
Source: PSFK
Все мы любили играть в детстве. Кто-то в машинки, а кто-то в куклы. Многие продолжают это делать и сейчас… Именно поэтому, несмотря на экономический кризис, а во многом благодаря ему индустрия игр переживает небывалый подъем. Образ человека играющего или как его еще называют homo ludens уже давно не ассоциируется с асоциальным подростком, пытающимся спрятаться от мира реального в фантастическом мире игр. Сегодня более 10% людей играющих только на платформе Play Station, разработанной компанией Sony, старше 50 лет! Гораздо больше взрослых и успешных людей делают ЭТО – они ИГРАЮТ. Играют в домино, uno, мафию, компьютерные игры или еще что-то. Они тратят на это реальные и далеко не маленькие деньги и… свое время. Несомненно, эта очень интересная тема имеет огромный потенциал с точки зрения маркетинговой коммуникации. Сегодня вопрос не в том играет ли или не играет ваш клиент во что-то… Вопрос в том, как и во что конкретно он играет!
Если вы думаете, что знаете о вашем клиенте все – просто посмотрите это видео про ближайшее будущее игр и… пересмотрите свою точку зрения.
Нам очень интересно разобраться в этом подробнее. Поэтому мы собираемся обсудить эту тему с ведущими специалистами игровой индустрии, т.е. людьми делающими все это реальностью сегодняшнего дня в один из ближайших четвергов.
Если Вы тоже хотите поучаствовать в этой дискуссии – просто напишите нам об этом.
And here comes the future
As gaming systems become increasingly integrated with the physicality of the gamer, developers are seizing upon the intricacies of our actual environments for new ways of having fun on-screen. Aspyr’s Treasure World for Nintendo’s DS and DSi handhelds is one such attempt to bridge the gap between the real and the pixelated, launching players on a virtual treasure hunt that requires exploring one’s surroundings for actual wireless networks. Real-life WiFi spots are converted into in-game “treasure,” which can be traded in for items. The game can even be played with the handheld closed—at which point one is literally just wandering around waiting for their DS to grab hold of a network. If this sounds like it could be dull, you’re in good company—Treasure World has garnered a highly mediocre cumulative 67% on Metacritic—but the effort to make the actual part of the virtual is an essential movement in advancing video gaming beyond the living room, though somewhat poorly executed this time around.
Sony, in promoting the new Terminator film, has created a game built on the twitter platform. To play you must register at www.resistance2018.com and follow tweets from @resistance2018. Game play follows in a similar manner to @playtwivia in which you @reply solutions to simple puzzles—word scrabbles, fill in the blanks and trivia. As the game is billed as a means for humans to communicate with each other in the “resistance” participants also get to receive “skynet warnings” about ongoing events in the terminator world and, of course, updates about the movie.
The game makes for an interesting weaving of gaming, social media, and marketing that strikes a delicate balance between being engaging and fun without being tiresomely involving. With participants pinged with messages from @resistance2018 on the hour, and puzzles being delivered every other hour, messages are kept at a manageable rate. As of today there are close to 3000 participants to the game that has been live since April 17th.
Via PSFK

Крупнейший розничный продавец цифровой техники устроит праздник для геймеров, чтобы увеличить продажи дорогих компьютеров В конце апреля в пяти крупнейших московских магазинах «Эльдорадо» стартует День геймера — с турнирами по компьютерным и видеоиграм, презентациями игровых новинок и викторинами, рассказал пресс-секретарь компании Илья Новохатский. Далее
«Эльдорадо» вступит в схватку

A study commissioned by NeoEdge Networks, a Mountain View, CA-based casual gaming advertising network, says (surprise, surprise) that video advertising within online games is more effective than TV advertising. Preliminary results of the study, which will conclude at the end of this month, seem to indicate online gaming audiences are more inclined to remember and positively percieve brands who experiment with pre, mid and post-roll video advertisements inside Web-based games.
Of course, studies ordered by commercial companies with a clear stake in the subject of the research like this one always need to be taken with a grain of salt, but the results are interesting nonetheless, and deserve a closer look. After all, major companies like Googleand Sony
are eyeing in-game advertising revenues in a big way, and for good reason: depending on which research organization you trust, spending on in-game advertising is supposed to grow to between $732 million and $1.8 billion by 2010, although I personally believe the current economic climate might prevent spending to reach even the more conservative prediction by the end of next year.
For more context: some say in-game advertising will ruin the video game industryaltogether, others believe standards will spur industry growth
, and a recent article on our sister site Crunchgear (based on another study) suggested gamers don’t have a problem with in-game advertising
at all.
Source TechCrunch

