Sunday, December 30, 2007
Thursday, December 27, 2007
Mobile-geeky-localized-immersive entertainment
Method:
- 9 000 consumers (16 - 35 year olds)
- 17 correspondents from The Future Laboratory’s LifeSigns Network
- 10 experts
* Data collected July-September 2007
* Report out November 2007
The report has defined and described the trends related to future of entertainment. The future of entertainment is digital, mobile, geeky, immersive, local(ized), ... Actually there are several interesting findings and "most popular" lists for those who are after some views and ideas of the future of (mobile) entertainment. It was interesting to notice that WoW is not on the list of virtual worlds (probably due to Nokia's definition / exclusion) and that Flickr is not until at the third place.
But instead of giving a summary, it would be more useful to read it through from your own viewpoint and draw own conclusions.
Wednesday, December 19, 2007
IMGA 2007 awards
It is also good to see an "edugame" Doggy Spanish by Come2us on the list.
That game reminded me of Vilja Helkiö's diploma work Katakana Challenge at Helsinki University of Art and Design. Katakana Challenge is a funny game to teach Japanese Katakana words.
Edugames of some sort were weird-marginal-odd sort-of-games for a long time. At first they were about mixing 60% of this (information) and 40% of that (fun) or adding some humorous twist to education. Nope, that did not worked too well. Luckily current edugames (if I can call them that?) are more about putting information into playful (fun, "gamish") frames. It works nicely as you can see from Doggy Spanish or Katakana Challenge. These types of games might be reality in some sort of education already after a couple of years!
Thursday, December 13, 2007
Grannies into games in the US
According to an NPD Group study, 63 % of the US population plays videogames. HC gamers are still males ages 18-34 although "casual games" are somewhat changing the focus.
"Of the people who said they played videogames, 30 % claimed to have played more frequently this year than last, with 40 % spending about the same amount of time playing games each year. The majority of gamers claimed that they saw playing videogames as a way to relieve stress. Both "light" and "heavy" gamers valued gaming as a family activity". (From Gameindustry.biz)I wonder how the definition of a game has changes within few years due to SNS and other internet-related trends, entertaining game-like applications, advergames etc. How should we define or sort games into various categories? Who defines a game; the player or the designer/industry? Hard core or casual gamer? Is this relevant anymore?
Tuesday, December 11, 2007
"Mellan moralpanik och teknikromantik"
The researchers also suggest that gamers do not drink as much alcohol and can better handle stressful situations than non-gamers. There are also other interesting notions. The only challenge (or problem if you will) is that it is an anthology, a compilation of different viewpoints and writers' backgrounds. Thus it is up to the reader to comprehend the background of the writers as well as to build up the overall picture of the book. There could be even bigger differences within the articles from real moral panics discussions to positivism if trying to cover the discussion as a whole. Anyhow: interesting book, worth browsing (in Swedish only!).
Tuesday, November 27, 2007
Media, education and mumbo jumbo...
It is good that we have some level of discussion around the topic. It is just so sad to notice how far the officers of MinEdu and some researchers really are from the real world. The suggestions are good ones alright but many of them have already been realized! How can you make suggestions when you apparently do now know what is out there already? To put it another way: If the suggestions are not topical anymore - what is the value of the report?
The suggestions:
1. More funding for national research projects (media education, media psychology)
2. Media culture center should be founded (btw. this was suggested already a few years back in another report by MinEdu)
3. Media education for schools (yes -- good -- by whom, when...)
4. Accessible media education (in relation to this: they are suggesting to fund games which are suitable for children to put it short. Guess what? We already have that by Nordic Game Program).
5. Coherent and media neutral legislation
6. Materials for teaching, intervention and precaution
7. Support for parents
8. Virtual (online) youth and mental health work
9. Structural progress to improve wellbeing
The suggestions are nothing new. Certainly there are always more things to be done. I agree but please! For me the event (room full of middle aged women, not a single soul with insiders with of teenagers' online existence) only emphasizes the chasm between "adults" and "youth" and/or "resolutions" and "reality". At such events, meaningless "wisdom" is been spead to the ignorant listeners.
