Pervasive Entertainment Times
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Pervasive Entertainment Times
Augmented locative stories, experiential transmedia games, collaborative social TV
Curated by Gary Hayes
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Educational Virtual world brings Multi Platform Horrible Histories® to life - a browser world from Huzutech

Educational Virtual world brings Multi Platform Horrible Histories® to life - a browser world from Huzutech | Pervasive Entertainment Times | Scoop.it

Accessed through a web browser, the Horrible Histories® virtual world launched officially on September 1st 2011

Horrible Histories® World brings to life the hugely successful books and CBBC TV series. Visitors can explore some of the most gory periods in history, including ‘Ruthless Romans’, ‘Awful Egyptians’, ‘Terrible Tudors’, ‘Measly Middle Ages’, and ‘Perilous Pirates’. Players can dress as gladiators, tour ancient Egypt, play battleships with Blackbeard, enjoy quizzes and quests and make new friends. There’s even a medieval pig-flinging catapult.

All of which takes place in a safe and educational online environment. Users have to be over the age of 13 - though children under that age can join if supervised by a responsible adult.

The Horrible Histories brand has become a media phenomenon in recent times. After selling millions of books, the Horrible Histories® TV show debuted on the CBBC channel to critical acclaim, scooping several major awards including the BAFTAs and the prestigious ‘Best Sketch Show’ at the National Comedy Awards.

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Can Games Be Radical? Define & Confront Culture rather than Escape from it?! - What Games Are

Can Games Be Radical? Define & Confront Culture rather than Escape from it?! - What Games Are | Pervasive Entertainment Times | Scoop.it

Can games define new culture? Are they able to be edgy? Can we foresee a day when the ideas within a game cause discussion and debate much as a controversial play might?

It’s hard to see how a radical videogame might make it to market because the industry is prone to weeding radicalism out, and there is little hue and cry from players. Developers, publishers and platform holders often dislike the idea that their game will cause a fuss and so they tone down, ban or anaesthetise content that might cause offence. Some might say this is good because games are supposed to fun rather than serious, but I think this misses the point.

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Geocaching - catching on as modern day treasure hunting - ABC Australia Online

Geocaching - catching on as modern day treasure hunting - ABC Australia Online | Pervasive Entertainment Times | Scoop.it

Described as global treasure hunting and high tech hide and seek, geocaching uses a global positioning system to locate caches hidden by participants in waterproof boxes.

Although it started in the United States as an underground movement for a handful of enthusiasts in 2000, it is estimated there are now 1.5 million geocaches around the world and more than five million geocachers.

The Department of Sport and Recreation's Claire Scullin investigates new trends and innovation in technology that might engage people to get active.

She says geocaching can be done anywhere by people of all ages and abilities.

"It involves hiding a cache, usually a waterproof box, and logging in a series of coordinates on the geocaching.com website," she said.

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Mobile location-based services set to go mainstream in the UK: study | Eyefortravel

Mobile location-based services set to go mainstream in the UK: study | Eyefortravel | Pervasive Entertainment Times | Scoop.it

A study has indicated that geo-location based social media such as those provided by Facebook and Foursquare are set to become a mass form of communications in the UK.

According to Kinetic Worldwide’s latest research into consumers’ behaviour on the move, half of UK consumers have now used location-based services via their mobiles and 45 percent say that location-based social media already affects their decision making while out and about, encouraging them to explore their surroundings more.

“Significant numbers now say mobile marketing could be acceptable if it is orientated to where they are. Far from being a static home-based form of communications, social media will increasingly influence choices and behaviour in out of home environments,” said Nick Mawditt, global director of insight and marketing at Kinetic Worldwide.

Other key findings are as follows:

- Awareness of Foursquare behind Facebook and Google location services
- 85 percent of 25-34s now favour their mobile phones over PC or other devices

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Facebook TV - Watch & Socialise ur fave video shows without ever having to leave Facebook - informitv -

Facebook TV - Watch & Socialise ur fave video shows without ever having to leave Facebook - informitv - | Pervasive Entertainment Times | Scoop.it

Hulu, the advertiser supported online video service that now has over a million paying subscribers, has meanwhile launched a Facebook app that allows users to watch Hulu videos without leaving Facebook. It allows them to optionally share their viewing choices with friends and see what they are watching, and leave time related comments that can be shared with friends on both Facebook and Hulu. Users are not currently able to view a show simultaneously with their Facebook friends, but Hulu has hinted that might be possible in the future.

