Stylish and funny advertisements and signs from Lusaka.Sunday, December 30, 2007
Thursday, December 27, 2007
Mobile-geeky-localized-immersive entertainment
Nice report from Nokia: Future of Entertainment - global study.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.
Labels:
digital games,
digital media,
user generated content
Wednesday, December 19, 2007
IMGA 2007 awards
IMGA 2007 Nominees has been published. It's good to see positive (graphically, technically, conceptually) improvement in mobile games. Mobile games might not yet be on the same level as for example Silent Hill Origins for PSP which was what I did last weekend. Finns can read my review from Tilt.tv and others should just try it out - it is scary ;) Anyhow, it is excellent to see how mobile phone has more and more efficiently been utilized as a gaming platform.
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!
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"
Swedish Ungdomstyrelsen just published a book about youth and digital games titled "Unga och nätverkskulturer –Mellan moralpanik och teknikromantik". The book is based on a survey of 2900 16-25 year olds. Their finding is well in line with VTT's Exergame research (2005-2006). Either Undomstryrelsen's study or VTT's Exergame study did not establish any connection between poor physical shape and playing games.
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!).
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...
Ministry of Education (MinEdu) funds research on children and media (education). For example MediaMuffinssi program has been started with the aid of MinEdu's contribution. Mediamuffinssi is publishing books and other material for parents and children as well as organizing e.g. Pelixi-competition for children and youth to encourage them to make their own games. Anyhow. One of the most recent outcome of the intiative is "Media effects on minors - review of international research and practices of media education and regulation" report (in Finnish only) published today.
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.
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”
When I was reading Tuija’s blog I remembered Business 2.0 magazine’s cover from March 2007. I bought the magazine from SF airport on my way back from GDC where Sony, Microsoft and Nintendo talked about communities, game3.0 and stuff related to the web2.0 hype. Still it was visibly hard to foresee what was about to hit us all some months later.At that time everything was 2.0 and social media was all over – and still is. In March 2007 Business 2.0 magazine listed 25 hot startups to watch. The list of 25 hot startups includes companies such as: StumbleUpon ($1.5M), Bebo ($15M), Revision3 ($1M), Metacafe ($20M), SoonR $6M), Tiny ($2.8M), Adify ($8M), Vitrue ($5M), Janrain ($1M), SuccessFactor ($45M), Rearden ($100M), Spot Runner ($60M), SimulScribe ($5M)…
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!
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!
Obviously the interesting thing is that not even a magazine which is focused on “2.0” was able to foretell the success of Facebook which happened just few months later. Now it is clear that it should say Facebook at the 2007 box. Another interesting thing is that Facebook is also lacking from the list of 25 hot startups. Facebook was founded in 2004 – which is around the same time as some of the other companies on the list. What about Dogster, Dogbook etc. pet-related communities which are doing well? Even in Finland ii2 which is supposed to be one of the most popular online communities for youth (even though many of us have never heard of it…) has a popular service Petsie.fi which is a Hot-or-Not service for pets basically.
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.
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 attended 'Social Networking Services - Hype or Money Spinner?' seminar earlier today. Hall of fame of Finnish SNS developers (managers, researchers...) plus "SNS gurus" Scott Rafer and Joseph O´Sullivan were talking about SNS: case studies, revenue models, SNS eco-system and way to build value for user community/brand/media.
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?
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
"Mobile-gaming market suffered a reversal of fortune in the second quarter of 2007 as revenues for title publishers declined by 9 % sequentially, compared with 11 % growth in the first quarter." [iSuppli Corp].
iSuppli suggests that because the current crop of mobile games is centered on casual players, one way to encourage a new demographic to play games on their mobile handsets would be to develop titles that support networked and/or multiplayer gaming.
Despite the short-term setback, mobile gaming revenue is expected to nearly triple by 2011, growing to $6.6 billion, managing a Compound Annual Growth Rate (CAGR) of 23.2 percent from $2.3 billion in 2006.