Instead they room full of people should discuss what is currently happening at the online communities from the viewpoint of media education or child welfare or ask from the youngsters. But no -they go around and around the same topic over and again. Elämä on parasta huumetta ry, Pelastaa Lapset, Mannerheimin lastensuojeluliitto and youth workers from 30 biggest towns in Finland have started their online services (SNS) years ago -- in 2002-2005. That must be news for the writers of the report. But is is just sad - just sad.
Wednesday, November 21, 2007
“Killing time at the Facebook while doing homework”
A lot of video related ideas –obviously thanks to the success of YouTube. The list contains also a few companies that have been more on the limelight than the others. With Meebo ($9M) users can access all of their instant messaging applications in a single browser window. Meebo is obviously doing conveniently with their localized websites. Also Slide ($20M) is doing very well – thanks to Facebook (and MySpace). Most likely Slide would not be as big without Facebook because the idea of “sharing” has been lifted to another level with FB. Joost ($45M) broadcast-quality Internet television service has at least got a lot of publicity. And Logoworks ($16.8M) got acquired by HP. Congrats!
Is it really that hard to foretell the future of digital service business? When pondering the future of digital services I remembered a Google video I watched a year ago. It is a panel of university students chaired by VC guru Guy Kawasaki. It is well lead panel but what is even more interesting is what the students say about things (to come). The panel was held in fall 2006, at the time when students were already starting to move from MySpace to Facebook.
Lessons learned from “25 hot startups”. Venture capitalists do not know either. Benchmark Capital funded many of the Top 25 startups on the list and so far only few of them have been really successful.
Lessons learned from the video: youth are interested about the possibilities of digital communication because they just are and because all of their friends do the same. They are active in many ways. They have presence in several online communities, they send huge amount of text messages (one girl sent 4000 SMS a month!). They do not care about the browser or other minor details – but they do know brands like Google and iTunes. They know what they want. They want things to go smoothly and without any extra hassle. If IE doesn’t offer possibility to open Tabs, block pop-ups or suit for their purposes they will switch to Firefox and so on. In general they “do all” with the communication devices and are available 24/7 via various mobile and online channels. Contacts are important thing but it is also fundamental to separate “Friends” from “friends”. These youngsters had 100-700 friends at MySpace or Facebook out of which they pick their “Top 8” or “best friends”.
Will Dogster be the hot online application in 2008? Most likely not but what will be the next big thing? We have seen friend-lists services where you get in touch with your idols and publish your music (MySpace), share your photo archive with the world (Flickr), have your 15 seconds of fame or put up illegal copies of your favorite TV series (YouTube) and create own applications, poke your friends, send gifts and write or draw to your friends wall (Facebook). Maybe it will be something to do with mobile virtual communities, 3D music shop, intelligent recruiting service, TripAdvisor 2.0? Something appealing to general public and be linked with people’s basic needs in some way.
Tuesday, November 13, 2007
Diggs for the "wrong" purpose
Friday, November 09, 2007
Mobile SNS -- Google vs Nokia?
I do not have the full coverage from the event because I couldn't stay for the afternoon. Anyhow, I would like to share some of my notes from the event. Also some videos will be available at: http://station.goodmood.net/finpro
For SNS developers efficient utilization of networking and social "doing" is a must (obviously). Developers should ponder whether to focus on vertical, horizontal and/or exlusive communities. Meaning: do you build your own SNS, utilize existing service(e.g. FB) or focus on specific niché or exclusive group of users (Smallworld, vampire freaks, doctors network and such).
Nr. 1 revenue model still is advertising, which is boring. Sulake and other online game(ish) services have done a great job in developing novel revenue models, e.g. selling virtual items, in game advertising etc. Despite the case, majority of SNS seem to focus on increasing their subscription rate or number of active users in able to sell more banner ads. Yihaa!
Business people seemed to be really excited about the new networking activities happening within various business networks. They were eagerly telling how they use LinkedIn or Facebook. That is great alright, but from a youth researcher's viewpoint it is funny to notice how little "SNS gurus" know about youth and their media use. They acknowledge that 0-25 year olds haven't experienced a world without the Internet. Then why is it so difficult to follow what the kids are doing online. These web2.0 trends are definitely a cultural issue. It is not just about Myspace or Facebook, it is about a paradigm shift from homepage driven static web to dynamic social hint networks where it is relevant to leave your own mark, rank and rate things and build your reputation which is not your online reputation, it is YOUR reputation per sé -- nicely blending web presence with the real world one.