Facebook hopes to become central to the sharing of media experiences. It is still not clear that most people necessarily want to share every such detail of their lives in this way, or know that much about those of other people. For those that do, such forms of social recommendation are likely to become increasingly important, even if it does come back to haunt them in the future. If only it were not for those pesky privacy problems.

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Simple really - How to turn dead newspaper pages into live web pages with #AR Video Tesco & Blippar campaign

However, in an exciting development each of the retailer’s Press and Out of Home ads will include branding that can be scanned by a free-to-download smartphone app from Blippar.
Tesco, together with Initiative, is the first big retailer to deliver an augmented reality print campaign using UK-based Blippar.
Angela Porter, Senior Advertising Manager, Tesco, said: “The Big Price Drop initiative is a major new offering from Tesco this autumn so it is fitting to partner with an equally innovative new technology for the launch campaign.
“We have been working hard with Initiative to devise an execution that takes interaction to the next level and by providing customers with the means to download store information instantly I am confident we have achieved that.

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Game Players discover two new Earth-like planets using Keplar Data & Planet Hunters browser Game - Kotaku

Game Players discover two new Earth-like planets using Keplar Data & Planet Hunters browser Game - Kotaku | Pervasive Entertainment Times | Scoop.it

...thanks to the browser game Planet Hunters.

The 10 best candidates as sifted through by citizen scientists during the first month afterPlanet Hunters went live were passed onto the Kepler team, a group of scientists all over the world looking to find extra-solar planets, for further inquiry. The results were published in the article Planet Hunters: The First Two Planet Candidates Identified by the Public using the Kepler Public Archive Data, published in the journal Monthly Notices of the Royal Astronomical Society this week.

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Microsoft Research show off 'simple' examples of Collaborative Augmented Reality - Demo Video

Here in Redmond this morning, Microsoft Research is marking its 20th anniversary as the company’s basic research unit. In addition to looking back at its work over the years, the research unit showed a series of demos that provided a glimpse of the future direction of technology.
In the video above, researchers showed a project that combines a tablet PC with distributed computing in the cloud and, at the end, the Kinect motion sensor.

More at http://www.geekwire.com/2011/microsoft-research-demo-augmented-reality-kinect-tablet-cloud...

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How to reach children with your transmedia project | Nuno Bernardo: MIPBlog

How to reach children with your transmedia project | Nuno Bernardo: MIPBlog | Pervasive Entertainment Times | Scoop.it

So when developing a transmedia concept for children you may need to consider TV at the centre of the roll-out strategy. TV is still a key media, because it creates exposure and establishes credibility for your brand, but combining TV with online and mobile experiences allows producers to extend the exposure of their brand. It’s true that StarDoll, Club Penguin and Moshi Monsters were able to create an entertainment brand for young audiences without the need of a TV show, but bear in mind that hundreds of others have failed.
The reason for this is that the majority of children don’t go on the internet to search and find content like adults do. They go to places they already know, most of the time their favourite broadcaster’s websites. This can make it very difficult to promote and to connect with them on the internet if you are not an established brand. Building the brand awareness of your transmedia property is much more difficult for this target audience than it is for building a fan-base of teenagers or young adults.

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$500 Billion TV Market New Battlefield For Internet Companies - Forbes

$500 Billion TV Market New Battlefield For Internet Companies - Forbes | Pervasive Entertainment Times | Scoop.it

Digital means distribution becomes diffused. You can get a drink of True Blood on your computer, through a game box, on your tablet, through a satellite, from the phone company (they just won’t die), and of course from the cable guys. Cable guys had a lock but their choke hold is breaking. (The fact that the cable and telco guys are also now your ISP might extend the choke hold through the rest of the decade via control of data.) This diffusion of distribution gives players like Google and Netflix a shot at the market and the customer relationship.

