Showing posts with label alternative reality games. Show all posts
Showing posts with label alternative reality games. Show all posts

Wednesday, September 29, 2010

Game mechanics

Had this sitting in an open tab for so long that i figured i better share it one day. i've found this small, game engagement mechanics come in handy when articulating how i see interaction working. Enjoy

Thanks Tech Crunch and SCVNGR

SCVNGR’s Secret Game Mechanics Playdeck

Erick Schonfeld Aug 25, 2010

Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit.

SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products.

Rght now, that should be a lot of people. Every six months or so, a set of features sweeps across the Web and every site and app feels the pressure to adopt it. We’ve seen this with social, geo, and now game mechanics. Of course, all games on the Web have some sort of game mechanics—those elements of game play which make them fun and addictive. But game mechanics are spreading to all kinds of apps, most famously Foursquare (which makes you check into places for badges and rewards). At our Social Currency CrunchUp in July, we had a panel which explored how game mechanics are invading everything. (One of the CEOs on the panel was SCVNGR’s Seth Priebatsch). Every site from Mint to the Huffington Post now has some sort of game mechanics.

SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. Some elements are as basic as “achievements,” “status,” and “virtual items.” But there are also more complex ones such as the “appointment dynamic” (a player must return at a specific time and perform an action to get a reward, like in Farmville), “free lunch” (a player gets something because of the efforts of other people,like in Groupon), “fun once, fun always” (a simple action that maintains a minimum level of enjoyment no matter how many times you do it, like Foursquare’s check-ins), and “cascading information theory (give out information in the smallest dribblets possible to keep players guessing and moving forward). SCVNGR employees are instructed to memorize the flash cards. Now you can too. There will be a quiz.

SCVNGR Game Dynamics Playdeck

Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. Many of them have clear applications within the SCVNGR game layer (progression dynamic, actualization), many of them don’t… yet (status, virtual items). Many of them are just interesting for your general education on game dynamics theory (epic meaning, social fabric of games). Many of these game dynamics concepts are well known and are sourced from all over the internet and from researchers such as Jane McGonigal, Ian Bogost and Jess Schell and articles on gamasutra (which I highly recommend reading). Others are used exclusively internally here and won’t make any sense outside of HQ. Along with a link to this document, you will have received these dynamics in a set of flash cards. Please memorize those. If you’re on the engineering / game-design team you can access our internal game dynamics visualizer (with the most up to date dynamics) through your account. Download the SCVNGR app for iPhone& Android (if you haven’t already) and start playing. Find places where these game dynamics exist or places where you could implement them by building on the game layer using our tools, or others.

1. Achievement

Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves.

Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward.

2. Appointment Dynamic

Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics.

Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don’t something bad happens.

3. Avoidance

Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule.

Example: Press a lever every 30 seconds to not get shocked.

4. Behavioral Contrast

Definition: The theory defining how behavior can shift greatly based on changed expectations.

Example: A monkey presses a lever and is given lettuce. The monkey is happy and continues to press the lever. Then it gets a grape one time. The monkey is delighted. The next time it presses the lever it gets lettuce again. Rather than being happy, as it was before, it goes ballistic throwing the lettuce at the experimenter. (In some experiments, a second monkey is placed in the cage, but tied to a rope so it can’t access the lettuce or lever. After the grape reward is removed, the first monkey beats up the second monkey even though it obviously had nothing to do with the removal. The anger is truly irrational.)

5. Behavioral Momentum

Definition: The tendency of players to keep doing what they have been doing.

Example: From Jesse Schell’s awesome Dice talk: “I have spent ten hours playing Farmville. I am a smart person and wouldn’t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.”

6. Blissful Productivity

Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work.

Example: From Jane McGonical’s Ted Talk wherein she discusses how World of Warcraft players play on average 22 hours / week (a part time job), often after a full days work. They’re willing to work hard, perhaps harder than in real life, because of their blissful productivity in the game world.

7. Cascading Information Theory

Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.

Example: showing basic actions first, unlocking more as you progress through levels. Making building on SCVNGR a simple but staged process to avoid information overload.

8. Chain Schedules

Definition: the practice of linking a reward to a series of contingencies. Players tend to treat these as simply the individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player.

Example: Kill 10 orcs to get into the dragons cave, every 30 minutes the dragon appears.

9. Communal Discovery

Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.

Example: DARPA balloon challenge, the cottage industries that appear around McDonalds monopoly to find “Boardwalk”

10. Companion Gaming

Definition: Games that can be played across multiple platforms

Example: Games that be played on iphone, facebook, xbox with completely seamless cross platform gameplay.

11. Contingency

Definition: The problem that the player must overcome in the three part paradigm of reward schedules.

Example: 10 orcs block your path

12. Countdown

Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.