It was also entertaining by Nokia's presentation. Nokia is trying to expand their business from mobile phones to "online company". That is totally cool, a thing they really should get a hold on. Nokia has been restating their approach which currently is: 1) providing interface to mobile internet, 2) creating mobile services and 3) renewing the way of working by focusing on "tribes" inside the company and with partners.
The development surely is interesting and very worthwhile as it is already now starting to be less relevant if you are logged in via PC, PDA, iTV, PSP or mobile phone. As long as you are logged in and communicating within your online communities often as long as it is convenient for you. Most of you know that where as Nokia is expanding from mobile to the web, Google is expanding from web to mobile. Who would succeed? Both? If I would bring to a head I'd say this is a race between an elephant and a chameleon. Of course that is not totally the case. Instead of size it is more about grasping the moment, understanding the mobility at its best, make it simple, NECESSARY and act fast! Nevertheless the race between Nokia and Google will be an interesting one.
Google basics: offices in 26 countries, 15,916 emplyees (~10 new employees per day on average), 158 domains and more than 100 languages, R&D in the USA and Bangalore, focused on buying expertise and companies, "Open" approach, selling advertise space (AdSense).
Slogan: "Don't be evil"
Mission statement: "To organize the world's information and make it universally accessible and useful."
Known products or services: Gmail, Google earth, Google search, Google alert, YouTube, Blogger...
Nokia basics: R&D presence in 11 countries, production facilities in 9 countries, offices in 30 countries, 68 483 emplyees, "Closed"approach, selling mobile phones and appliances.
Slogan: "Connecting people"
Mission statement ("sort of" because I couldn't find the official one if there's any): "Dedicated to enhancing people's lives and productivity by providing easy-to-use and secure products like mobile phones, and solutions for imaging, games, media, mobile network operators and businesses."
Known products or services: N-Gage [sidetalking;)], Nokia phones, Nokia networks, MyNokia?
Thursday, November 08, 2007
Mobile gaming revenues 9% down, but generally doing well
Monday, November 05, 2007
Game software sales up to 52% in Finland
1,3 million games have already been sold but the typically over 50% of the yearly sales is done during the last quarter! I wish Finnish game developers get a good share of sales as well.
I guess the biggest thanks goes to Shigeru Miyamoto's "Wife-o-meter" approach to game design, social games for all (Buzz, Singstar) on PS2 and WoW.
Wednesday, October 31, 2007
Play = communication = learning = creativity
This came even more evident after internet became widespread everyday tool for many with different channels and short- or longterm groups or tribes. In 1999 James Gilmore and Joseph Pine (“The Experience Economy”) and Rolf Jensen ("The Dream Society. How the Coming Shift from Information to Imagination Will Transform Your Business") linked the discussion of neo-tribes and experience economy with business.
That was the real kick-off for “experience economy” era and end of information society as technology-driven office-desk community. Where as information was technology, experience is content, participation and emotions. Speed, real time interaction, profit responsibility and experiences have become ideals which will lead to the stage where decision and action is not controlled the same way anymore and where cause-effect start losing its meaning.
Communities, UGC and playfulness all focus on packaging, sharing and delivering the information in an interesting way. People want to have fun, they want to contribute, rank and rate things. They want to stand out, build reputation and have their 15 seconds of fame.
I was involved in Virtahepo project (2005-2006) where we studied how youth workers could utilize the net more 'youth-friendly' way. We made a survey (N=1572) at Habbo Hotel (Finland) and asked what kids (10-18 year olds) would like to do at the online youth house. They wish to have surveys (20% girls /20% boys), one to one discussions (20% / 11%) , games (19% / 35%,) events (15% / 14%)... etc. That was something current Netari-environments Habbo or IRC-gallery could not provide. It seemed difficult to think of any service which would combine all these things together.
Now when talking about the possibilities of elearning or edugames, digital youth work arenas and casual gaming -- it is clear which service is answering many current needs of flexibility. That is of course Facebook. It is a service where people can create something by themselves, modify, share information, add applications, communicate or distribute content, do networking with people from best friends to acquaintances, form groups, play together, share ideas, arrange happenings and invite people to join.