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Steve Fuller: it's time for Humanity 2.0 - Guardian UK

Steve Fuller: it's time for Humanity 2.0 - Guardian UK | Pervasive Entertainment Times | Scoop.it

More recently, and more mundanely, people are voting with their feet to enter Humanity 2.0 with the time they spend in front of computers, as opposed to having direct contact with physical human beings. In all this, it's not so much that we've been losing our humanity but that it's becoming projected or distributed across things that lack a human body. In any case, Humanity 2.0 is less about the power of new technologies than a state of mind in which we see our lives fulfilled in such things.

Steve Fuller tells Ian Tucker why we are moving away from seeing ourselves as 'normal' humans as we increasingly embrace technological and medical advances – if we can afford them...

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New Manifesto for Locative Pervasive Media Art - Situationist Media from Rhizome

New Manifesto for Locative Pervasive Media Art - Situationist Media from Rhizome | Pervasive Entertainment Times | Scoop.it

"Beyond the fetishisation of the local" I think what we could postulate is rather that there are two domains-the “digital tame” of social media, online consumer culture and even radical digital arts and the “wild” of critical conditions in the world where poverty and disempowerment have yet to find a political voice in pervasive digital art.

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Troubled Training Times Ahead - Young Australian academics plan to flee the sector

Troubled Training Times Ahead -  Young Australian academics plan to flee the sector | Pervasive Entertainment Times | Scoop.it

And for those aged between 30 and 40, the figure is one in three. Dissatisfaction and insecurity are so rife among casual and sessional staff that a new report for the Department of Education, Employment and Workplace Relations estimates that close to half the academic workforce will retire, move to an overseas university or leave higher education altogether within the next decade.

Last August the researchers from the Centre for the Study of Higher Education at the University of Melbourne interviewed 5,525 academics in 20 universities with a brief of providing a new understanding into the motivations, priorities and attitudes of academics.

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Before Transmedia, 'entertainment was formless & void'? Nick DeMartino Transmedia Intro Prez

A Transmedia Narrative project or franchise must consist of three (or more) narrative storylines existing within the same fictional universe on any of the following platforms: Film, Television, Short Film, Broadband, Publishing, Comics, Animation, Mobile, Special Venues, DVD/Blu-ray/CD-ROM, Narrative Commercial and Marketing rollouts, and other technologies that may or may not currently exist...

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Launched - Emerged Story Telling “A Ken Loach Soap-Opera, Improvised by Robots.” | Somethin' Else

Launched - Emerged Story Telling “A Ken Loach Soap-Opera, Improvised by Robots.” | Somethin' Else | Pervasive Entertainment Times | Scoop.it

We are doing something completely different. Something fitting the driving spirit Will Wright built into his pioneering simulation games—emergence.

There’s no plot in a simulation game; or rather, no pre-planned story. Instead, dramatic gameplay emerges from the complex interactions between the algorithmic expressions of personalities, ambitions, and human foibles. It’s how life works. The game we’re using to tell stories is a version of life tuned to create simulated drama.

A game designer of sensitivity and talent—like Robin Burkinshaw—can carefully sculpt characters and situations and let them run, interpreting their actions in a beautiful and human way. This is what he did in the extraordinarily moving Alice and Kev (the story of two homeless people in a video game) and we’re delighted he’s doing the same on our new project.

Our project is nothing less than the first ever drama improvised by robots.

Find out more at at http://facebook.com/playsuperme

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Locative Mobile 'Experiences' - "the most exciting game board you can have" say Grey Area

Locative Mobile 'Experiences' -  "the most exciting game board you can have" say Grey Area | Pervasive Entertainment Times | Scoop.it

Grey Area is the company behind Shadow Cities, an iPhone game that broke new ground in mobile location-based massively multiplayer online gaming -  LMMOGs?

Location-based gaming, according to Vesterinen, needed technology to catch up to gamer expectations before it could succeed. Gamers who play MMOs are looking for “immersive experience,” and that’s what Shadow Cities can provide, thanks to the improved graphical capabilities of current generation mobile platforms.

