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


Tuesday, August 3, 2010

SMS slingshot

Some cool interactive projection stuff, Thanks Digital Buzz blog.

Always amazes me that this sort of stuff just doesn't seem to have much uptake in Australia



Tuesday, July 20, 2010

NIKE WRITE THE FUTURE | DIGITAL PINBALL

Always loved Double You's work from my time in Spain. This show's they've still got it

Interactive installation located in Madrid and Barcelona's Nike Stores that invite the consumers to play with the Elite Series boots that fit with their game: accuracy (T90), control (CTR360), touch (Tiempo) and speed (Mercurial). Launched in Stores during the world cup, this digital pinball was created and produced by DoubleYou for Nike Spain.


Friday, July 9, 2010

LOVE this work

'Battle of the Cheetos': Social Game To Determine 'Crunchy' or 'Puffy' Dominance via Genwow



Usually choosing variants of snack foods is a personal thing, from plain to ruffled and everywhere in between.

But Cheetos wants to change all that, with Battle of the Cheetos, a social game from Goodby and North Kingdom designed to enable you to choose your favorite battle fields - Mashable, Gawker, BoingBoing.net, you name it - and the call out your friends and others for battles that can be tracked and saved via Facebook. You can even taunt your opponent by activating your PC's microphone.

http://www.battleofthecheetos.com/






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.

Tuesday, March 9, 2010

Technology, Game Mechanics And Bridging The Virtual-Actual Divide

Thanks again PSFK for this interesting talk from Jesse Schell of schellgames.com on the intersections of gaming and the real world... the stuff on much real money social games generate, and the insights behind them, is fascinating.

At our New York Conference last year, Kevin Slavin of Area/Code delivered a talk on gaming in everyday life entitled “This Platform called Everyday Life”. Recently we stumbled upon a talk Jesse Schell of schellgames.com (game developer, previously of the Disney Imagineering division) delivered for this year’s DICE summit (Design, Innovate, Communicate Entertain) that elaborates on this concept.

During the talk, Schell talks about how the explosion of the virtual in our lives has driven us to crave more reality in every facet of life; think the continuing proliferation of “reality” TV programming and “authentic” offerings from major brands and corporations (like Starbuck’s London Conduit Street and Seattle 15th Ave. locations). This trend has had an incredible impact on gaming across the last few years, and has allowed for the continuing success of “real”-ish gaming (the Nintendo Wii which translating real activity into interactivity, Guitar Hero and Rock Band which simulates a rock-stardom with “real” instruments), as well as games driven by very real social mechanics (eg. Mafia Wars). Schell concludes his talk with an elaborate example of how foursquare-like game mechanics complete with rewards points and achievements could impact our everyday lives as world the virtual and actual collide; Imagine getting “achievement points” for taking public transit which result in a government tax credit to further incentivize you.

The particulars of Schell’s talk are debatable, but with the explosion of augmented geolocated technology (SPIMEs) such as Dennis Crowley’s Foursquare, Nike’s Plus, and the prolific use of social networking to interface real life interaction, this continued collision of virtual and actual is inevitable. We were particularly struck by the bizarre economics that bridge the virtual/actual divide. Did you know that Farmville earns more money from lead generation (allowing credit card companies to get players to fill in applications) than micro-payments from users?

Watch a video of Schell’s talk below:



Wednesday, November 25, 2009

Universal Platforms for Virtual Goods and Social Currency

Thanks Mobile Behaviour for this on Viximo's interesting offering for virtual economies

socialcurrency

Social currency and virtual goods have kept online gamers locked in their basements for years. Then Facebook introduced us to the virtual gift, and digital birthday cakes became badges of honor. Now game dynamics are becoming an increasingly popular way to encourage behavior online and on mobile, turning life into one big game.

A new startup called Viximo is looking to help smaller social sites build their own virtual goods platforms. Their turnkey solution includes an embeddable gift store, showcase and microtransaction system.

"Our virtual goods solution is designed to provide social networks with a powerful solution they can grow with, yet spend only a week integrating," said Brian Balfour Founder and VP of Product Marketing at Viximo. "This allows web publishers to focus on their core business--engaging their audience--while we provide their users with targeted and merchandised virtual goods through a well vetted and integrated system."

Viximo's solution supports various types of virtual currencies including cash, reward, mixed, or dual currency systems, and aggregates the best payment methods including one click credit card purchasing, PayPal, mobile, and CPA offers.

Techcrunch points out that Viximo’s ‘universal giftbox’ option, which allows for a gift given on one site to also appear on another site, could be both confusing and ugly. This is a good point, but it would be great to see some standardization across networks, not just for virtual goods but for all the gaming elements we're seeing built into social networks and media sites.