I would claim that Facebook type of "gaming" will be a new trend in casual gaming. It also gives a lot of potential to edugaming, virtual youth work and ways to link benefit with pleasure. People who really are not into nerdy things or gaming like to play with their friends at the context of Facebook where it is not really Playing, it is hanging around and communicating with friends. Also one can compete with their actual friends, not just with random people who have played Zuma for 24/7 for the last five months with unattainable high scores. Playing is not only Game-games, it can also be a "game" to send a fish to someone's acquarium or to compare super hero, TV-program or favourite drink ratings. Anything and everything from hard core to casual gaming, from "Who wants to be a millionaire?" to poker tournaments.
TechDigest has listed 101 more cool Facebook applications. It gives a nice overview of the scale of F-applications. The interesting thing is that many of these applications are mixing benefit with pleasure – offering possibilities for communication and variety of information in a game/fun/experience/entertainment format.
An addition to this because I just learned from another blog:
"Facebook developers recently added a Daily Active Users metric to their Applications page, and those numbers drastically changed my thinking of what games are currently working on the social network." INTERESTING!
"In fact, most FB games attract everyday usage of around 10% or less."
Monday, October 22, 2007
Call for (Finnish) researchers: Youth & SNS
Thursday, October 04, 2007
FPS / pro- / money fusion gaming
Another a bit different approach to money gaming is Moola. "Moola is something like a free super-jackpot game show, which allows anyone to become a millionaire on the internet, rather than watching others do so on TV. "
Both Kwari and Moola are now on beta. For me it is not that interesting to see whether or not these games will be successful. I find it more interesting just to look at such "genres" or variations and ponder the future of money-fun game mixtures. What types of "fun games" will have money aspect in them and in what way and how much current money games can contain aspects from fun games (skill, casual...) not to raise a discussion on targeting to youth, game addiction and responsible gaming.
Other "pay for money" games: e.g. SkillGround, Tournament.com, Pogo and Bet on Battles.
Tuesday, September 25, 2007
News from GameBiz
If one title (Crisis Core: FF VII) can do this to PSP, I wonder what LittleBigPlanet will do to PS3 :)
Also:
"Nintendo stock has become the second most valuable in Japan. As noted by Reuters, Nintendo sits behind only Canon to become the second most valuable traded company. Mitsubishi UFJ Financial Group has a bigger market value than Nintendo, but shares are currently suspended due to a imminent share split."
And:
Goozex launched a new Facebook application designed to promote and support gaming communities on Facebook. Facebook members can share their own game reviews, ratings, and personal libraries for more than 23,000 game titles.
These and other interesting news from: Gamesindustry.Biz.
Sunday, September 23, 2007
Exergaming from the North
I also met some of my fellow students from the dawn of media studies. We had fun when listening artists like Desert Planet, Huoratron and Dj Scotch. Before Tivoli (the bar) we did some exercise. Asko Alanen from Smartus was kind enough to give us a tour at the Smartus Playground. This was the first time I actually got to test the playground and I was pretty excited. There were not that many variations of games but it has a lot of potential. There were still a number of issues to consider starting from usability to interestingness (longevity) of the play. Anyhow we went back to the playground on the next day and talked with the kids playing at the yard. They were really excited even though --evidently-- they had played the games for a number of times already. Motivational factors were similar to other digital games -- to beat one's own record, to top the high score and to have fun. At the moment the most obvious target group is junior level kids but with a bit different approach, design and placement I am sure this could work well with a bit older youth, families or other groups as well.
At the moment SmartUs playgrounds can be only found in distant places in Finland (from the Helsinki viewpoint) and few places in Europe (see Smartus website). If you are into exergaming or novel ways of exercise, "stealth exercise" or related, I recommend to test the playground. It is also effective reminder that one does not necessarily need a mobile phone to do "mobile" or digital exercise. In this case simple plastic card (exercise credit card for kids ;D) is all you need.
Monday, September 10, 2007
Boring puzzle & women's explosive clothing
For example:
Joystiq.org wrote about Neves game on DS: "The original Japanese Lucky Puzzle is a classic example of a wolf in sheep's clothing. With only seven pieces, players had to construct a variety of shapes and objects. Neves is attempting to capture the brain teasing market that the DS seems to dominate. Like other brain games on the platform, the game is immensely easy to pick up and play. Multiplayer is also a surprising and fun addition to the game."
Sounds good?
And what do consumers have to say about this?
