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November 30, 2007

Venture Capitalist Sees Growing Investment Opportunities In Serious Games

What makes Serious Games attractive to investors


Via: Richard Carey - Digital Media Solutions, Serious Games & Learning Smiluations

As anticipated on my prior posts focused on Serious Games Market Size, funding has started to become available from foundations, governmental agencies, non-profits and venture capitalists.

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June 24, 2007

Serious Games: A Sizeable Market - Update

In my previous post Serious Games, Serious Money: A Sizeable Market, dated March 12, 2007, I've tried to extrapolate a few "back of the envelope" figures for the actual size of the Serious Games market, departing from PricewaterhouseCoopers' media outlook report 2006 for the video game sector worldwide.

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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 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 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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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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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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April 11, 2007

Serious Games Review: Planet Green

Via: Water Cooler Games - Exerpts from Advertising and Ecology: Planet Green Game

April 10, 2007 - by Ian Bogost

Starbucks Coffee and Global Green USA have created Planet Green Game, a game about energy conservation and consumption.

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April 9, 2007

Serious Games Booming In West Midlands

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.

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April 6, 2007

Serious Games From The Battlefield To The Board Room

Via: Serious Game Engine Shootout by Richard Carey and BreakAway Ltd.

Executives are using 3D online, multiplayer environments such as Second Life and World of WarCraft to teach team-building skills. Now, BreakAway, a leading maker of military and medical simulations used by the U.S. government and top med schools, has created mōsbē, a desktop tool that allows companies to make customized video games for corporate use. Booz Allen Hamilton and other companies have used it (think employee training and crisis control).

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April 3, 2007

Serious Games in Virtual Worlds: The Future of Enterprise Business Intelligence

Via Business Intelligence Network

by Richard Hackathorn
Published: 21 March 2007

Author's note: A contributor to this article is Eric Hackathorn, who is responsible for the development of NOAA Island in Second Life as an example of using virtual worlds for science outreach.

"There is a convergence of new technologies that I believe will change the nature of business intelligence (BI) in enterprises. Several decades of advances have evolved business intelligence from passive reporting to active involvement. We are not only moving data and its analysis closer to people, but people are interacting at deeper cognitive levels. It has become part of their professional lives both rationally and emotionally."

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