Thought Starter:

With the proliferation of “leaderboards” – the hot new SNS accessory that quantify site activity (see Foursquare, Fashism, Hypemachine, Learnvest…)—there’s an opportunity to create a points exchange. So just like you can use your frequent flier miles on partner airlines, you could redeem currencies on partner sites. Or how about a platform that aggregates social currencies and lets you redeem them for branded rewards?


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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Wednesday, September 2, 2009

KidRobot Launches Grown-Up Mobile Scavenger Hunt

A few different posts about this new campaign hunt... nice

From Branding Unbound: KidRobot Launches Grown-Up Mobile Scavenger Hunt for Secret QR Code

Kidrobot mobile marketing plus qr codes Mobile tricks aren't just for kids anymore - a lesson designer toy retailer KidRobot is teaching marketers.

In a New York City-based promotion its Dunny collection of toys, the company has launched a massive, 5-day scavenger hunt for grown ups, who play to gain clues to a hidden QR code featured on a single poster somewhere in the city. Find it and scan it to win prizes.

Clues are meted out via Twitter, the KidRobot newsletter and at KidRobot stores now through Friday, and the official rules site offers links to QR code scanners. The campaign, from We Are Plus, seems ideal for a single city, though it's hard to imagine many people spanning out across Manhattan in search of the poster unless there's a really great prize.

But it is a nice use of both the mobile medium as a promotional vehicle and QR codes.

And it does seem perfect for a designer toy store looking for some uptown-downtown-and-cross-town cool.

Read more here.

-----------

From Marketing Daily:

It's that time of year when fashion houses come out with fall fashion "look-books" that showcase their lineup of clothing, collectibles and accessories. One firm, Kidrobot, with stores in New York, San Francisco, Los Angeles, Miami and Dallas, and global distribution, is using a different approach to promote its designer toys.

The small New York firm is using a digital idea that is big in Japan to get people engaged in a lighthearted way with the Kidrobot brand: QR codes.

The QR (quick read), two-dimensional matrix, the most popular code in Japan, was used initially for tracking vehicle parts in manufacture. With the advent of smartphones, it is used widely in Japan for mobile tagging, wherein Japanese consumers take a snapshot of the Mondrian/ chessboard-like codes to go to a URL, for instance, get product or retail information or coupons and pricing info.

The codes are central to Kidrobot's five-day scavenger hunt in New York City called "Dunny Hunt." The effort, via New York-based We Are Plus and promoting Kidrobot's 2009 Dunny Series of toys, requires participants to use their smartphones to scan QR codes on Kidrobot promotional items hidden around town.

The company, whose products sell in over a thousand stores around the world, is using the New York program as a test, and plans to roll it out in the four other cities in which it has stores -- and perhaps elsewhere. "This is version 1.0," says Paul Budnitz, principal of Kidrobot.

Kidrobot's newsletter subscribers, community members, Manhattan store shoppers and Twitter feed followers can opt-in for daily clues that lead them to a Kidrobot promotional display (posters, postcards, stickers and/or t-shirts).

People who find the codes and scan them add one of a series of virtual Dunny toys to their digital "collection." They also become eligible for prizes, including rewards for the first person to scan the QR Code from that day's hidden item. The grand prize is a full set of the Dunny Series 2009 designer toys.

To play, participants get a link to a free smartphone application for scanning the QR bar codes in the hidden promotional displays. Posters will go up near the main store on Prince Street on Saturday.

Budnitz says that while the digital scavenger hunt is new, "we do all kinds of interesting events, like scavenger hunts around limited-edition toys, all the time. We have had [launches] where you could only buy the toy at a Chinese restaurant downtown or one where they had to send in a 'junk food' photo of themselves to buy a toy."

He says the QR codes are ideal because they can be put anywhere, "on stickers, t-shirts, billboards -- they can be photocopied on sheets of paper, we can put them on the back of peddie cabs, so they will be all over the city on different places."

Budnitz says thousands are likely to participate based on interest in the company's products. "When we offer new toys, we will have a line of four or five hundred people just waiting to buy it at one store."

Principal Jeremy Hollister and co-creative director Judy Wellfare at We Are Plus got the idea after spending time in Japan. "This technology has been used in Japan for some time, but it's still relatively new here in America," says Hollister. "Creating a nice-looking, mobile-optimized Web site that functions properly was the biggest challenge."



How Demand for Digital Experiences Is Transforming Our Physical Spaces

Great post from Garrick Schmitt on Adage, via Mobile Behaviour

And Creating 'Screens' Where There Weren't Any
Posted by Garrick Schmitt on 09.01.09 @ 08:44 AM

At times it seems that the entire world has become a screen. The proliferation of devices of all shapes and sizes -- from the jumbotrons in Times Square to the micro-menus of Apple's Nano -- surround us. And, of course, the sheer multitude of these screens (GPS, iPod, mobile phone, LCD TV, Nintendo DS, etc.) has begun to change our interaction with the physical world.

But what's most interesting about this development is not the abundance of screens, per se, but about how our culture's seemingly ravenous desire for digital experiences is changing our expectations for physical spaces -- both in public and private.

In the past few years, a host of artists, programmers and marketers have melded art and science to create new, digitally driven experiences that are redefining the way we think about our urban and personal landscapes.

Some of the better-known advertising work here includes Mini's groundbreaking "Motorby"HBO's "Voyeur" campaign, which transformed a New York City street into a theater. campaign, where an interactive digital billboard responds to Mini drivers passing by, and

But the trend is more than just "digital out of home," which is a phrase that gets used a bit too broadly to describe this cultural shift. Instead, it's a complete rethinking of our public spaces as digital experiences.

Project Blinkenlights: Perhaps the most influential and pioneering work done so far has been by this German group, which transforms office buildings into digital interactive installations. Its most recent project, Stereoscope, took over Toronto City Hall and created an interactive, visual concert.

Blinkenlights Stereoscope Toronto documentation video from Tim Pritlove on Vimeo.

The experience went beyond just a light display; it was participatory as well. Attendees were invited to play video games on the sides of the building by using their mobile phones. And artists could create their own animations for the installation using Project Blinkenlights' open animation formats and tools.

555 Kubik: Similar to the work of Project Blinkenlights, the 555 Kubik project is a digital installation that turns a naked building facade into a compelling piece of art through 3-D projections.

555 Kubik extended version from UrbanScreen on Vimeo.

The project was created by UrbanScreen, a European agency that specializes in large-scale projection on urban surfaces.

YouTube Symphony Orchestra: The YouTube Symphony Orchestra was an attempt to crowdsource a virtual orchestra via auditions through YouTube. For the public performance, which featured 96 professional and amateur musicians from 30-plus countries, Obscura Digital specifically mapped Carnegie Hall's architecture to project 20,000 square feet of full-resolution video and dramatically enhance the event.

Livestrong Chalkbot: As part of Lance Armstrong's return to the Tour de France and his Livestrong organization's mission to cure cancer, Nike commissioned the Livestrong Chalkbot. Created by DeepLocal and StandardRobot, the Chalkbot enabled thousands of people to have their messages (submitted digitally) chalked along the route of this year's Tour.

'Top Chef Las Vegas': For this season of "Top Chef Las Vegas," Fallon and Monster teamed up for one of the more clever uses of mobile and digital-billboard advertising. The team created an interactive casino in Rockefeller Plaza that highlighted the Las Vegas element of the show and allowed passers-by to play interactive slot machines with their mobile phones for the chance to win $5,000 -- now that's an incentive for engagement.

While the melding of digital and physical has been done well before, it's often been in fits and starts. But it's only been as of late, as the technology has become cheaper and connectivity more pervasive, that we've started to see a more profound shift in digital altering of our public spaces. The emergence of radio-frequency identification and augmented reality and shift toward branded destinations -- see the O2 in the U.K. -- will only accelerate the trend.

Leave it to Guinness to give us an early taste. Working with London's Red Urban, Guinness placed RFID tags on its team's rugby balls and players, providing real-time data for fans and coaches alike. Running pace, kicking power and passing speed are all monitored -- allowing a digital window into a physical event that is just scratching the surface of what's possible.

If the Guinness RFID work is any indicator, perhaps the future won't be about screens at all -- it may simply become a matter of data and sensors.


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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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Tuesday, July 21, 2009

Microsoft's Kodu Turns Programming Into a Kid-Friendly Creative Medium

Thanks Next Great Thing for this on microsofts' KODU. This kind of thinking would do well applied to adults!

kodu

Do you think HTML is short for Hotmail? Is Java something you drink in the morning? A computer-savvy kid would instantly recognize these as programming languages. So while we have long joked that kids and adults speak different languages, thanks to computers this is becoming quite literally true. Now, a new programming language from Microsoft will make these even more of a reality, deepening the “digital divide” and preparing our kids for the Information Age.