"Seems boring." (FI)
"Don't worry, the final build will feature explosions and naked women too =P" (Leo)
"Will the final version also include women whose clothing explodes off their bodies?" (lessbiasedthanmost)
Another funny chain of comments referred to difficulties people had with the voice recognition on Braintraining.
"Blue! Blue! Bloo, Bluu, Blew...*some time later* Paper, Paper, PAY-PURR, PAIPIR, pay-parrr...*some time later*" (Kye)
"How on earth are they going to put voice controls in it? =p "Select piece number eight... move left, left, left, up, little bit to the right..." ?" (bm)
Yes, it is a question of pitching, usability, marketing, game design, focusing on right target group etc. But still.. if we end up with "gaagaa-guuguu" or naked women in a puzzle game -- something should be re-evaluated! Anyhow - funny comments! I had a blast -- in a Monday afternoon way!
Wednesday, September 05, 2007
IGDA Finland Presentations #1
Date: Tuesday 11th September
Starts: 17.30
Ends: 19.00 — the chat will continue at the System Rock!
The first ever IGDA Finland Presentations (sponsored by Remedy) session will focus on money. We will give you tips how to get a share of 300 000 €’s for your game! You’ll also learn how the others have done it.
Erik Robertson from Nordic Game Programs will give you last minute hints how to get funds from the Nordic Game Program and beat the rest of applicants from other Nordic countries!
The second speaker is Ilari Kuittinen from Housemarque. He will talk about their experiences and future visions of downloadable console titles.
The last presentation of the evening will be held by Timo Vuorensola. Rautataivas crew would like to share their thoughts about Rautataivas game and find out possibilities for cooperation!
See you there!
Monday, September 03, 2007
Highligts from last week
* Trauma Center - Second Opinion for Wii
SURPRISE:
Helsinki Casino was full late Monday evening. Maybe that's everyday for others, but totally new experience (1st time!)for me
LETDOWN:
SuperMarit Bombastic cancelled
WAIT FOR:
* Ars Electronica 5-11 Sept. in Linz
* Media studies @ Univ. of Lapland 15 years PARTY! 21st Sept.
FaceBook applications (Egotics, TrendHunter, Pictogame's "I kick you")
Tuesday, August 21, 2007
Friday, August 17, 2007
Who will win: Zuma or Facebook?
Park Associates has put out somewhat doubtful information regarding the popularity of casual games. As much as I tend to think positive and like casual online games, I find it somewhat difficult to digest the news.
Park Associates is right about casual games being current and cool topic at the moment. Anyhow it surely is quite a challenge to compare registered users (e.g. Second Life), actual users (e.g. LinkedIn) and non-registered users (casual game sites) against each other. Most of casual game sites run solely on advertising revenue and do not ask for registration. It is true that you can buy the games in a "try-before-buy" matter but I would say it is exaggerated to say casual game sites have more mature revenue models. Additionally I wonder how Park Associates actually compare SNSs with casual game sites? What type of sites actually belong into this category (btw)? Fun games, money games, puzzle games, short games, simple games...?
Whatever the case, this is surely an interesting topic to discuss. According to Park Associates: "While developers and publishers look to sites such as YouTube, Facebook and MySpace as inspiration for community features in upcoming games, research shows that 34 % of US internet users play games online on a weekly basis (and according to one study more than half are females), compared to 29 % who visit online video sites and 19 per cent interested in social networking."
That's something!
[Partial source GamesIndustry.biz]
"Sex in Games" by Samsung
Sunday, August 12, 2007
I still remember what I did last summer
Last Friday Dr. Kawashima came back to my life. More Brain Training game was waiting for me when I got home. Is this the end of relaxed evenings and lazy mornings? Is this the beginning of another gray era of measuring weights, making pairs, memorizing stuff and calculating up and down?
After playing the sequal for four days, I am somewhat relieved to find that More Brain Training is too similar with the first one. Coin calculation is somewhat copied from Brain Age and tasks where you have to memorize numbers is practically same as the one at the original Brain Training. Dr. Kawashima is still the same amusing guy with a number of tips for the gamers. This does not mean that the game is a lousy one. It still offers a nice set of brain training activities, but for me it is too similar with the original Brain Training exercises.
