Showing posts with label social networking. Show all posts
Showing posts with label social networking. Show all posts

Saturday, February 27, 2010

Facebook games for Grannies

In "2010 PopCap Social Gaming Research" report, the company found that fully two-thirds of social game players in the United States are 40 years of age or older, while the majority of players in the United Kingdom are under the age of 40. Young adults and teens in both countries are the least interested in playing games on sites like Facebook and MySpace: only 9% of U.K. casual gamers are 21 years of age or younger, and the proportion is 4% in the States. In their studies O'Reilly has also presented similar findings.

At the same time is is also a fact that practically all top gainers and the most popular Facebook applications have increasing user base amongst teenagers. Casual, easy social interaction with Facebook friends is at the core of the most popular Facebook applications. On the other hand the most biggest draws of developing an application for Facebook is the unprecedented access to the social networking site's massive user base. Applications that are set and forget can quickly fall into disuse. Also technical stability is a think that should be in place. If the application grows in popularity and use, technical issues should not cause problems.

These findings are interesting if you compare them to MMO / virtual world statistics. Majority of MMOs are targeted at teens. There is a fierce competition within that particular segment but lack of offering for older gamers. Yet this is not only Facebook or MMO challenge. Similarly many pc or console games are made by 20-40 year old men to 20-40 year old men. Nintendo Wii, Singstar and casual browser games have woken up the developers a bit but not until Farmville and other Facebook games started gaining huge popularity it has become clear that same games can easily work for both 16 and 36 year olds. It is more about mechanics and rewards than then theme or gameplay. Actually many Facebook games lack gameplay in a traditional sense.

If you look at the list of most popular Facebook application, you do not see traditional gameplay anywhere. One could draw a conclusion that people who haven't played pc or console games do not expect anything specific. Facebook games are not really competitive or co-op games. They don't have an end. And the games are not challenging at all but instead could offer short brain breaks or casual entertainment for idle moments. Surely Facebook users "play" with friends but the connection is merely a virtual one. I don't remember which of my friends are in My Mafia but it doesn't make any difference. Also it doesn't matter if you are at the level 100 and your friend is already at the level 600. It has no effect to the gameplay.

Current Facebook best sellers are never ending "poking games". I would like to see more short games on the list but then again if Bejeweled Blitz is not able to make to the high score, which game would? It is also clear that marketing will be more and more crucial for game developers. It does not help too much if your game is the best ever if no one knows about it. This might also advance new type of marketing methods.

Thursday, September 03, 2009

Popular social networking activities




















Even though I do not totally agree that "to be an Early Adopter of Technologies Goes Mainstream" this is an interesting article.

"For decades, the adoption and use of the latest technologies was limited to a subculture: Whether called “tech enthusiasts” or “gadget geeks,” the implication was that most of the world got along fine with older, established products and services, while a smaller group pursued the most leading-edge technology." But now Forrester Research suggests that we’re all gadget geeks now."

Tuesday, September 01, 2009

Finnish gamers in the limelight

Hello world from Stockholm Sweden. Today I am visiting Jadestone and Paf in Stockholm. Last week I gave a presentation on "video gaming trends" and I am about to put those thoughts into a slide set format shortly. I have also been putting together a presentation for EIG09. And what's EIG you might wonder? EIG is the European iGaming Congress and Expo that will be held in Copenhagen mid September. I was asked to give an Innovation keynote (focusing on online gambling and future of iGaming). It has been fun to put the presentation together. I will put both of the slide sets to Slideshare as soon as I have given the presentation / finalized the trends slides (mid September most likely).
IGDA Finland season 09-10 will start officially next Tuesday. We have really superb season coming up. We'll start with Everyplay session on September the 8th. Everyplay is a social games startup. Currently they are developing Kamu World for social networking sites (Facebook at first). It is a new virtual hangout featuring playful Kamus. Check it out! Early version of it is already online and Finnish speaking readers might also like to check out newest Pelaaja magazine. September issue focuses on Finnish game development scene and there is a couple of words about Everyplay and the future of gaming as well. All in all IGDA is a perfect context to catch up what's the latest with Finnish game developers and well as to network with all the bright minds. More information about the event from Igda Finland site. IGDA will also organize Presentations series. The first session will be in October and focus on Global Game Jam. Finland will get our own Game Jam next January! More information available in October at Igda.fi.

Another nice games related event is Social Gaming night at Villi Wäinö (Kalevankatu Helsinki city centre). It is held every Tuesday at 7PM by Jolly Dragon.