Example: Bejeweled Blitz with 30 seconds to get as many points as you can. Bonus rounds. Timed levels

13. Cross Situational Leader-boards

Definition: This occurs when one ranking mechanism is applied across multiple (unequal and isolated) gaming scenarios. Players often perceive that these ranking scenarios are unfair as not all players were presented with an “equal” opportunity to win.

Example: Players are arbitrarily sent into one of three paths. The winner is determined by the top scorer overall (i.e. across the paths). Since the players can only do one path (and can’t pick), they will perceive inequity in the game scenario and get upset.

14. Disincentives

Definition: a game element that uses a penalty (or altered situation) to induce behavioral shift

Example: losing health points, amazon’s checkout line removing all links to tunnel the buyer to purchase, speeding traps

15. Endless Games

Definition: Games that do not have an explicit end. Most applicable to casual games that can refresh their content or games where a static (but positive) state is a reward of its own.

Example: Farmville (static state is its own victory), SCVNGR (challenges constantly are being built by the community to refresh content)

16. Envy

Definition: The desire to have what others have. In order for this to be effective seeing what other people have (voyeurism) must be employed.

Example: my friend has this item and I want it!

17. Epic Meaning

Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.

Example: From Jane McGonical’s Ted Talk where she discusses Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings.

18. Extinction

Definition: Extinction is the term used to refer to the action of stopping providing a reward. This tends to create anger in players as they feel betrayed by no longer receiving the reward they have come to expect. It generally induces negative behavioral momentum.

Example: killing 10 orcs no longer gets you a level up

19. Fixed Interval Reward Schedules

Definition: Fixed interval schedules provide a reward after a fixed amount of time, say 30 minutes. This tends to create a low engagement after a reward, and then gradually increasing activity until a reward is given, followed by another lull in engagement.

Example: Farmville, wait 30 minutes, crops have appeared

20. Fixed Ratio Reward Schedule

Definition: A fixed ratio schedule provides rewards after a fixed number of actions. This creates cyclical nadirs of engagement (because the first action will not create any reward so incentive is low) and then bursts of activity as the reward gets closer and closer.

Example: kill 20 ships, get a level up, visit five locations, get a badge

21. Free Lunch

Definition: A dynamic in which a player feels that they are getting something for free due to someone else having done work. It’s critical that work is perceived to have been done (just not by the player in question) to avoid breaching trust in the scenario. The player must feel that they’ve “lucked” into something.

Example: Groupon. By virtue of 100 other people having bought the deal, you get it for cheap. There is no sketchiness b/c you recognize work has been done (100 people are spending money) but you yourself didn’t have to do it.

22. Fun Once, Fun Always

Definition: The concept that an action in enjoyable to repeat all the time. Generally this has to do with simple actions. There is often also a limitation to the total level of enjoyment of the action.

Example: the theory behind the check-in everywhere and the check-in and the default challenges on SCVNGR.

23. Interval Reward Schedules

Definition: Interval based reward schedules provide a reward after a certain amount of time. There are two flavors: variable and fixed.

Example: wait N minutes, collect rent

24. Lottery

Definition: A game dynamic in which the winner is determined solely by chance. This creates a high level of anticipation. The fairness is often suspect, however winners will generally continue to play indefinitely while losers will quickly abandon the game, despite the random nature of the distinction between the two.

Example: many forms of gambling, scratch tickets.

25. Loyalty

Definition: The concept of feeling a positive sustained connection to an entity leading to a feeling of partial ownership. Often reinforced with a visual representation.

Example: fealty in WOW, achieving status at physical places (mayorship, being on the wall of favorite customers)

26. Meta Game

Definition: a game which exists layered within another game. These generally are discovered rather than explained (lest they cause confusion) and tend to appeal to ~2% of the total gameplaying audience. They are dangerous as they can induce confusion (if made too overt) but are powerful as they’re greatly satisfying to those who find them.

Example: hidden questions / achievements within world of warcraft that require you to do special (and hard to discover) activities as you go through other quests

27. Micro Leader-boards

Definition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where you want many micro-competitions or desire to induce loyalty.

Example: Be the top scorers at Joe’s bar this week and get a free appetizer

28. Modifiers

Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a series of challenges or core functions.

Example: A X2 modifier that doubles the points on the next action you take.

29. Moral Hazard of Game Play

Definition: The risk that by rewarding people manipulatively in a game you remove the actual moral value of the action and replace it with an ersatz game-based reward. The risk that by providing too many incentives to take an action, the incentive of actually enjoying the action taken is lost. The corollary to this is that if the points or rewards are taken away, then the person loses all motivation to take the (initially fun on its own) action.

Example: Paraphrased from Jesse Schell “If I give you points every time you brush your teeth, you’ll stop brushing your teeth b/c it’s good for you and then only do it for the points. If the points stop flowing, your teeth will decay.”