Monday, November 05, 2007
Game software sales up to 52% in Finland
According to Finnish Game software and multimedia association Figma, game software market has gone up ~52% in Finland. Last year the sales (January-September) were 30,7 MEUR where as now the sales have gone up to 46,6 MEUR. Console games generated 61% ("third" generation console games 23%, "second" generation 32% and handheld games 6%) and PC games 39% of the market.
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.
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
Experience economy has been topical since the beginning of 90s. In 1992 professor Gerhard Schulze wrote about Erlebnisgesellschaft (experience economy) and noticed the rising importance of 'experiences' in our society. In 1996 Michel Maffesoli in his book "The Time of the Tribes: The Decline of Individualism in Mass Society" linked the discussion of neo-tribes with postmodern time and described what he perceived to be the transient, spontaneous and affective communities that make up late modern consumer-based societies.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
Just a quick note (mainly) for Finnish readers-- we (Finnish Youth Research Network) have collected quantitative data from Japan, South Korea and Finland. The focus group is youth from 15 to 29 year olds and the topic of the survey social networking (online & mobile), users as content creators, web communities, attitudes and trust, etc. Anything and everything related to media use from the "social media" viewpoint. We hope to utilize the data as efficiently as possible. If you are interested to use the data and write an article -- let me know before 1st of Nov. >> skangas [@] welho [.] com.
Thursday, October 04, 2007
FPS / pro- / money fusion gaming
Money gaming is not just gambling or pro-gaming tournaments. So far money gaming has been conventional gambling or "winner takes it all" type of pro-gaming. Now at least Kwari is trying to introduce a bit different approach with their money skill gaming. Kwari is a FPS where every time you hit another player you make money and vice versa. Also e.g. doing damage to yourself, breaking crates or picking up additional weapons have a cost attached. There are different jackpots to go for. Kwari is a skill game where (if I understood correctly) there are no subscription fees but people would pay for ammo and additional weapons.
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.
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
"Sales of the PlayStation Portable have increased by over six times on the previous week's figure, according to Media Create."
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.
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 get to see a bit of Ruska (autumn colors) while wisiting Rovaniemi (near arctic circle). Unfortunately I lost my luggage and did not get it back until in the evening. Due to which my presentation ("Music as play" >> response is the medium -- music, rhytm and/or sound as a way to interact with a game or other kinds of interactive software) was not the best I can offer but people seemed to get something out of it which is of course the most important thing.
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
Lately I have been talking about new approaches in game design. How to understand the users (gamers), how to renew the business with modete risk and create something new? Even though I know a lot about the users it is not always easy to reach the target nor to present somewhat novel idea to the cynical gamers. It is always good to remind how difficult it actually is to try to understand the end users.
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!
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
Place: Pääposti Auditorium (Postikuja, C), follow the IGDA signs
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!
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
FUN:
* Elite Beat Agents for DS
* 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
* 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
* First IGDA Finland Presentations on 11th Sept at Helsinki
* Media studies @ Univ. of Lapland 15 years PARTY! 21st Sept.
* Media studies @ Univ. of Lapland 15 years PARTY! 21st Sept.
* MindTrek on 3-4 Oct. in Tampere
TESTING:
FaceBook applications (Egotics, TrendHunter, Pictogame's "I kick you")
FaceBook applications (Egotics, TrendHunter, Pictogame's "I kick you")
SOCIAL JARGON TOP 10 (BY GUARDIAN):
Dopplr (travel), Extate (intelligent search), Garlik (identity), MindCandy (gaming), Moo (print on demand), OnOneMap (search), Touch Local (directory), Trusted Places (local UGC), Zopa (P2P lending) and Zubka (Recruitment).
Sort-of-Finnish-versions: Vailoma (travel), Faimous (intelligent search), MoiPal (gaming), Igglo (search), thinglink (directory), Oma Kaupunki (local UGC), IRC-galleria (P2P) Jaiku (moblog).
When I saw this Habbo-like front page of pdma conference I was excited! Finally someone has put effort on organizing a conference on innovation online. Unfortunately that is not the case, but Habbo for adults approach is nice anyway.
Tuesday, August 21, 2007
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