Btw. I noticed that I have been writing this blog since Feb 2006 and managed to put together some 200 posts. I started using Twitter in in Dec 2008 and I have already sent over 400 posts. The benefits of both blogging and microblogging are starting to show. I will continue doing both also in the future. Check out Twitscoop.

Btw2. Found this pic. Mobile social networks (UK).

Monday, July 27, 2009

Editing a book and preparing for Assembly09

I am putting together a book focusing on three pioneer countries of the 1990s in digital networking (wired/wireless). The book focuses on 15-29 year olds in Japan, South Korea and Finland and shares very interesting hands-on examples of digital networking and how it is changing the work life as well as ways to spend spare time. It will be out next year! We will also be sharing quite a bit of research data and articles online. More about that later. One relevant / related data from comScore: "Social networking has become a mainstream online activity among all age groups, with 80 % of the total U.K. online population having visited a site in the category in May09. Penetration was highest amongst 25-34 year old Internet users, 89 % of whom visited the category during the month, followed by 15-24 year olds (86 %)."

"15-24 and 25-34 year olds averaging 5.4 hours per user per month compared with 3.7 hours per month among users age 55 and older. Social networking was the second most popular online activity in the U.K. based on average time spent per user (4.6 hours), trailing only instant messaging (8.6 hours)."

Age Profile of U.K. Social Networking Site Category Visitors
May 2009
Total U.K., Age 15+ - Home & Work Locations
Source: comScore World Metrix
Age Segment % Reach Average Hours per Visitor
Total U.K. Internet Audience 80% 4.6
Persons: 15-24 86% 5.4
Persons: 25-34 89% 5.4
Persons: 35-44 79% 4.3
Persons: 45-54 77% 3.9
Persons: 55+ 67% 3.7

*Excludes Internet activity from public computers such as Internet cafes or access from mobile phones or PDAs.

This is also interesting: "Kids from two to 11 years of age are spending 63 percent more time online than they did five years ago, says a report released Monday from Nielsen Online. Children in that age range were online an average of 11 hours in May 2009 versus just 7 hours in May 2004." (Source: Nielsen/Cnet)

















I am also preparing for Assembly09 which is just nine days away. I (together with the Paf crew) have been putting together concept & prototyping competition. I am especially hoping that women will see that competition as an opportunity. A prototype of a game is always a bonus but not a must. All in all -- Assembly is really fantastic event, I would recommend anyone just to check it out. It is quite pricey (35 euros) but there is lots of things happening, concerts and dj sessions every night etc. Hope to see you there!

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.

Friday, January 16, 2009

Measuring and visualizing the Internet

Lately I have been checking out Quantcast internet statistic tool and IBM's Many Eyes data visualization tool. I have to give props to both -- both of them are really interesting and valuable tools for many. At Twitter I gave some criticism to Quantcast regarding provided data about gender of the users. Even if it is hard to get exact information of the female and male users at a particular web service, Quantcast gives a lot of very interesting data / estimations. Definitely worth checking out.

I didn't play with IBMs Many Eyes myself, just checked out what type of visualizations other users have done so far. I searched "internet" related data and got a long list of graphs from internet penetration to use of web services. Check out the pics. Naturally one challenge with internet-related data is that data about web services from 2007 means the data is already badly outdated. The other pic "age vs. internet use" is an autobiography but it inspired me to look for similar data. We did an extensive survey on youth and social internet in Japan, South Korea and Finland. The data was gathered 2006-2007. Should be possible to look at different age groups (from 15 to 29), compare them with each other and generate similar maps of the data. I already know there are big differences between teens and 20-something when it comes to use IM vs. e-mail. Supposedly social networking and online gaming would also make differences between age groups or genders. I have to do my own Many Eyes and post the data to my blog at least!

Thursday, September 04, 2008

Social media is not new - it is next

Within the last few days I have met teachers who try to utilize digital media at school and understand more about edugames, media literacy specialists pondering common policies and solutions in different European countries and social media geeks, hangarounds and wannabe's wondering how social media will change our society and work cultures.