30. Ownership

Definition: The act of controlling something, having it be *your* property.

Example: Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends.

31. Pride

Definition: the feeling of ownership and joy at an accomplishment

Example: I have ten badges. I own them. They are mine. There are many like them, but these are mine. Hooray.

32. Privacy

Definition: The concept that certain information is private, not for public distribution. This can be a demotivator (I won’t take an action because I don’t want to share this) or a motivator (by sharing this I reinforce my own actions).

Example: Scales the publish your daily weight onto Twitter (these are real and are proven positive motivator for staying on your diet). Or having your location publicly broadcast anytime you do anything (which is invasive and can should be avoided).

33. Progression Dynamic

Definition: a dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.

Example: a progress bar, leveling up from paladin level 1 to paladin level 60

34. Ratio Reward Schedules

Definition: Ratio schedules provide a reward after a number of actions. There are two flavors: variable and fixed.

Example: kill 10 orcs, get a power up.

35. Real-time v. Delayed Mechanics

Definition: Realtime information flow is uninhibited by delay. Delayed information is only released after a certain interval.

Example: Realtime scores cause instant reaction (gratification or demotivation). Delayed causes ambiguity which can incent more action due to the lack of certainty of ranking.

36. Reinforcer

Definition: The reward given if the expected action is carried out in the three part paradigm of reward schedules.

Example: receiving a level up after killing 10 orcs.

37. Response

Definition: The expected action from the player in the three part paradigm of reward schedules.

Example: the player takes the action to kill 10 orcs

38. Reward Schedules

Definition: the timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. Three main parts exist in a reward schedule; contingency, response and reinforcer.

Example: getting a level up for killing 10 orcs, clearing a row in Tetris, getting fresh crops in Farmville

39. Rolling Physical Goods

Definition: A physical good (one with real value) that can be won by anyone on an ongoing basis as long as they meet some characteristic. However, that characteristic rolls from player to player.

Example: top scorer deals, mayor deals

40. Shell Game

Definition: a game in which the player is presented with the illusion of choice but is actually in a situation that guides them to the desired outcome of the operator.

Example: 3 Card Monty, lotteries, gambling

41. Social Fabric of Games

Definition: the idea that people like one another better after they’ve played games with them, have a higher level of trust and a great willingness to work together.

Example: From Jane McGonicgal’s TED talk where she suggests that it takes a lot of trust to play a game with someone because you need them to spend their time with you, play by the same rules, shoot for the same goals.

42. Status

Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status.

Example: white paladin level 20 in WOW.

43. Urgent Optimism

Definition: Extreme self motivation. The desire to act immediately to tackle an obstacle combined with the belief that we have a reasonable hope of success.

Example: From Jane McGonical’s TED talk. The idea that in proper games an “epic win” or just “win” is possible and therefore always worth acting for.

44. Variable Interval Reward Schedules

Definition: Variable interval reward schedules provide a reward after a roughly consistent amount of time. This tends to create a reasonably high level of activity over time, as the player could receive a reward at any time but never the burst as created under a fixed schedule. This system is also more immune to the nadir right after the receiving of a reward, but also lacks the zenith of activity before a reward in unlocked due to high levels of ambiguity.

Example: Wait roughly 30 minutes, a new weapon appears. Check back as often as you want but that won’t speed it up. Generally players are bad at realizing that.

45. Variable Ratio Reward Schedule

Definition: A variable ratio reward schedule provides rewards after a roughly consistent but unknown amount of actions. This creates a relatively high consistent rate of activity (as there could always be a reward after the next action) with a slight increase as the expected reward threshold is reached, but never the huge burst of a fixed ratio schedule. It’s also more immune to nadirs in engagement after a reward is acheived.

Example: kill something like 20 ships, get a level up. Visit a couple locations (roughly five) get a badge

46. Viral Game Mechanics

Definition: A game element that requires multiple people to play (or that can be played better with multiple people)

Example: Farmville making you more successful in the game if you invite your friends, the social check-in

47. Virtual Items

Definition: Digital prizes, rewards, objects found or taken within the course of a game. Often these can be traded or given away.

Example: Gowalla’s items, Facebook gifts, badges

Tuesday, August 24, 2010

Gaming... serious business

Love the thinking around social being 'done' (from tech perspective at least), about reality being 'broken' and the general divergence and convergence between the real world and game driven environments.
Approaches utilising understanding of what drives engagement and motivates interaction are definitely going to be at the core of the next digital wave.

Thanks TED and DICE2010 for these great talks:








Also recommend reading Jane McGonigal's paper on Engagement Economy http://www.iftf.org/node/2306


Thursday, March 25, 2010

Video: PSFK Conference NYC: Kevin Slavin’s “This Platform Called Everyday Life”

Another older one, but love this guy's point of view... thanks PSFK

At PSFK Conference NYC, Kevin Slavin gave a captivating presentation on “This Platform Called Everyday Life”, in which he discussed the evolving nature of the objects surrounding us. Kevin, Managing Director and co-founder of Area/Code, explained how pervasive technologies are changing the way we relate to our physical environment and everything in it – from playground balls, to houseplants to sneakers.