Artist, film maker and game designer Michael Highland discusses the significant impact video games have in programming the brain in his film As Real as Your Life:
The beauty and reality of video games today lies not in the lifelike graphics, the vibrating joysticks or the virtual surround sound, it lies in that these games are beginning to make me emotional. What is sadder is that my inability to understand and decipher the real world I live in makes these simple, virtual emotions even sweeter. The people that make these games are smart, They know what makes me tick. What makes me scared, excited, panicked, proud and sad. They use these emotions to train me to survive in the worlds they create.
As Real as Your Life (Original Cut) from Michael Highland on Vimeo.
Michael Highland discusses the way virtual violence is increasingly mimicking that of the real world, with real violence often reflecting methods used within video games. Highland believes the increasing amount of time spent in the virtual world allows gamers to form emotional bonds with virtual characters. The use of repetition and real-life situations in gaming creates survival instincts within the brain. Once purely virtual, these survival instincts begin to arise in real-life situations, making video games a most effective tool for propaganda and ‘brain reprogramming’. Highland believes that video games’ significant influence over people’s brain functions can be used to educate people for the better, but warns: “Be careful what you play, and what your game might be wiring into you.”
Source TrendONE, PSFK, As Real as Your Life (Original Cut) from Michael Highland on Vimeo.
Люди, которые активно играют в видеоигры, являются более ценными потребителями, чем те, кто играми не увлекается, — утверждают в IGN Entertainment и Ipsos Media CT. Исследование потребительских привычек видеогеймеров «Are You Game?» (PDF) было проведено в июне 2008 года Ipsos MediaCT среди 3 тыс. пользователей Сети в возрасте от 12 до 54 лет. Выдержки из него приводит Marketing Charts. Подробнее здесь
More news on the augmented reality front - Sky Challenge is working on a new sport that will mix real life planes with computer obstacles and competitors. Players at home would be able to compete with real life pilots, flying through a virtual obstacle course that is overlaid on top of real world terrain. The real world pilots would also be able to see their virtual challengers and the computer generated obstacles. Sky Challenge hopes to make this a world-wide event, where anyone could compete from home via their computers.
These kind of games bring up questions of how to navigate in these augmented spaces. How will people in the real spaces discern what’s what? Virtual players could accidentally (or purposely) cause very real problems for the pilots.
Source Gizmodo

Allstate insurance is testing out a new program, called InSight, that uses online video game tests to identify safe older drivers. Using simple games that measure brain fitness, the company is hoping that gaming proficiency will indicate aptitude with the same skills in real life. One of the games, Jewel Diver: Divided Attention tests subjects ability to track multiple objects at a time. The InSight program plans to offer insurance discounts to drivers over 50 who successfully pass the online tests.
Ars Technica reports:
Allstate is currently piloting a new program which seeks to find out if playing driving video games could make better drivers out of those over 50. If the study shows that it can, the insurance company plans to offer discounts to mature drivers who pass the online tests and the current, single-state pilot would be spread across other states next year. The initial run at the program is taking place in Pennsylvania. Select customers in the state aged 50 to 75 will be brought in to test out the special games as part of a free option in the customers’ current insurance plan. The total number of hours played by this experimental group will be tracked and then accident rates will be compared to a control group that had no contact with the games.
“As Allstate seeks ways to reinvent protection for the consumer, we are taking intelligent risks that are focused on finding new ways to bring value to our customers,” a company spokesperson said in a statement. “This innovative approach to improving driver awareness and reaction time has the potential to significantly reduce accidents. That would make the roads safer—and potentially save lives.”
Source PSFK
The Pew Institute released a new study on “Teens, Video Games, and Civics” last week that provides some great insight on youth and gaming culture and where they meet. Social media researcher Danah Boyd highlights a few key points: