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I temporarily lost access to my rss reader (read: I'm an idiot) so I had to find news the old way, like our ancestors did a few hundred years ago: I read a bunch of blogs and whatnot.
by: Lynette Webb
There was a really interesting article in the New York Times recently that looked at the gold-farming phenomenon. For those who don’t know, ‘gold farming’ is the term given to people who play online games like world of warcraft in a manner so as to earn the maximum ‘gold’ which is then sold on to other players who don’t have the time/skills to earn it themselves.
Continue reading "It Is Hard To Think Of Anything More Surreal Than A Chinese Goldfarmer" »
Hi and welcome to another installment of "articles you may have missed and you may or may not care about".
First off, The Angry Gamer, an introductory analysis of..well.. trash talking. While not necessarily revealing anything you didn't already know, the author did do his homework and took the subject quite seriously.
If you've been reading this blog for a while, you undoubtedly noticed our newest contributor, Eliane Alhadeff. She writes about serious games, she does it well and nothing gets by her. She's also one of the nicest people I ever met in this blog business, always eager to help, never without a kind word and very, very patient.
But who is Eliane Alhadeff?
by: Dominic Basulto
As part of its innovation-themed Future Summit series, CNN International is running a special segment on the future of virtual worlds starting tomorrow: "CNN Future Summit: Virtual Worlds will premier on June 13th on CNN International. Originating from Singapore and Palo Alto, California, the program features creative visionaries and entrepreneurs leading us into a new age of creativity and imagination." (Hat tip: 3PointD.com)
Continue reading "CNN International: The future of virtual worlds" »
Via: Digital-Lifestyles
Last Friday saw the first BBC TV programme broadcast in Second Life.
The Money Programme is the BBC's flagship business affairs programme. It has been reporting on the business and financial world for the past 37 years and has won many awards for its coverage.
Continue reading "Serious Games @ BBC: First TV Show Broadcasting in SL" »
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)
Continue reading "Starwood Shutters SL ALoft Effort {*Update*}" »
Via: Harvard's John F. Kennedy School of Government /Government Innovators Network- Companies put "Serious Games" to work
If 20-something pilots can use simulators to train for catastrophes, so should a 20-something restaurant or retail manager.
Continue reading "Harvard's School Of Government On "Serious Games"" »
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.
Continue reading "Met’s Digital Simulcasts Proving Virtual Experience Profitable/Marketable" »

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
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:
Via Gamasutra, an NPD report titled "Online Gaming 2007: The Virtual Landscape".
Some data:
Some MMO-related articles caught my eye because they stray out of the old, beaten path (Where is <game> headed? or What is the next WoW killer? or A new era dawns as patch 5.43.21b is announced).
First off, a Clickable Culture article reinforcing the point that, no matter what you design your game for, there'll be people who'll find new, weird and sometimes interesting uses for it.
Staying in Azeroth, a piece about 'coming of age'. And as horrible as that may sound, the author makes a pretty good point. Yes, it's a game but it's still played by real people, even if they're behind really cartoonish characters.
Finally, a very detailed article by Nick Yee on MMO superstitions. I found it to be a delicious read, although, if you never played a MMO in your life, the post might read more like a psychiatry ward visit.
A little while ago Ilya mentioned a new book about in-game advertising that has hit the market, 'Advergaming and In-Game Advertising" by Gerald Marolf. In the meantime I have received it, and want to give you a little review.
Let me say upfront, that I appreciate this is in actual fact a master-thesis that has been repackaged as a book - in other words, some academic rules have to be followed, which do not always co-incide with readability.
Continue reading "Book review: Advergaming and In-Game Advertising" »
More datapoints from the eMarketer study: "eMarketer projects that $295 million of the 2007 total will be spent on in-game advertising and that spending on advergaming (the creation of games for the purpose of promoting a brand) will reach $207 million. By 2011, the balance between the two will have shifted significantly. US spending on advergaming will climb to $344 million in 2011, but US spending on in-game advertising will climb faster, reaching a total of $625 million that year."
-- press release
Original post: http://adverlab.blogspot.com/2007/04/study-in-game-ad-spend-295m-this-year.html
When I read about passively multiplayer online games, I immediatly thought about Progress Quest, basically a mock RPG where character creation is pretty much the last interactive part. After that, the game sits quietly in the background and plays itself, basically grinding up a character while you go about your business.
PMOG however is a concept crafted to define the next level. It's a "game" where what you browse defines your character. Quite amusing, really.
Over at GamePolitics the writers compiled a list of the reactions to the FTC report that came out earlier this week on retail and marketing practices to children. Obviously the gaming industry was holding it's breath, and was relieved when the report was generally positive about the self-regulation efforts shown, while pointing out some areas for improvement. In other words, a varied and balanced result.
Now read what various media outlets headlined - and tell us if they read the same report...:
Continue reading "Violent disagreement about report - or...?" »
NetQos has released a video showcasing their research on visualisation techniques in network management, Netcosm. Using graphics reminiscent of space invaders and other ancient console games it provides real time insight into datatraffic, attacks on the network, and whatever else is going on. It's a great example on how visuals and concepts from the gaming world can be used for 'real' world benefits.
Continue to see the cool video...
Continue reading "Space invaders! Oh - no, it's a DoS attack..." »
The practice of using video games as an advertising vehicle is as old as the games industry itself. Early Sega racing games for the Atari 2600 console featured Marlboro display ads on the raceway, and high-profile early-'90s titles such as Zool and the FIFA International series contained ads for Chupa Chups and Adidas, respectively.
Continue reading "Serious Games Are Getting Down To Business" »
Via: The Birmingham Post
As the Serious Games Institute is officially launched at Coventry University, business reporter Joanna Geary examines the growth of the computer games market, one of the region's fastest-growing industries.
It is not whether you win or lose, but how you play the game. By tapping into how we might play the computer games of the future is exactly what will ensure the continued success of one of the region’s fastest-growing industries.