Kevin opened his talk with a story about a fascinatingly bizarre woman who had such intense feelings for the Berlin Wall that she married it. Through his talk, Kevin demonstrated how the woman’s relationship with the Wall, while extreme, parallels the relationships we’re developing with the material objects we love, use, play with, and wear. Technologies that give an object an ‘identity’ and make it ’smarter’ (RFID, accelerometers, QR codes, GPS) are breathing artificial life into our favorite unliving things. These technological innovations are, in essence, moving us towards a complete convergence with the objects in our lives… Maybe we are becoming more dependent and defined by our possessions because they are becoming more dependent and defined by us. The talk is eye-opening – watch it in full below.

Friday, October 9, 2009

Virtual Street Games

Thanks PSFK for this on some cool virtual gaming

Virtual Street Games

A massive hi-tech athletics tournament is scheduled to take place between three cities in the north-east of England. Gateshead, Sunderland and Middlesbrough will all compete against each other simultaneously from there respective locations within a digital court. KMA has designed this virtual/real playing field that uses projected light and thermal imaging technology to create interactive elements and track player movements.

designboom explains how it works:

the ‘courts’ created by projected light; each court comprising a central playing area and two zones representing the other two locations. balls of light appear from the centre of each court – these projected images can be moved by players physically ‘touching’ them. the aim of the first game is for each location to gain points by moving as many balls as possible to the other locations. games last 90 seconds and 5 games make a series – through which the games increase in complexity as players become more familiar with the rules. the town or city with the most points at the end wins.

The games will take place from 29th October – 1st November.

prodesignboom: “KMA: great street games”


Friday, September 11, 2009

Smokescreen - online game / show

Thanks Contagious... love this approach to making content interactive

Smokescreen

08/09/2009
While teens, and the majority of other web users, are aware of threats that exist online, they have a tendency to seem relatively seem distant and remote. With this in mind, Channel 4’s web adventure Smokescreen has just launched, challenging teens to increase their awareness of some internet dangers, while taking part in a 13-part web adventure aimed at 14-16 year olds.

Developed by the production company Six to Start in London, which also produced Penguin’s We Tell Stories ARG, the game challenges players to uncover a mystery behind a sinister new game, Rumour Mill, hosted on a fictional social network known as White Smoke. Players must set about uncovering information via chat rooms, IM, widgets, profile pages, emails, voicemails, CCTV footage, twitch games, puzzle games to drive the plot forward.

Alice Taylor, commissioning editor, education, explains: ‘We wanted to help teens learn about data issues through play, while exploring big ideas such as privacy and surveillance, Orwell and CCTV. We focused the plot down to within social networks, where teens spend a large amount of their time, looking at issues such as stalking, fishing, data awareness, privacy settings and policies.’

The various missions can be played over the next eight weeks, after which the game will form a complete three hour playing experience. Taylor adds: ‘We have a presence on social networks because we wanted to turn up in teen’s attention streams, but these spaces are really crowded with a lot of brands searching for attention. Teens love to play games, even if they don’t label themselves as gamers. Therefore, we decided to spend at least half our budget on games.’

She adds: ‘We are building these games to try and be as native to the internet as possible. We are seeding content by behaving like a dandelion, including on US sites, such as www.kongregate.com as well as UK ones, because nine out of ten sites visited by teens are based in the US.’

Adrian Hon, co-founder Six to Start, says: ‘Smokescreen is the world’s first game about life online. Every time you hear about a teenager being hauled up at school because of their Facebook profile, or someone being conned out of their password on Twitter - that's what Smokescreen aims to explore. And because our game puts players in a simulation situation, we can give them an experience that is far more powerful and immersive than any other media.’

www.smokescreengame.com
www.sixtostart.com




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Friday, August 28, 2009

Cross channel AR game from Lego

Looking forward to seeing this in action

Anyone can sit there and watch American Gladiators on TV, but fans of Lego's Bionicle toys can now battle it out online in a new interactive video game experience.

Canadian kids-entertainment powerhouse Corus has partnered with Lego on a new campaign called "Bionicle Glatorian Legends" to promote the Bionicles, a line of robot-like toys produced by Lego. The centerpiece of the campaign is new augmented reality video game technology on YTV.com. Essentially, it brings the user into the game via a webcam with flash animation and the online and "real" worlds are blended together. Users signal their participation by logging on with their webcam and signalling the game visually with a marker that they can download on YTV.com.