If you would like to experience the fun of brain training but do not own NDS, check out Pelikone web site which was launched at Assembly a week back. Pelikone has some puzzle games too. My favourite Pelikone puzzle is Roadmania, but still... it is not nearly as entertaining as Dr. Kawashima... so... maybe this is not the end of our relationship after all :)
Sunday, August 05, 2007
Assembly for tourists
The first photo is an overview of the Arena (from 2004) and the cute pink cuff is from this year ;)
Monday, July 30, 2007
Games as a [sort of] sporting event
"Wiewers flicking channels looking for a ballgame or golf tournament may instead encounter a couple of young guys rocking out on plastic guitars, or some (literally) disembodied digital boxers throwing uppercuts, or a fanciful animated wizard casting a spell."
Sunday, July 29, 2007
Manly men play In the Groove
It was small surprise that basically all competitors were male. It was also interesting to see how casual but sportmanlike the guys were. They were resting and stretching before their turn (2 songs at a time) and supporting other players after their shot.
The competition would have been a good wake up call for those who consider gaming to be bad for your health or antisocial activity. This time we didn't see those doupters in the audience, just dance gamers and a bunch of people following the competition. BTW Finnish Dance Gamers Association was added as a affiliate of Finnish Dance Sport Assocation (May 2007).
The competition was played with In The Groove arcade machine. For those who don't know, a short introduction to dance games might be useful. DanceDanceRevolution and In the Groove are the best known dance games on the market. Konami (Japan) has been the father of dance games and it actually acquired Roxor (developer of In the Groove) last year. In the dance games a player is stepping on the up-right-down-left panels when the corresponding arrow on the screen reaches the right spot. In the Finnish Championships competitors were evaluated according to their accurancy (hitting the right panel at the right time) percentage. Every song has a unique stepping pattern reflecting the rhythm of the song.
Ok.. but back to the competition. There was A (bar and no-bar > to lean on) and B category. Rangifer (red clothes) won the B-category. My absolute favourite was Hardcore of the North - Säkkijärven polkka remix played on Saturday. Unfortunately I don't have a video of that but WOW! It was super!
Thursday, July 26, 2007
Puzzle for the clever
You can check the demo version from Eternity II website. It is really compelling game. My best time is 1.49.
Tuesday, July 24, 2007
Adult female gamers Do exist!
I was browsing eCOGRAs study on eGaming when I came across very interesting data regarding female players. I have guessed that women find online leisure games (played just for fun, killing time) more interesting than gambling/money games but according to eCORAs study "online" is the key word here. Online enables easy access to games (both leisure and gambling), social interaction and relatively low risk for female players. According to the study 54.8% of online casino gamers are female and what is most interesting is that we are not talking about 'young adults' here, the online casino queens are ~46-55 year olds. [Internet poker is 73.8% dominated by young male (26-35 year olds).]
And similarly to leisure games, there are profound differences between how and why men and women gamble online. My observations: internet is everyday life tool also for (adult) women, women do kill time and get entertained online (earlier it was strongly pointed out that women are occupied with children, cooking, housekeeping and do not have time to have fun with games), women and men get motivated or excited with different issues (level of risk, social interaction, relieve of boredom...).
I also believe that online gambling sites will move towards Social Networking Services and leisure games in many ways. This will put up exciting possibilities both for game developers and researchers. This is an interesting data to be discussed further at SuperMarit Bombastic!
Friday, July 20, 2007
Back on track -- user generated games
This time I wanted to put forward YoYo Games which is somewhat related to GreatGamesExperiment and Kongregate. Lessons learned? This is clearly a trend and it surely is evolving (which make it interesting to follow). It remains to be seeing how different user generated games (portals) are from mainstream publications/concepts and will truly innovative concepts/games be posted to such portals. In the music industry (e.g. MySpace) it works well but games industry has totally different operational logic. Anyhow it is nice to see the trend of user generated games (incl. MyGame.com, Pictogame.com & related) growing!
Friday, July 06, 2007
Highlights from CultureTechnology (Korea)
Images:
Wednesday, June 20, 2007
"Finland 7 points"
I think this list is a good reference point when trying to come up with better processes, higher quality products, technical innovations or original IP. And how can you come up with better processes or learn from the professionals? If you live in Finland, I warmly welcome you to the IGDA Finland lecture series this fall. We'll have an excellent line of speakers and we deal with practical issues on game development and lessons to be learned from other professionals.
