nature, but here's a good observation from csven, picked up from the comments on this post:

 

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Msnbc.com's NewsBreaker Live Busts Audiences Out of Their Pre-Movie Doldrums With a Live Video Game Experience - WSJ.com

Following Ilya's post, here's a piece by futurelab contributor, David Polinchock.

CrowdControl continues to generate some press and it hit the Wall Street Journal today. We've gotten a flood of calls today and, although it may still be a little early to know for sure, I think that CrowdControl gaming will become part of the movie going experience in the future!

 

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More Details on NewsBreaker Live Game

A couple of pictures from the LA premier of Spiderman 3 and the NewsBreaker Live game that is played by the audience interacting with the movie theater screen. Brand Experience Lab that's been working with the SS+K agency (+ Fuel Industries) on the project will be uploading a video here, and offers a few additional details.

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May 10, 2007

Dawn of the Transreality Toys

I’ve not bothered to post on much of the recent news surrounding internet-connected dolls, mainly because the news was all over the place and there really wasn’t anything to add. Then again, maybe there is something to add because the New York Times has a story up today (Link) on the “virtual Barbie” offering from Mattel. C|Net is carrying a story today on Webkinz (Link). And I figure it’s only a matter of days or weeks before we hear of an electronically-enhanced Neopet.

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May 8, 2007

Serious Games Making Money Leap From Virtual Into Real World

Via: CNN International.com - Virtual Worlds, Real Money

Via: The Next.Net - Entropia Sells Virtual Banking Licenses

The line between the virtual and the real economy just got blurrier. Swedish-based MindArk, maker of the online virtual world Entropia Universe, announced last week that it sold five banking licenses for a total of $400,000.

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Importance of Place in Virtual Worlds

I’m a firm believer that spatial immersion can occur in even primitive virtual worlds. And I’ve argued (reLink) that what’s available now - technologically speaking - is more than adequate. That said, I find it somewhat odd that people map real world limitations so completely on virtual worlds. Such was my bewilderment while reading some of the recent crop of blog entries on branding inside virtual worlds, that on the Business and Games Blog, which posted an entry called “Brand Traffic in Second Life” (Link), I’ve struck up a conversation with Alain Thys regarding a key aspect of this transference.

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New Study On Gaming Habits

Via Gamasutra, an NPD report titled "Online Gaming 2007: The Virtual Landscape".

Some data:

  • 42% of the gamers are women;
  • 54% of online console gamers use the Xbox; PS 2 comes next with a 45%;
  • Only 19% of the subjects indicated MMOs as their preffered genre;
  • On average, more time is spent playing online on consoles than on PCs/Macs.

 

Visa Launches World of Warcraft Card