Finding the sweet spot where location-based games succeed is a process of experimentation; Vesterinen says Grey Area expected a mobile game like Shadow Cities to be more popular while users were in transit, with short, casual sessions. In reality, most users tend to game in places where they are most often, like at home, and stay for longer periods. In this way, mobile gaming is much more in direct competition with traditional console gaming.

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Archive: 2 yrs old today Gary's Social Media Count. Happy BDay :)

Archive: 2 yrs old today Gary's Social Media Count. Happy BDay :) | Pervasive Entertainment Times | Scoop.it

Embedded on over 1200 sites and still getting 650 page views daily - the flash file over 4.5 million impressions and featured on TV shows and hundreds of conferences and workshops - original post 29 Sep 2009...

ABOUT Living statistics - Many of us who have been following social media since the early 90s are very sensitive to today’s exponential growth in usage of the sharing web.  I decided to put together this little Flash app (which is in constant development) showing how active & dynamic the Social Web, Mobile Industry and Game Business is. I quickly built and coded the app based on data culled from a range of social media sources & sites originally at the end of Sept 2009. The design has been finessed extra functionality has been added such as week, month & year lookahead/backs plus some dynamic data input. Also mobile and games tabs were added. A combined Film, TV and advertising tab (heritage media) was added in April 2010

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An ideal 'time & place' Flashmob or Meet-up App? "Forecast" Beta Video

"a fun and simple way for friends to share where they’re going.
Checkout all the cool places your friends are going, or create your own forecast to share where you’ll be later today. Queue up multiple forecasts and then check-in with one touch when you arrive.
Whether you’re going out for coffee or a wild night on the town Forecast helps you connect with your real friends out in the real world. It’s social networking that’s actually social."

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Asking the audience to rob banks! Are Alternate Reality Games the Future?

Asking the audience to rob banks! Are Alternate Reality Games the Future? | Pervasive Entertainment Times | Scoop.it

Jones has conceived a site-specific piece of theater that asks the audience to perform a bank robbery: each member of the audience is allocated a specific role within the criminal outfit and must perform certain tasks at different points throughout the piece to gather information before finally 'robbing' the bank. Jones developed a pilot version of the show during her time as artistic director for Southwark Playhouse, where she worked with a video game designer to create a show that required audience members to play a point-and-click game to determine behavioral patterns.

"It seems to me everyone under the age of 40 has grown up gaming; it's a part of life now that's hard to avoid, and if you've spent any time gaming, you've learned to like being the hero in the story," Jones says. "I like that what I do makes a difference to my virtual world and that I can be someone I can't and perhaps wouldn't choose to be in the real world. I'm looking to create the idea that I am the hero for real (or antihero perhaps in this case) and to make the relationships and encounters real. I also took the idea of smaller achievements from gameplay conventions, hence the other encounters and tasks that need to be completed before the actual robbery."

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Augmented-reality print ads: Are they worth it?

Augmented-reality print ads: Are they worth it? | Pervasive Entertainment Times | Scoop.it

...it appears augmented-reality print ads have good potential, and with careful design and execution should improve the performance of print ads.

It is expected that the primary mechanism would be via broader appeal, as more than one appeal can be combined within one advert. In particular, the traditional print ad can be used for emotional appeals while the augmented aspect can be used to target more involved consumers - with either emotional or rational feature oriented appeals.

Of course, the targeting mechanism depends on the ability of the advert to get attention and depends on an inherent division in the target audience in terms of category involvement. Therefore, it stands to reason that such adverts are more difficult to design and execute and so would benefit from the additional guidance provided by advert pre-testing surveys.

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Neighbours fighting back! New Social Network "My Virtual Neighbor" Reduces Neighborhood Crime By 80%!

Neighbours fighting back! New Social Network "My Virtual Neighbor" Reduces Neighborhood Crime By 80%! | Pervasive Entertainment Times | Scoop.it

My Virtual Neighbor is the first social network site proven to reduce crime in communities live on it by 80% as neighbors interact, claims founder Amit Mehta.

"As the first social network service focusing on forming ties and encouraging interactions based on common interest, it helps people to get to know each other and keeps everyone well informed on what was going on in and around their neighborhood in real time," says Mehta, who is also behind Moblize.com.

