Friday, July 17, 2009

Insanely twisted shadow planet

Thursday, July 16, 2009

A cup of coffee and some exergaming in South Korea

Five years ago I was in the lead of a research project titled Exergame at the Technical Research Centre of Finland. Back then we estimated that exergames will become a big business within the next 5 years. Our guessing came true. Nintendo Wii is one of the most exposed example of it. Then again I would say that Wii is just a start. I am expecting to see more exergame innovations appearing especially for mobile terminals. Smart phones and iPhone has changed the idea of a cellular phone and with cheaper components phone manufacturers can integrate gyroscopes and measument techniques into portable devices. Naturally things will also evolve in pc and console gaming. Sony and Microsoft (Natal) are behind Nintendo but still already far away in developing their own motion control solutions for games.

Within the last few days exergaming has been on the headlines around the world. In Finland playful Move and Play exhibition is currently on at Heureka science center in Vantaa, Korean Arirang today tv show had an interesting story on Xergames (click the link & register to see the video starting at 40:45). Additionally Nintendo will launch Wii Sports Resort shortly (at Times Square in NY). I also received a press release claiming that: "Kids as young as three years old are picking up the joysticks and clicking away at computers, especially if they have older siblings whom they wish to emulate. It's important to catch kids at an early age to teach them about fitness". My Gym promotes children's fitness centres in the US and provides information regarding nutrition and everyday exercise. Basically My Gym and exergames have the same goal and somewhat similar means to reach the goal -- being: positive feedback, easy access, casual exercise, playful and fun context, self-acting state, instant feedback and measuring performance.

I am happy to be a part (or additional power behind the scenes) of a R&D project focusing on novel exergame solutions. The project is run by MoFun (the creator of Circus game) and Technical Research Centre of Finland. I also heard that social gaming initiative is about to start in Finland. Even though it focuses more on social gaming for adults than actual fitness gaming or exergaming -- I am sure you cannot 100% separate those from each other. I will write more about the initiative as soon as it is up and running.

Tuesday, June 30, 2009

Gamers' Night at the Movies


Night at the movies got totally different intrepretation when IGDA Finlandinvited IGDA volunteers to experience big screen gaming at Sello Bio Rex movie theater. After the last screening ended in the night, gamers started entering the building. Three screening rooms were reserved for game playing until next morning. Gamers got to choose which NES, PS3 or Xbox 360 games they would prefer playing and did so until it was already sunny and quiet Sunday morning outside the theater.

Movie theatre gaming was an immense experience! Playing Deadspace on a big screen truly was scary but also Ghostbusters and GTA4 did well on a big screen. Besides horror, shooting and adventures, social games such as SingStar was played along with NES classics Mario and Chip 'n' Dale.

Movie theatre gaming was an event to remember and positive feedback is a reason enough to arrange the event again. Besides tournaments and party gaming we might also experiment 3D gaming next time.

Wednesday, May 27, 2009

User inclusion in games

User Inclusion in games development, focusing on development process

Friday, May 08, 2009

Game Business Development

Check out this SlideShare Presentation:

Thursday, April 16, 2009

Obsessed with customers

The business of iGaming (= online money gaming and/or gambling) has changed forever. Internet is normalizing gaming for money and bringing new customers in. At the same time customers are more digital-savvy, expecting more and faster but also willing to take part in building the total experience in return for perceived value. The role of the consumer is being transformed from passive buyer to active co-creator.

The recognition of consumers as active players extends the locus of core competencies from companies inner knowhow to the enhanced network. According to IDC Global’s recent study, 75% of Retailers and 58% of consumer products manufacturers rank consumer centricity among top 3 keys to success. At the Indian Gaming 2009 conference one of the leading slot machine manufacturers, Bally highlighted that: “now more than ever innovations must be built on customer needs and on a solid foundation of dependable, scalable, and efficient technology backed up by strong professional, technical, and customer-support services”. Along the progression of social media business money gaming providers too have to realize that consumers expect more dynamic changes and possibilities to interact and participate than ever before. The huge rise of microblogging service Twitter or social networking service Facebook are good manifestations of this. People want to share, stand out from the crowd and have their opinion heard. In iGaming that is very crucial lesson to be learned. By the general development of the Internet the potential customer is now potentially anyone who finds (money) games interesting.

Competence is a function of the collective knowledge. Ways to make online money games’ interesting is to facilitate dialogue and consumer engagement among dynamic consumer communities and heterogeneous individuals--all eager, and some able, to co-create their own experiences. Consumers are moving toward instant gratification and getting used to the idea of an active dialogue with providers of products and services. Money gaming operators have to utilize that dialogue in design, marketing, consumer support and testing. Additional challenge is speed which is becoming even more central source of competitive advantage. Thing have to happen now, instantly and interactively with the customers.

To adapt and succeed in the current economic environment companies need to build a new set of capabilities: cross-platform innovation, real-time interactive communication channels with consumers, open collaboration and supporting digital processes.

Monday, April 13, 2009

Adult gamers are boring

Just reading Nielsen report "The state of video gamer - PC game and video game console usage Q4/08". I found this figure interesting. Look at the "Usage min % and Age group. I have assumed that 360 and PS3 compete off the same target group but that is not the case according to Nielsen. Also it is quite surprising that the Wii target group is 6-11 yrs. After all Wii is the family-party-fitness-workplace console. Active user % is also surprisingly high for Wii.


Additionally:
  • Good portion of PlayStation 3 console usage occurs during the television prime time hours
  • Top games played by 25-54 year old (women or men) are BORING! Someone should help them to find better games from the web ;)
  • Most popular PC games are pre-installed Windows card games at the age group of 25-54
  • Chessmaster Challenge is getting closer to WoW nr. of unique users - BEWARE!