The campaign starts on Aug. 31 and the two augmented reality games will be available for six weeks. It is targeted at kids aged 6 to 12, a viewership that coincides with the target demographic of YTV's Crunch programming on Saturday mornings. The campaign's broadcast tie-in comes on Aug. 29 at 9 a.m. when YTV host Andy will show kids how to play the game during the morning programming.

"It's a brand new way to engage kids online," Tim Cormick, VP client Kids are invited to battle it out on YTV.com with an innovative new online video game technology.marketing at Corus Television, tells MiC. "As far as we know, it's never been done on any other network's website."

The campaign was born when Corus approached Lego with the new technology, and Lego, through their agency Starcom, replied with a brief outlining their Bionicle strategy. It was a good fit, says Cormick.

There is a detailed, ongoing storyline behind the Bionicles toys, and the release of this campaign ties in with the introduction of a new chapter in the Bionicles' story. It also ties in with a new Bionicle DVD release on Sept. 15 that will promote the new storyline.

"The idea from a business perspective is by engaging the fans, they want to come back for more," says Cormick. "The way you want to continue the story is with the products themselves."

The campaign will be promoted through YTV with ad spots, on-air billboards, and on YTV.com via leaderboards and box ads.

www.ytv.com


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Wednesday, July 15, 2009

COOL AR GAME

Thanks Mr. Holly for sharing this.

This technology is just getting started and already we are getting some really nice, rich and useful applications being deveopled. Now how to make it work for a brand...

Thursday, May 21, 2009

'Virtual currencies' power social networks, online games

Thanks CNN... jesus, am i really reposting something from CNN?

(CNN) -- When Santiago Martinez wants to give his friends birthday presents, he buys a cake or flowers or sometimes a teddy bear.

'Virtual currencies,' like the hi5 Coin, shown here, are becoming more important on the Internet.

'Virtual currencies,' like the hi5 Coin, shown here, are becoming more important on the Internet.

But the 41-year-old, who lives on Mexico's Yucatan Peninsula, doesn't spend pesos or dollars. He buys the gifts with an online-only currency called hi5 Coins.

He also doesn't deliver the gifts in the physical world. They appear digitally on his friends' online profiles on a site called hi5, which is a social network like Facebook or MySpace.

"They can't eat the cake. It is an image -- the thing that it represents," said Martinez, an accountant with a wife and two kids. "You can send the feeling of that [cake] that you want to send."

In any given month, he spends the equivalent of $40 in this manner.

But Martinez is hardly alone.

As our identities migrate further onto the Internet, currencies that exist only online are becoming a more significant part of commerce on the Web and in the real world. Some, like the hi5 Coin, operate almost like tokens in an arcade or tickets at a fair: They're a stand-in for real-world currency.

Other "virtual currencies," like Second Life's Linden Dollars, however, are traded on markets. The currencies also fuel online gaming communities and are becoming an important part of social networks.

Several online currencies are competing to be the economic engines for MySpace and Facebook, which don't have their own unified currencies. Other social networking sites, like hi5 and myYearbook, have created their own units of money for their users to spend.

All of this movement leads some experts to see a future in which virtual currencies enter the same trading space as their real-world counterparts.

The online monies are not robust enough to trade competitively against real-world currencies, but people underestimate the large amount of cash that is transferred from the real world into virtual currencies, said Edward Castronova, a professor of telecommunications at Indiana University.

Castronova says people transfer at least $1 billion into the virtual currencies each year, with most of that money going into online games. The actual amount could be much higher, he said, but the market is hard to quantify.

"The question is really one of scale," he said. "Is this big enough for someone to take their 401(k) [out of real-world currency] and start looking into this? No, absolutely not."

Sometimes, people collect online money simply by purchasing it.

In "World of Warcraft," players earn WoW Gold as they advance through the game. The currency has become so sought-after that it is bought and sold on a black market, experts said.

Low-wage workers in China are known to play the game for a living and then sell the virtual currency they earn to avid "World of Warcraft" players in the West. This despite the fact that the game's maker prohibits such activities.

As the market for online-only currency grows, problems that plague real-world economies start leaking in, said Charles Hudson, who runs the Virtual Goods Summit, an annual conference.

"Once you get a virtual economy that's functioning, you run into all the problems that we have with the real economy: taxation, interest rates, inflation. All of the same problems that cause headaches for the Federal Reserve come up in the virtual economy -- and the stakes are the same," he said.

The solution has been for each social network or game that uses its own currency to appoint a money manager. Hi5, for instance, employs a staff economist for this purpose.

The site soon hopes to make as much money through its virtual currency exchange as it does from advertising, which is the primary revenue source for many social networks.

Mark Methenitis, a Dallas attorney who writes a blog called "Law of the Game," said online currencies are "completely unregulated," which will make trading them against each other dangerous.