Monday, June 18, 2007
Mobile Games 2010
Another view to the topic was given by Robert Tercek at GDC07. I met Robert at the E3 (in 2003) for the first time when he chaired an excellent mobile game session. I have been a fan ever since. The GDC keynote titled 'The first decade of mobile games' offered good points to the questions: 'What can we learn from the first decade of this new platform?' and 'What will come next?'. These two presentations/reports give a good overview of the history as well as current / future trends of mobile gaming.
Saturday, June 16, 2007
Fête - Fête
One manifestation of the vitality of Finnish game industry is high level game releases. Bugbear and Housemarque were celebrating their newest releases FlatOut Ultimate Carnage and Super Stardust HD on Wednesday. Super Stardust HD is already out (for PS3) and FlatOut (XBox 360) is to be relased on June 22nd in Europe.
On Thursday I discussed about the Millennials and the changes in working environment. The event was organized by Youth Academy and we really had a great discussion. My key point was that young people are applying communication practises of past time into the working life. Blogs, wikis, P2P networking, Rating, Ranking and Reputation and openness are just a few issues companies should seriously consider as MeWe/Millennial/Y-generation is already utilising these possibilities in the working life as well. But companies still do not have clear ideas about the social media phenomena, they do not know how to look at blogs, should they control "P2P / viral communication" and what to do when youngsters do not care about hierarchies or official procedures but instead do things proactively and ask from online networks and friends instead of some "gurus". Forum Virium Helsinki organized nice barbeque party in the evening. And on Friday I chatted with Finnish A-Clinic Foundation. They are creating really interesting "Shadow World" service for youth whose parents are alcoholics. It is yet another novel kind of attempt to utilize social networks and game-like worlds to deliver an important message and enable trusty interaction with youngsters in a same situation as well as with experts. Wine Tasting party at the beautiful balcony of Suze's brand new home was a perfect ending for the week :)
As a final reminder for all you girlgames and game designers out there, be sure to register for SuperMarit Bombastic! See you there in September.
Tuesday, June 05, 2007
Defining digital games
Friday, June 01, 2007
Some notes from DigiFrance event
Mark Ollila talked about Nokia N-Gage which has transformed from an ugly handset into a pretty interesting software platform. Nokia is transferring social media trends (from PC Internet) into the mobile, like possibilities to Browse and Try or Modify and Review (~UGC) the content. There are at least two challenges: the limitations of the user interface and the lack of functional distribution channels. At the moment it is a bit hard to find interesting mobile content (though it exists!) and the mini joystick or keypad is not always the easiest mode of interaction.
Jani Kajala from Rovio was sure that mobile platform differences will vanish by the development of technology. He also believes that the future wireless device is mobile (cellular) phone (or multimedia computer as Nokia calls it). At the moment I find it hard to imagine a situation when I would pass on from cool and easy to use NDS with Stylus to a bulky Nokia N95 with relatively small keyboard. But time will tell... Mobile game developers certainly have a lot to do before they reach the sales of NDS.
What else? Online gamers can be divided into four groups (killers, achievers, socializers and explorers) said Stéphane Natkin. And according to Apaja online game portal's CEO Inka Mero, Apaja has invented a novel kind of online gaming which involved casual gaming, social aspects and avatars ;) What a novelty! What ever the case they seem to be doing pretty well with their portal (games like TicTacToe, card games, worm)! Their average player is pretty much the same as other free casual game portals have: F50/M50 and 30% are over 30 years olds.
Thursday, May 31, 2007
Pick of the day: GameTheory Pod & coffee table gaming
Another "pick of the day" is Microsoft Surface -- coffee table gaming. Retro is cool, social gaming is the thing to do and... most probably the device is also easily approachable -- designed for all in a sense. If looking from "sure she can!" (gender) viewpoint it is also relevant that the device is not only for gaming, you can actually do a lot with it. You don't have to be a geek to sit at the Surface table. I am not discussing about the potential patent issues (I believe Nintendo has patented some sort of touch screen type of interaction if I remember correctly). Anyhow: cross media, multi device, social interaction -- that's the way to go!
