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August 31, 2007

Avatars, Bots in Google Earth



"Unype Facebook application lets Facebook users roam around inside Google Earth and see/interact with each other." More in Unype's blog post. It's not yet quite as exciting as it sounds, mainly because of the Google Earth's limitations -- no real-time movement or animations, for example, and not too many Facebook users either, but a very exciting step nonetheless.

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Halo 3 ARG Post-Mortem

A short post-mortem for the fairly low-key "Iris" ARG campaign to promote the upcoming Microsoft's Halo 3 title. The release of Halo 2 in 2004 was pushed by the widely popular "I Love Bees ARG" (via ARG Net, via Clickable Culture).

An interesting piece of technological innovation: "The campaign's third episode featured a cell phone ring tone that unlocked a 3-D animation on Halo3.com when played into a microphone-equipped PC."

Original post: http://adverlab.blogspot.com/2007/08/halo-3-arg-post-mortem.html 

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Intel's Map for Battlefield 2 Game


image source

Here's the downloadable map for EA's Battlefield 2 game developed and made available for free by Intel.

Original post: http://adverlab.blogspot.com/2007/08/intels-map-for-battlefield-2-game.html

August 30, 2007

Serious Games Increasing Public Awareness About Energy Usage

Via: Webware - Develop Sustainably With Electrocity

ElectroCity was developed by Draft in New Zealand to increase public awareness – particularly among students – about energy usage, its cost, and its effect on the environment. That is, the general terms and concepts of the industry and the dilemmas that go along with them.

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Serious Games Infuse Chemistry With Fun

Via: Alex and Elementeo - Injecting Fun Into Education

Alex reports: "they only recently came across Elementeo, a project that combines chemistry and board games. Besides, the kid is priceless".

Mobilized by the latter, I've decided to further explore the subject.

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August 29, 2007

Out-Stare a Rugby Player



Archibald Ingall Stretton in London built an advergame for the O2 mobile provider that puts you in a staring contest with three rugby players. The exciting part is that the game is able to tell when you blink or look away: "We capture the output of the webcam using BitmapData, using the current and previous frames of data we apply a Difference filter to the two images and then we analyse, pixel by pixel, what has changed."
-- thank you, Geoff.

Original post: http://adverlab.blogspot.com/2007/08/out-stare-rugby-player.html 

The Virtual Workplace in Primetime

When I heard this past weekend that ABC News was going to be doing a series on the future of the workplace, my first thought was of my old virtual office in Second Life (reLink). My second thought was of the new mobile workforce that’s congregating at coffee shops around the country. My third thought was of Croquet and related news (e.g. the recent sale of 3DSolve to Lockheed Martin). My fourth thought was… well, needless to say, I’m interested in the topic.

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August 28, 2007

Brick & Mortar in Second Life

There are a couple of pretty good articles covering different but related things in Second Life. The first over on the ABC news website, “Want to Make Money in Second Life? It’s Harder Than You Think” (Link), seems to be somewhat tied to the recent SLCC convention but stands on its own as an objective look at running a business in the virtual world. I especially enjoyed reading about one resident’s efforts to learn banking so she could set up her own lending institution. Forget the money she’s making, it’s the skills she’s learning that should have people taking notice.

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Link Bullets and Return Fire

For the inexplicably unaware, the Second Life Community Convention was held this past weekend in Chicago with the requisite keynotes and panels. I followed the liveblogging over on the Virtual World News site and would recommend surfing through it for information, so here are the relevant links:

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Second Life business owners: Time to embrace innovation

by: Dominic Basulto

Reuters_second_life At the Second Life Community Convention in Chicago over the weekend, participants debated the changing business landscape within Second Life. As ABC News points out in its coverage of the event, small- and medium-sized business owners are now grappling with how to turn a profit in virtual worlds, while many larger businesses are scaling back the amount of resources they are willing to spend on virtual storefronts. After a massive first-mover land grab bonanza, it now appears that Second Life entrepreneurs "looking to strike it rich or just make a few extra dollars" are encountering "a daunting combination of both the traditional problems faced by any small business owner in the "first" world plus new challenges unique to the youthful, Internet-based economy of Second Life."

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Video: Second Life Reenactment

DraftFCB reenacts Second Life in their first.

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Study: Advertisers Hope to Link Games to Sites

BrandWeek: "As gamers connect consoles to the Internet, advertisers are expected to seize the opportunity by offering direct links to their Web sites, the report by ABI Research said. It said that the phenomenon will make Internet advertising leap beyond the already impressive mark made by static ads in games."

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August 25, 2007

Chemistry Fun

I only recently discovered this but here's Elementeo, a project that combines chemistry and  board games. And, jokes aside, this actually sounds like a pretty neat idea. Besides, the kid is priceless. Here's a video:

(via: VentureBeat

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August 24, 2007

Advergames on Vinyl Disks



More details about video games and other software that appeared on B-sides or among the regular tracks of music vinyl discs:

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How Serious Corporations Use Games at Work


Sears Retail Training has used a game to help its 10,000 sales associates improve customer experience in stores.  More. 

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Wu on Worlds In Motion

There’s a decent article/interview with Charles River Ventures representative Susan Wu over on the Worlds In Motion website (Link). Here are a few excerpts:

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August 22, 2007

More Crowdsourceable Advertising

Don't you love the sound of "crowdsourceable"?

Anyway, a couple of new things on the consumer-generated-propaganda front.

Kotaku is angry about Doritos' new twist on UGC -- the Unlock XBox contest where people compete by submitting "shining examples of video game creativity." People didn't actually have to design a game, a text description of the high concept was enough. What grinds Kotaku's gears is that "Doritos have ignored the dozens of legitimate, and somewhat appealing game design entries in favor of five ideas that range from being rubbish to worse to stolen."