"There is huge potential for fraud, for what would be the equivalent of insider trading," he said. "Also, since these economies are completely under the control of the virtual world owner, it's pretty easy to cause massive hyperinflation."

Social networks and virtual worlds are currently trying to find ways to manage or capitalize on their developing economies.

These networks' successes may hinge on how they are able to manage their economies and currencies may, experts said.

Facebook is researching the idea of creating a unified currency but is "very early" in the process and has not committed to it, the site said in a statement to CNN.

Currently, applications on the site -- which allow users to play games with each other and trade gifts -- are powered by currencies made by the application's developers, not by Facebook.

These developers are making good money on the system, and Facebook is missing out on profits in that area, said Hudson, of the Virtual Goods Summit.

Joey Seiler, who writes about virtual worlds, said virtual goods are becoming more popular because people are taking their online identities more seriously.

At first, it may seem ridiculous that someone would pay for virtual currency in order to buy a T-shirt icon to put on a social-network profile. But Seiler said more or his friends see the virtual T-shirts on his Facebook page than see any T-shirt he wears in real life.


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Monday, May 11, 2009

Thanks Games Alfresco for this (slightly older post) of some great AR demos from the gaming space.

Top 10 augmented reality demos that will revolutionize video games

Augmented Reality (AR) has the potential to do something parents can’t: free gamers from their couches and usher them into the real world, to play.

Here is my countdown of the top 10 best AR demos poised to revolutionize video games:

10. Human Pac Man

When Dr. Adrian David Cheok (NUS) wanted to create an exciting augmented reality game, he chose to remake the first video game to ever introduce a character – the legendary Pac Man. Cheok literally stepped into Pacman’s shoes in this first-person-shooter-like real world game.
    

9. Come Out & Play

In 2006 the Come Out & Play Festival turned New York City into a playground for a weekend, then did the same for the city of Amsterdam in 2007. Hundreds of players gathered to play dozens different Big Games across each city.

None of the games played in the festival made it to my top ten list – individually. They fell short of stretching the interactivity between real and virtual. But as a group – they reminded us that playing games outdoors can be fun, and technology can make it even funner.

8. Second Life Avatar Enters the Real World

Tobias Lang and Blair MacIntyre (GA Tech) give us an extraordinary glance at what happens when the virtual world “leaks” into the real world. No, they didn’t use a green screen as you can see behind the scenes. Is it a hint for some of us to ditch Second Life and augment our First…?
    

7. WIFI ARMY FPS

The world is the battlefield, your phone is your weapon. Players organize in 2 teams armed with cell phones with the goal to locate and take pictures of their opponents. The phone compares captured pictures against a database of player faces and awards points for correct hits. Peter Whatanitch of W2Pi (creator of the game) explains how it will work. It could become quite an experience as staged in the Lumix Battle commercial.
    

6. Shadow Monsters

Phil Worthington is an artist that injects coolness into augmented reality.

“Magical monsters appear from shadows cast by the hands of participants, reacting to gestures with sound and animation. Wolf like creatures, birds and a rastafarian are among the characters that speak and squeek as imaginary mouths open and close. Shadow Monsters is an intuitive and magical experience for young and old alike to play with body posture for creating crazy narratives.”

    

5. AR Grafitti by DAIM

Artist DAIM creates virtual 3D graffiti floating in space in his latest art project “Tagged in Motion” of NextWall .
What if everyone could overlay reality with their own virtual creation?
    

4. CARCADE: In-Car Video Game

Andreas Nicolas Fischer and team suggest to take advantage of the fast changing scenery experienced by car passengers – and turn it into a video game (remember Gondry’s Star Guitar Video Clip?). Could be a great way to pass time. I’d call it: “Are we there yet..?”
    

3. Total Immersion at Demo ‘07

Probably the most commercially successful company that specializes in augmented reality, Total Immersion delivers the best live demos in this domain – with a French accent. They have also featured in CES 2008 keynote by Intel’s CEO Ottelini.
    

2. Roku’s Reward

This concept* video shows the potential of augmented reality utilizing today’s technology:
  • A handheld camera device,
  • live video overlaid with 3D graphics,
  • computer recognition – identifying real life objects,
  • positioning and acceleration sensors,
  • virtual objects interacting with reality,

…wrapped up in a fantasy narrative make up this yet-to-be-developed game.
*According to Phil Stenton (HP Labs, UK): “Roku remains a demo film. We haven’t signed up with anyone to create the game yet.”

    

…And the top demo is…

1. Rainbows End by Vernor Vinge

Though delivered in words only, this “demo” paints the farthest vision for augmented reality so far. Everything else you’ll see on this topic will look like excuses: “sorry, we don’t have that technology yet…”
Yes, but do you have the imagination?