Saturday, May 26, 2007
Photo + template = game
>> http://www.pictogame.com/game.php?game=yXaGHX8XVYQz
Thursday, May 17, 2007
Nordic Game 07 focused on creativity and social networking
Last summer Gitaroo Man Lives! for PSP was one of my favourites and I am a big fan of Mr. Matsuura so I was really excited! Yano's Inis Corp. just published their sequal to Osu! Takakae! Ouendan male groupie rhythm game in Japan. They have also released Elite Beat Agents for the US market around the same theme if you are interested to check it out.
Housemarque's Super Stardust HD (a PS3 network title) brough yet another type of social gaming into view. Many small Nordic game companies and startups had joined the conference this year. The value of discussion either around SuperStardust HD or around games in general is very valuable and essential part of "social gaming". I am sure such cosy events as Nordic Game (800 participants this year) give excellent possibilities to developers and researchers to get in touch with their idols and colleagues in a casual atmosphere. Maybe next year we'll see successful MOBILE social networking games (PocketPal from IronStar) at the conference?
Friday, May 11, 2007
From version numbers to user-centered approach
Last October Stephen Baker (BusinessWeek) was leading a panel which task was to define web 3.0 at the Monaco Media Conference. They came up with key points such as:
"1) Easier, cheaper, and more pervasive. Only a fraction of humanity has anything to do with Web 2.0. Others stay to the sidelines because they find the technology too confusing or expensive, or they don't see the relevance. Bring another billion or so people into Web 2.0, and Metcalfe's Law alone will make it a radically different phenomenon.
2) Always on, everywhere. We've heard (and written) this one for a while, but it's true: As Web 2.0 follows us every step of our lives--in some cases whether we want it to or not--and the dynamics change.
3) Controlling our data. In the next gen, we'll have developed all kinds of systems to wrap our personal data with various types of protection. Some will be shared widely, some narrowly, some not at all. And new systems of reputation and ranking should help us figure out which data sources to take seriously and which to shun."
Another opinion of web 3.0:
Image: Leiki Ltd's vision of Web 3.0.
Is the automation of networking or tagging the next step? Are we after automatic tagging or empowering the consumers? Maybe consumers would like to do something unforeseeable? Something beyond computer AI?
By and large, should we discuss about interoperability and cross media (multiplatform) services instead of the future of the web (as pc internet)? Many mobile phones already provide an access to the web, game consoles and handheld devices are wired... And the major trends related to the future of mobile, digital television or console are somewhat parallel with the future of web.
Monday, May 07, 2007
TV Licence -- Worth of every cent!
The same YLE opens up a "window of the world" to the Finns. We get to see all the exiting wonders, news and stories from different parts of the world. Just for 208,15 € a year! Today YLE channel 1 offered EXITING "technical failure" and YLE channel 2 SHOWSTOPPING "Just a moment, please". Worth of every cent! This is Living! ;)
Friday, May 04, 2007
Facts and Figures of game industry
I am a bit suspicious about the data given by the ESA as they do not state too clearly where they get the data. CESA does annual quantitative study (~1000 people) and Kogia & Elspa graphs and figures are based on the market data. Besides these industry associations, I was able to find one report which is actually quite ok. It is OECD The Online Computer and Video Game Industry report. It was done already in 2005 so it does not contain the most up-to-date information. For example...
Nowadays there surely are more than two (notable) game studios in Finland. It is true that in the beginning of 2000 only Remedy (Max Payne) and Housemarque (Supreme Snowboarding) had sold 1M+ (++). Now Bugbear (FlatOut, FlatOut2) has gained respect by crossing the 1M (sold games) milestone as well. And companies like Sulake, RedLynx and Sumea are all doing fairly well. One signal of the growth of the industry is a directory compiled by Finnish Game Business, R&D Center Neogames (yes, another signal) of Finnish Game Companies (2006). We have also our national "Elspa" titled Figma prodiving sales figures (data gathered from importers).
From Koninginnedag to Nordic Game 2007
Next party will take place in Malmö Sweden on 15-16 May. Sweden's gift to the international gaming community Erik Robertson is one of the masterminds behind the great event. My top 3 picks from Nordic Game 2007 event:
1) Housemarque will release their SuperStardust HD
2) After GDC07 CCP Games' mighty dizzying party is definitely a thing to wait for ;)
3) Masaya Matsuura (VibRibbon, Mojib Ribbon, Parappa lallaaa! I love this company!).
Oh yes, and lovely Babsi is there again and hopefully also Super girls from SuperMarit! Hope to see you all in Malmö within a few weeks!