According to Mehta, My Virtual Neighbor concept is the cornerstone of the highly publicized "National Night Out" program which lets criminals know that neighbors are organized and fighting back. Something policing experts have known and encouraged for a long time – increasing communication between neighbors (people who live nearby you) is a great crime deterrent.

Read more: http://www.sacbee.com/2011/09/28/3945100/new-social-media-my-virtual-neighbor.html#ixzz1ZIMhaLZ2

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Local classrooms to get dose of augmented reality - Australian IT

Local classrooms to get dose of augmented reality - Australian IT | Pervasive Entertainment Times | Scoop.it

The ARstudio project has recently been awarded funding from the Australian Learning and Teaching Council to research uses for augmented reality in educational settings.

The two-year project was developed by a team from the University of Canberra, the Australian National University and Macquarie University.

The concept of augmented reality has already been embraced in marketing, the visual arts and in the museum sector.

"You will find it on every box of Lego that you pick up," UC Teaching and Learning Centre senior lecturer Danny Munnerley said.

"If you look at the back of the boxes there is a little logo, and if you view that through a mobile phone with the right app it will expand into a whole world of three-dimensional information."

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Is the 'Social TV' Effect on 'Two and a Half Men' Sustainable? | Advertising Age ht @LKramer

Is the 'Social TV' Effect on 'Two and a Half Men' Sustainable? | Advertising Age ht @LKramer | Pervasive Entertainment Times | Scoop.it

But given that Ashton Kutcher is deeply associated with social media -- he was famously the first Twitter user to rack up 1 million followers -- it seemed likely that his addition to the show dramatically amplified its "social TV" footprint: the extent to which people talk about it on social media. As it happens, the team at Ad Age's editorial partner Bluefin Labs, a Cambridge-Mass.-based social-media analysis company that specializes in social TV, told me that they'd collected social-media responses to last year's "Two and a Half Men" season premiere (when Charlie Sheen was still on the show) and this year's, as well as all the airings in between. You know what that means: charticle time!

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Tom George's comment, September 26, 2011 10:24 AM
Nice one Gary we shared this on Internet Billboards.
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US Marine Corp may bring down Second Life over copyright issue? - sort of

US Marine Corp may bring down Second Life over copyright issue? - sort of | Pervasive Entertainment Times | Scoop.it

What prompted this DMCA action at such a sensitive time in our history is unknown. Most DMCA complaints are originated by people who feel they have been wronged in some way. That the United States Marine Corps would take the time to issue this action for what amounts to small change by real life standards is puzzling, but certainly within their rights to do so.

Hoorah indicated he will continue to make military clothing, just without any identifiable trademark logos. Hopefully his customer base will continue to be loyal to him, and not feel that a Corvette without the flags logo is 'just a car.'

Continue reading on Examiner.com **BREAKING NEWS** USMC files DMCA against content creators in Second Life - National Second Life | Examiner.com http://www.examiner.com/second-life-in-national/breaking-news-usmc-files-dmca-against-content-creators-second-life#ixzz1Z2sE5nWf

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Around the Transmedia World feat: SIMON PULMAN of Starlight Runners

Around the Transmedia World feat: SIMON PULMAN of Starlight Runners | Pervasive Entertainment Times | Scoop.it

So I asked Jeff «how do you become involved in transmedia?» and the advice that he gave me was «Go out there because it's still fairly new and read all the articles, follow people on Twitter and try to get involved in the community, and then if you have the time and you're still interested, start writing a blog, try to participate in the discussion». So I did that, I started a blog it's called «Transmythology» and I've tried to explore transmedia from a lot of different angles.

Starlight Runners has worked on properties such as "Avatar", "Hot Wheels", "Tron" and «Pirates the Caribbeann» or Coca Cola’s «Happiness Factory». I can’t talk about ongoing projects, we are under NDA, which is for good reason because we are often intimately involved in the creative DNA of a property.

We are represented by a talent agency in Hollywood.

In terms of how we find clients, some people go to Jeff directly, obviously he's been speaking all around the world...

We also have some small coproduction deals and we are working with some smaller parties doing things like television series, documentaries, as well as some kind of more digitally native projects that will be distributed through more progressive transmedia means.

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