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August 21, 2007

ARTag: Creating Your Own AR

Via: National Research Council Canada, ARTag Net, and Digital Urban

In augmented reality (AR), users wear specialized glasses or look through a modified viewing screen to see the real world, as well as augmentations in the virtual world.

AR differs from virtual reality because users can interact with the physical world while still seeing the virtual augmentations. The most commonly used form of AR is the "Heads Up Display" in some aircraft that allows pilots to see the ground below them in addition to superimposed virtual targets.

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Study: Virtual Brand Footprint

Market Truths and Diversified Media Design released a new SL-related study titled "The Virtual Brand Footprint: The Marketing Opportunity in Second Life." I am not sure where it is available online (but it will probably end up along with other reports by Market Truths) and will post a link as soon as I find out. The report provides a few pieces of advice to marketers who are still intending to give this new frontier a try despite the recent wave of negative coverage, and also analyzes the impact of some of the larger campaigns done over the past year.

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Perspectives

via Water Cooler Games - Two Oustanding Perspectives:

"...given the success of community Web sites like MySpace and Facebook, all of a sudden everyone thinks there needs to be "community" associated with everything. It's "community this" and "community that." Hey, have you ever heard of the game "Solitaire"? It's one of the most popular games in the world and it's just one person enjoying a game all by themselves. Nothing wrong with that."

 

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August 17, 2007

Serious Games Delivering Retail Career Key Messages

Via: PIXELearning and Skillsmart Retail

Skillsmart Retail is a genuinely enjoyable game. Although its target audience ranges between 14 to 19 year olds, I've seen some senior retailers and marketers having a great playful time as they go through the various quizzes and game levels.

PIXELearning were commissioned to create an online game specifically to help Skillsmart Retail to address the skills shortage in the UK retail sector and to help to overcome the perception amongst British teenagers that retail is a deadend career.

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Welcome to Home, Sharehopper

A few days back additional details were revealed about Sony’s new “Home” virtual world. Since then I’ve been trading comments over on Raph Koster’s blog (Link); some of which might be of interest. Most comments specifically address this item:

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August 16, 2007

BW Special Report: The Power Of (Serious) Gaming

Via: Business Week Innovation and Design - The Power of Gaming

Highlights

The recent PricewaterhouseCoopers report estimates that the video game market will increase from $31.6 billion in 2006 to $48.9 billion in 2011 (please find my prior posting Serious Games: A Sizeable Market - Update) . Business Week exclusive series looks at just some of the innovations that are sparking this growth rate.

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A Thirst for Weapons Simulators

From CNN’s article, “The masters of (virtual) destruction” (Link):

"This is no videogame. The modified AK-47 sounds and kicks just like the one I fired 16 years ago on a press junket with India’s Eastern Air Command. But unlike on that occasion, when nobody explained why I missed my target — a bottle of local cola called Thums Up — the Zen simulator is both gun and instructor.

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Cisco Solidifying Virtual Worlds Interest

Via the Business Communicators of Second Life blog, comes word of Cisco’s new corporate Virtual World Blog (Link). From the first entry:

"We believe that these environments offer an excellent new tool in our collaboration toolbox, alongside established technologies like IP Telephony, Web Collaboration, and Telepresence."

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August 15, 2007

Study: Science Behind Immersion

An abstract from a recent Wall Street Journal article (via Murketing) on virtual relationships and their toll on real ones that sheds some light on cognitive processes in players' brains:

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August 14, 2007

Second Life: Bank Run, Minted Coins



After two unseasonably intense but fun 80-hour weeks at work, I'm back to our regular programming. Apologies for the outage; my only hope is that most of you are on well-deserved vacations.

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True Reverse Product Placement

maepuhl01

Confession time. I’d started writing a piece on “Reverse Product Placement” last February with the intent of selling it the same way that David Edery (via the Harvard Business Review) was selling his short article on the topic. Only my position, after reading about* his article and giving the idea some additional thought, was that his definition is flawed; that true reverse product placement was, as I recently described in another post, something else and what he was talking about was more like futures product placement. Here’s the relevant bit from that post (reLink):

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The Neuroscience of Second Life

by: Roger Dooley via Marketing & Innovation blog

These days, people are spending a lot of time online, much of it in Web communities and social networks. Second Life is a virtual world in which users create avatars to represent themselves and interact with others.

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August 12, 2007

Serious Games: A Sizeable Market Via SlideShare

After publishing my recent post "Serious Games: A Sizeable Market - Update" late June, I've received quite a few inquiries about the availability of any market report/number crunching for the segment.

This is why I've decided to consolidate the related content I've been gathering, for the last one year or so, and publish it in a concise, slide sharing format. Data sources are detailed on slides 17 and 18.

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Serious Games: You As The Boss Of A Global Business - Update

Via: Tycoon Systems - IndustryPlayer Masters- Business Strategy Game

Following my previous post "Serious Games: You As The Boss Of A Global Business", dated February 2007, the latest, free trial version of the game is available for download at http://www.industryplayer.com/download.php.

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August 9, 2007

Building A Virtual Business Curriculum Through Serious Games

Via: Knowledge Matters - Virtual Business Suite

Virtual Business is a suite of business and marketing simulations designed with the educator in mind. Topics covered include Marketing, Introduction to Business, Management, Supervision, Sports Marketing and Management, Retailing, and Entrepreneurship.

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August 6, 2007

Links For The Day

Since it's Monday, it's time for me post a batch of links that attracted my attention again. Yup. Mhm.

First off, videos of the Virtual Goods Summit panels and such, via Raph Koster.