The new language, called Kodu, is made specifically for creating games and is designed for kids. The language is simple and entirely icon-based. Kids program using the Xbox and use the game controller for input. The Kodu language is designed specifically for game development, and programs are expressed in physical terms, using concepts like vision, hearing, and time to control character behavior. While not as general-purpose as classical programming languages, Kodu can express advanced game design concepts in a simple, direct, and intuitive manner.

So the idea is simple; kids can create their own game, play it, and even distribute it to the Xbox live community. In this way, Microsoft is looking to further “programming as a creative medium. So just as the “creative class” could create their own blog or avatar, now they can program a game and share it with the community.

You can compare this Microsoft move to what Apple did with the desktop and then the iPhone. They basically turned widgets into giant icons, simplifying the idea that the web could fuel lots of individualized utilities. Thanks to computers and phones—and the quickening pace of our lives—we are becoming an increasingly visual culture. The graphically-driven interface of Kodu just reinforces this.

The implications of this and similar efforts will be quite remarkable. Kids today are growing up in a world where they have complete control over their media and experiences with it. As previous generations witnessed the release of the CD, the boom of the Internet, or the emergence of mobile phones, this generation is actually taking part in it; they are protagonists, the programmers of progress. They are learning the tools they will need to further shape the future, to craft and direct our increasingly digitized world.

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The microsoft research post on Kodu: http://research.microsoft.com/en-us/projects/kodu/

Kodu

Kodu is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The programming environment runs on the Xbox, allowing rapid design iteration using only a game controller for input.

Programming as a Creative Medium

The core of the Kodu project is the programming user interface. The language is simple and entirely icon-based. Programs are composed of pages, which are broken down into rules, which are further divided into conditions and actions. Conditions are evaluated simultaneously.

The Kodu language is designed specifically for game development and provides specialized primitives derived from gaming scenarios. Programs are expressed in physical terms, using concepts like vision, hearing, and time to control character behavior. While not as general-purpose as classical programming languages, Kodu can express advanced game design concepts in a simple, direct, and intuitive manner.

Screen Shots

(Click to open a larger image a new window.)


Game load / community screen.


"Physical" sensors are used as rule input.


Yes, we have a turtle.


Stick can't walk but he packs a wallop.

Key Features

Kodu provides an end-to-end creative environment for designing, building, and playing your own new games.

  • High-level language incorporates real-world primitives: collision, color, vision
  • Uses Xbox 360 Game Controller for input — no keyboard required
  • Runs on XBox 360 and PC
  • Interactive terrain editor
  • Bridge and path builder
  • Terrain editor - create worlds of arbitrary shape and size
  • 20 different characters with different abilities
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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...

Eight Ways to Improve the ROI of Online Games

Thanks Nat Factor for sharing this post on game ROI

Jun 30, 2009 6:02 AM, Patricia Odell for PROMO Xtra

The Subway Scrabble game, which incorporates hundreds of millions of game pieces on Subway cups and sub wraps, has just begun its annual run. Each year the response has improved significantly. So, how do they do it? Take a look at these eight best practices from Catapult Action-Biased Marketing.

1. Attainability Boost the odds of winning by offering more lower-level prizing. Last year, an online instant-win chance was added to every game piece, which doubled the number of game codes entered online and sent more people back to the stores to buy product.

2. Communicate Emphasize the number of prizes and odds of winning at all touch points: P-O-P, mass media, FSIs, tip-ins, paid search, search engines, banners etc.

3. Give away a free code This gets consumers to register for the first time, try the promotion and then drives them back to the store to collect more game pieces. It’s also a significant opportunity to boost op-in and build the in-house database.

4. Split registration Optimize the registration process by collecting only the necessary data up front—name, e-mail address, age—then on the back end collect redemption information—address, phone number. The benefit? A consumer who has privacy concerns is more likely to complete the registration, minimizing drop-off rates. “The last thing you want is for someone to come to your microsite and then drop off because its not a good experience,” says Jason Katz, executive vice president of emerging media for Catapult Action-Biased Marketing.

5. Offer multiple ways to enter Expand entry points for an online promo with a text-to-win option. Some 10% to 50% of sweeps entries now come in through SMS, according to John Ross, account supervisor at Catapult.

6. Virtual prize partners Build excitement by seeking a partner to use for prizes that can be instantly won online, like music downloads or ring tones. This allows for an immediate reward to the players and increase response and viral sharing.

7. Build relevant landing pages These pages should be grounded in insights about your target audience; how, when and where would they like to be intersected and what’s the most compelling message. For example, a female, 35 plus should see a very different landing page than an 18-year-old male.

8. Paid Search This also allows marketers to optimize response by moving marketing dollars around based on response to key search words.

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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