I am involved in many networks where I either just hangaround and spend time or share ideas and experiences with the others. Even though I like to chat and share stuff with people over the net, you really can’t beat seeing and chatting with people IRL. So thanks again to you all for excellent discussions and delicious dinners ;)

Some points I found interesting:

- Online as an environment > extension and/or addition to real life environments and activities
- Interesting learning games coming up which focus on team work
- Exergames can also be stealth learning (learning by doing)
- Soon everything (object) will be connected providing new possibilities for learning
- Social media is nothing we should adjust to, neither it is a new challenge. Social media is next (not new).
- Copies have no value, value is in the noncopyable. Value is linked with speed and focus on details
- Immediacy & personalization
- Media is liquid?
- Social networks as informants not necessarily one person (anonymous group)
- Flattened levels of information. Information value will accumulate (of course not all types of information). Blogs and newspaper are at the same level (at e.g. iGoogle)
- Focus on nodes of information > authority
- Social media = more than community features and user generated content. It is about congregating, compilation, grouping, commenting.
- K Zero Research made an interesting graph of virtual worlds measured by their registered accounts and lifespan. See below:

Wednesday, June 25, 2008

Gaming lifestyle and brand parasites

Parteco (Participatory Economy and Beyond: Developing tools and processes for open and participatory knowledge creation and content production) project ended with a Picnic session on 11 June 2008 at Gardenia (Helsinki).

The picnic idea was brilliant - props to Katri Lietsala! Even though the discussion ended up being a bit lame on our blanket the "picnic discussion" was a great format. When I grew tired of the discussion on our blanket, I could easily join other groups or just hang around and enjoy the company.

Katri Lietsala and Esa Sirkkunen published a book on the topic:
Social Media: Introduction to the tools and processes of participatory economy.

Even though I wasn't part of Parteco project I was happy albeit a bit surprised to be invited to give a short presentation on brand parasites at the picnic. The slide set below is not the one I gave at the picnic. Instead I though of collecting "stories" how associations and other actors have utilized the net and understood digital and/or gaming lifestyle of the youth. In this sense brand parasites is just one alternative to meet the crowd and operate online. At Parteco picnic I used Life Tastes Better Without Drugs (EOPH) associations' Hubu project (at Habbo) as an example of brand parasite. The others examples were Anshe Chung (Second Life) and Zipipop (Facebook). I would like to highlight that those were just three randomly chosen examples with an attempt to present different manifestations of "brand parasites".


Thursday, March 27, 2008

Wikinomics and collaborative publishing

I spent the afternoon at a workshop organized by Sitra. It focused on the future of the Internet. This was actually our second workshop out of four. We are building a foresight "report" which will be ready in summer08. This time Anthony Williams who is the co-author of Wikinomics - How Mass Collaboration Changes Everything book (2007) started the session.

In his talk he focused on four aspects: web2.0, Net Generation, social revolution and economical revolution. Before getting into the topics, we learned that his company New Paradigm is currently focusing on anything and everything ending with 2.0. It is a bit annoying to hear these version numbers while at the same the speaker stresses the role of the users. Why they do not talk about change in mode or style of use instead of empty/multifarious catchwords and 101000110-language? Also is this (the current web) really the second version of the Internet? I tend to disagree.

Anyhow, the talk itself was too overall, too obvious and not too innovative from my viewpoint. BUT it did raise some ideas and questions which I am just going to list here.

NETGEN
- Is it useful to coin different terms for generations (x, y, c, Millennials, iGen, NetGen...) or perhaps try to describe the change in how people have learned to use the net, what are the factors for cultural change, how much that actually is a question of generations of users?
- Don't get me wrong, I like to categorize youth into generations as well (to be able to focus better on one mass and/or highlight some changes) but that should not be the only thing to look at because there are clear differences within youth which might e.g. relate to location (country side/city, central/remote, cultural differences etc.)
- Is it cool to say that you do not read newspapers?
- Is it because of the medium or wrong type of content? Both?
- What will be the generation after Net Generation? When? How does it differ from NetGen?
- Demographic aging in North America & Europe vs. India, China and African countries
- Is the number of youth in correlation with innovativeness?
- How much innovativeness is related to cultural atmosphere and various enablers?








3D WEB
- Mr. Williams was convinced that the future of the web will be "multimedia 3D". I totally agree with multimedia but what's the case with 3D? Aren't we expecting to get involved real time, anywhere, anytime and as conveniently as possible?
- What is the role of 3D environments in the business life?
- Companies certainly look for ways to utilize blogs, wikis, Jaikus, etc.
- Does the new modes of operation include 3D?
- Open innovation in 3D?
- Who would like to use 3D via a cell phone?

REVOLUTION
- Isn't revolution intially social?
- Why it has to be revolution [instead of e.g. evolution]?
- Paradigm shift.

Monday, March 17, 2008

Carbonhero & friends at PixelAche08

I visited Pixelache University ´08 on Saturday at Kiasma (Helsinki Finland). It was nice to see a lot of buzz and people at the sessions. Just to contribute the discussion I would like to rise a few details from the "Travelling without moving" session.