“There was something familiar about this prey. It was young and clever looking … a newborn from Juan’s own design! And that meant its Mommy would be nearby. Juan said, “You know, I don’t think –”
“The Problem Is, None Of You Think Nearly Enough.” The sound was premium external, like sticking your head inside an old-time boom box. Too late, they saw that the tree trunks behind them grew from yard-long claws. Mommy. Drool fell in ten-inch blobs from high above.
This was Juan’s design scaled up to the max.”

Didn’t make the list…
* You may ask how come I left out another classic remake: AR Quake. Well, this remake is indeed played outdoors, but let me ask you this: does it add much to the original experience of that first person shooter?
* How come I am ignoring what some call “the future of books” such as EyeMagic Book or WizQubes? Is it really that different than manipulating 3D characters on the computer screen?
* Daniel Wagner, a major force behind recent AR innovation, may be disappointed that his pioneering handheld AR game the Invisible Train didn’t make it. No hurt feelings; it’s a great proof of concept, but isn’t it more fun to play with the *visible* train?
* Other educational oriented games such as MIT’s Environmental Detective or U-WIS’s MadCity Mystery certainly beat learning in a classroom – but aren’t they indistinguishable from traditional low tech scavenger hunts?

Can you beat this list? I want to hear from you.


Wednesday, November 26, 2008

AT&T Text Jumbli: Multi Platform Messaging

Thanks Next Great thing for this report on a sweet, mobile behavious campaign linking hundreds of screens in a real world mmp

by NGT

(Most) young people don’t stare at their laptops all day, they actually do go outside from time to time. This is why online media, while effective, isn’t the end-all-be-all of youth marketing that it’s often made out to be. There are hundreds of “touchpoints” to reach young people every day–Facebook, TV, movies, magazines, billboards, branded clothing, and on and on… And of course, there is the mobile phone. You can reach them on it 24/7, wherever they go, it goes. It’s at the center of their lives.

The phone can be the tie that binds all these screens and touchpoints together. With this in mind, we at Mobile Behavior strategized a campaign with AT&T that linked literally thousands of screens to promote their new quick messaging phones.

“AT&T Text Jumbli” is essentially a massive multiplayer game of Boggle. The interactive, real-time word search game pits players from all over the country against each other. These players can be on Facebook, in bars, restaurants, movie theaters, even Manhattan’s Times Square.

The object of the game is to make the highest scoring word before the time runs out. By texting their word to 40411, players are entered into the game and build up their score the more they play. AT&T is giving away hundreds of free new phones to the winners.

Want to play?

  • Log onto Facebook to play on the Jumbli Facebook application
  • Take your phone to New York City’s Times Square
  • Look for it on screens at bars and restaurants nationwide
  • Go to upcoming AT&T events and promotions
  • Tags: Apps & Widgets · Campaigns · Gaming · Marketing & Advertising · Social Networking

    Thursday, October 9, 2008

    The lines between real and virtual worlds blur further still

    Thanks Gizmodo for this

    Real Pilots Racing Against Virtual Airplanes Will Bring Simulators to a New Level

    Sky Challenge wants to create a new massive sport, one that would allow you to race against real stunt airplanes, flying through virtual doughnuts and gates up in the real sky. To do that, they are using a mix of technologies that that allow real planes to be precisely tracked, as well as letting real world pilots see the course and the computer planes around them. Here's how it works:

    • The real world scenario is introduced in the computer and a race course is programmed.
    • The real planes use a Global Positioning System combined with an Inertial Navigation System, which is needed to compensate for the lack of accuracy in the GPS. This is critical while doing acrobatic maneuvers because the GPS can't get a clear signal at that time.
    • The tracking information is then relayed to the servers, where it gets integrated in the virtual gaming grid.
    • Simultaneously, the virtual planes position is sent to the real airplanes, where the pilots can see where the other planes and obstacles are located.

    In the future, the company wants to make these races a major televised event, where everyone can participate from home using their computers. [Air Sports Live via BBC News]

    Thursday, September 4, 2008

    The Power of ‘Our’ Machinima

    Thanks Gary Hayes @ Personalise Media

    Sep 1st, 2008 | By Gary Hayes | Category: Last Post, Media Personalizing, Participatory Media, Virtual Worlds

    Social Media and Web 2.0 is a lot about providing the tools and therefore the means for everyone to create content, that they believe others may want to see. I have personally created a lot of corporate, professional entertainment and music films over the years using high end equipment but now, like many millions around the world, find it a fun and satisfying process to be able to create films and stories in virtual worlds, aka machinima. (Quite a few are over on my personal virtual blog justvirtual)

    There are literally millions of machinimas emanating from the likes of World of Warcraft, Sims, Movies, Halo, Second Life, Half Life and many more. Most are done for the love vs the money and some make it onto the big screen. For the creators it is about expressing ‘their’ world and experiences to each other but of course there is something else as important here.

