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September 30, 2007

Halo 3: Brain Games

by: Roger Dooley

brain on halo 3A few weeks ago, WIRED published an interesting story on the massive amount of testing that has gone into producing Halo 3. The biggest part of this has been usability testing to ensure that the game is continuously playable.

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Google Powered Serious Games: A New Virtual World?

 

 

 

 

 

TechCrunch, among several other sites, recaps the rumors of a Google powered virtual world based on Google Earth which surfaced in January; over the weekend there was word that Google might be testing their virtual world at Arizona State University (ASU).


 

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September 27, 2007

A Collection of Virtual World News Items

Well, there’s been so much buzz about the possibility Google is creating a multi-user virtual world it’s kind of hard to miss. What’s equally hard for me to miss is the apparent surprise being registered by so many people. Hello? Are Google and Microsoft investing time and money in creating 3D representations of the Earth so that we can simply be impressed? so that we can download their applications and wander around them in social isolation like some modern version of The Omega Man… minus vampires? C’mon, already.

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September 26, 2007

FakeSpace: Serious Games As Doors Into Virtual Worlds

Via: FakeSpace Systems

Mechdyne Corporation is the world’s largest company dedicated to consulting and development of immersive, networked and collaborative visualization systems.

Mechdyne’s subsidiary Fakespace Systems Inc. applies the skills acquired over 18 years of innovation and market-building experience to offer the industry’s broadest range of large-scale and immersive displays and interaction technologies.

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Serious Games Try To Illustrate Complexities Of Energy Supply

Via: The Economist Group

The Economist Group and Chevron Corporation launched earlier this month Energyville, an interactive online game that challenges players to meet the growing energy needs of their own city.

Energyville, developed using data and content provided by the Economist Intelligence Unit, examines the economic, environmental and security opportunities and trade-offs associated with different energy sources.

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September 20, 2007

Forrester: No Love for In-Game Ads

Was looking at a Forrester report from earlier this year and came across this graph: "Mobile and game marketing still get no love. Despite the buzz around mobile and game marketing, adoption of these channels is low. A more detailed look into this year's survey shows that only 13% of marketers currently use mobile text messages, and only 11% use wireless application protocol (WAP) sites.(see endnote 4) We also expanded our questions about game marketing to include advergames (24%), in-game placements (10%), and virtual worlds such as Second Life (7%)."

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September 17, 2007

Serious Games Supporting Cooperative Exchange Of Digital Media

Via: Interactive Multimedia Technology

Lynn Marentette states that there are numerous interesting applications developed by university researchers that haven't come to market. Part of the problem, she thinks, is that most of the world isn't yet ready for these innovations. Things seem to be changing a bit, so she is currently highlighting some promising projects from the recent past that warrant revisiting.

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Serious Games Exploring A Virtual Library Before It Is Built

Via: Santa Clara University's New Learning Commons & Library
and NMC Virtual Worlds - Case Study: Santa Clara Island
Santa Clara University's new library building won't be completed until the autumn of 2008. But people on the campus can experience what it might be like inside the building, and offer advice to its designers, by exploring a three-dimensional model of the library in Second Life.

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September 11, 2007

Game Console As Key to Living Room

Media: "Game consoles also have the unique advantage of serving as platforms on which manufacturers can expand the devices' capabilities over time - a feature rarely shared by their entertainment center neighbors."

Original post: http://adverlab.blogspot.com/2007/09/game-console-as-key-to-living-room.html 

September 7, 2007

OpenSim Opening Things Up

Sooner than expected, Reuters/Second Life is reporting (Link) on OpenSim’s success in emulating Linden Lab’s server system.

Some of you are aware that Linden Lab open sourced pieces of the back end a couple of weeks ago. And of course they’ve been discussing making the server code open source for some time (the client is already open source). It appears, however, that their remaining timetable might possibly be influenced by Adam Frisby and friends.

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From Spore to Croquet

As I’ve been away for much of the past week, I’m not sure how much attention these two videos have received, but I want to call them out in the event people haven’t seen them.

Spore “Leipzig” Trailer (Link) - I preferred the simpler look from earlier videos, but the creation tools still amaze me. Looking forward to any news regarding a fab-on-demand store so people can 3D print their critters.

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New ARG?


Just came across this video of something that looks like either an ARG or a viral campaign for something called bright.ly, all other gruesome assumptions aside. There's also a site for it as well as a Flickr gallery. Wondering where this is going to go. What can I say, it picked my interest, somewhat. Well, back to checking DNSs for now.

(Image source: http://www.flickr.com/photos/savethetextsavethewords

September 6, 2007

Casual Games Survey

via GameDaily

According to a new report from casual games developer/publisher PopCap Games, 'white collar' workers often play casual games while at work. PopCap's survey looked at 7,102 consumers, 40 percent of whom were identified as 'white collar' workers – these 2,842 respondents were employed in management, executive management, sales, accounting, medical, technical, consulting or administrative capacities.

 

 

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September 3, 2007

Serious Games To Build Teens' Financial Capability

Via: Caspian Learning

Caspian Learning™ has signed an agreement with Experian, the global information services company, to develop a 3D computer game that will help 14 – 16 year olds to avoid the pitfalls of debt and become more financially capable.

Students from three test schools in Bristol, Nottingham and Sunderland are working with Caspian Learning™, global leaders in the use of simulations and games to solve learning issues, to develop the game using its authoring engine Thinking Worlds™.

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September 1, 2007

VOLVO CAR UK: Serious Games Replicating A Real-Life Showroom Experience

Volvo Dealers benefit from groundbreaking Serious Games

Via: Caspian Learning - Serious Games As A Highly Engaging Learning Solution For A Dispersed Workforce

Caspian Learning designs and delivers 3D game-based learning solutions for the Education and Corporate setting.

Caspian's authoring engine, Thinking Worlds™, is an incredibly versatile and globally unique technology that allows Caspian, its partners and clients to rapidly and cost-effectively build highly interactive and engaging learning solutions.

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