Videoconference system works nicely WHEN it works. This time most of my energy went to filtrating the message from the echo and noise caused by some technical problems. Two of the introductions were held from the distance. First Matt Jones on Doppler and then Daniel Peltz on "Response Call" international video dialogue project.

The presentation on Dopplr (a service for frequent travelers) focused on social networking and linking Dopplr with AMEE platform to calculate ones personal carbon footprint. Call and Response is an international video dialogue project that has engaged media makers in Cameroon, Sweden, Korea, France, South Africa and the U.S. in collective productions aimed at exploring the potential of networked video environments.

After that John Thackara talked briefly about "From Myspace to fakespace". He also put the presentation to his blog. Andreas Zachariah talked about Carbonhero. It was pretty nice mobile app utilizing existing technologies in a novel and innovative way to reveal to its user their own unique Travel Carbon Footprint.

One of the nicest new terms was "brand parasite" coined by Niko Punin. Indeed there are already business "parasites" in virtual services (e.g. Second Life). In this world of open networks, WoM and viral marketing, brand parasites are not that far fetched alternative for the future.

That also reminded me of Virtual World 2008 which will be held in New York at the beginning of April. There is one session focusing on branded virtual goods. That is not really connected to Niko's idea but anyhow... made me to think of "real" and "virtual" brands as well as openness as a part of brand development or brand image.

Wednesday, March 05, 2008

Communication acrobatics - next generation

Finnish Youth Research Network with our Japanese and South Korean colleagues has collected broad research material on the digital lifestyle of 15-29 year olds in Finland, Japan and South Korea.

At the end of the 1990s, youngsters from these three countries were known as pioneers of digital communication. South Korea was the leading country in online gaming and online communities with extensive network of public PC Pang rooms (net cafés). Finnish youngsters expanded their habitat with the aid of mobile phones and started heavily utilizing SMS messaging as well as “misusing” the mobile for their own purposes. At the same time Japan was already jumping to mobile internet thanks to i-Mode.

After that the rest of the Europe and APAC countries and even the States have catch up. Are there still factors that differentiate these pioneer countries (or youth in these countries) from the others?

Youth researchers have conducted quantitative studies in Japan, South Korea and Finland in 2006-2007. A group of researchers from these countries have formed a network where our aim is to get the most out of the material. Communication Acrobatics -blog was put up in able to communicate the current status of the articles and early research findings to broader audience. The researchers are preparing articles at least in English and Finnish. The articles will be published in late 2008 early 2009.

We hope for active discuss around the topic as well as people to challenge the researchers and ask for further information!

To the Communication Acrobatics -blog


Friday, February 01, 2008

Any good living lab models out there?

In Finland many research projects got public funding (by Tekes, EU etc.). Funding is linked with personal experience (=longer courier and better business network) and/or enthusiasm; "sisu" (guts) to come up with a good R&D consortium. Too often the result is just another report or a prototype which will never be utilized commercially. That is because researchers get more steady income and more opportunities for experimenting at a research institution and companies have not really put that much effort to the project because it is publicly funded. Also some companies lack strategic solutions and operational model on how to turn a prototype into a product. Anyhow this has a lot to do with individuals and their will to take the project further. This IMHO is the key.

For example Google has promoted innovative solution to allow anyone to put 20% of their time to a personal project. This is very interesting because it motivates people but also gives responsibility. That would mean people have the will and the way plus good network of like-minded people around them. Another interesting example is Wikipedia. It is an online living lab where crowdsourcing and self-regulation is the key. This time the will is not as clear as the way.

Key words such as living labs, open or systemic innovations and community generated content have often been mentioned in touch with more experimental product development. In Finland Forum Virium Helsinki has put up Helsinki Living Lab project which tries to find ways to active citizens to contribute and improve communal services. Sound dull, right? The trick is to make a dull thing interesting and motivate people to take more active role in decision making and/or influence decision makers.

What would be the best model to come up with new solutions? Would it be open innovation, traditional public research project model, operator model, event/campaign model or sponsor model? How to make it more fun, interesting and personal? How to motivate people to participate in testing and innovating better services? Currently people seem to give feedback only if they are unsatisfied (=angry). They are able to point out the problem but who would link that to perhaps bigger strategical solution or a challenge especially if the problem concern e.g. two different operational units or bureau in Helsinki?

What I am asking here is: What would be the best living lab/citizen innovation model? Do other cities, countries… have any excellent models they would like to share?
Would living lab type of solution increase citizens wellbeing in general? Would it even be possible to activate them or are people just too lazy? What do you think? All comments highly appreciated!

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!).

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!

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.

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?

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, 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
* First IGDA Finland Presentations on 11th Sept at Helsinki
* 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")

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.