    Laurel (heart) talked recently on a machinima I did in Twinity and about the ‘free advertising’ it offers for the brand or platform. For me it is also about creating an environment where simple tools encourage large numbers of people to come together remotely and do real-time, collaborative content creation for extended periods. It makes the world very, very sticky when they have shared creative goals and purpose - not just pre-constructed game play. Some may say game quests are social too and I believe when the players get ‘creative’ with the mechanic and ‘bend the rule’ together it certainly is.

    Comfortably Fun

    Using game or social virtual worlds to entertain each other in this deeply immersive way, leads us to imagine what the potential will be when bandwidth and graphic realism are no longer limitations. Perhaps a portent of the future here is a machinima I did of a forty three minute performance of Pink Floyd’s The Wall, in a social world, Second Life. It was captured last week and it is useful to remind us all what is going on here. There are around 70 people logged in together in real time from around the world, most audience a few performers. About 8 are ‘animating’ on stage or controlling lights, effects or triggering scripted animations and I am recording the whole thing at the same time. This is digital puppeteering. I captured elements of the performance three times and put together this compilation edit. More after the embed…

    So this all started with an invite from a self motivated group, led by Debbie Trilling, who for the love of what they do, created an inworld, cross-reality, musical tribute. CARPs (Cybernetic Art Research Project) inventive and emotionally driven version of Pink Floyd’s 1980’s album was a truly international affair and many hours were spent developing and performing a Virtual Show to this music that reaches a new audience every few years.The reason the music reaches new audiences is because of its use in ‘community created content’ just like this, a far more poignent way to share digital content. More than 2000 avatars have experienced this particular concert inworld generating 10 000s of impressions across blogs and media sites. That is the key point - don’t dismiss game or virtual worlds as being irrelevant because of perceived low numbers - these are active and proficient online users who see the 2D web as a ’simple’ publishing tool and become prolific creators of content and by implication major influencers.

    Professional marketeers need to be aware of the power of machinima (consumer films in worlds they are very loyal too) and how by allowing the use of often locked down content is probably the best way to introduce ‘old’ content to new audiences. As an example, while I was putting together this ‘mash-up’ compilation I tried a recording of the reunion performance of the Comfortably Numb at Live 8 a few years ago and was entranced by the synergy of visual and song. Hope you do too. BTW a medium quality (90MB MP4) download of the YouTube above is available here. Worth playing full screen with the volume up and the lights down :)

    To further consider how effective game world movies are. I created again out of a moment of relaxation a ‘flycam’ film around some of my ‘builds’ in Second Life. I like others were entranced by the new feature in the engine, Windlight. This rendered more naturalistic reflections and skyscapes for example. The machinima was a self expressive piece, some improvised guitar and piano and flowing movement, not really an typical ‘traffic’ generating video.

    Ticking along at a few hundred views over a month on YouTube then Linden Lab decided to feature it on their machinima page. For a week or so it was getting between two to four thousands views per day. Over the past four months or so it has been viewed over 30 000 times, not bad for an ‘art’ video? But outside the numbers what is the dynamic at play here? Well it is really simple. If you own any space where people frequent, make it really, really easy for them to share their experiences. You scratch their back and they will yours. Give them the tools to make it easy to create professional looking content. Let them do the viral marketing for you. Even though the community realise they are doing you a ‘big’ favour, the joy they get from sharing is part of their own virtuous circle.

    Popularity: 1% [?]

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    Wednesday, July 30, 2008

    More alternative reality gaming for the Dark night lauch - this time from Brazil

    Thanks PSFK for this run down

    After the two Alternate Reality Games held in May, Warner has launched different initiatives to promote “Batman: The Dark Knight” in Brazil.

    The first is the promotion of the local version of the “Why so serious?” website, which allows users to have their photos scribbled on by the Joker, and the blog Eu Acredito em Harvey Dent (which translates to “I Believe in Harvey Dent”), a place where internet users can find information about Harvey Dent, the candidate for District Attorney in the movie. At the blog, users can also find all the campaign material used in the film. The Youtube channel “haahhahaa” brings trailers of famous Warner movies - edited and ridiculed by the Joker, to show his displeasure with the company. A phone number appears during these trailers. Those who call the number hear a message from the Joker himself.

    Finally, Warner’s latest initiative is being held in partnership with mobile phone operator Claro and Nokia. Participants search for hidden letters with the help of tips revealed in the website www.cartasescondidas.com.br (hiddenletters.com.br). Each letter is worth points and the five people with most points win a Nokia N95 phone, loaded with content from the film. Another 495 people will win tickets to see the movie.

    [via Direto do Forno]

    Oh and for the record - I LOVE THIS FILM

    Just to give you an idea of the lenghts Warner have gone to to build an alternative reality around this movie, check out the ARG wiki - seriously a lot of activity: http://batman.wikibruce.com/Home