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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Archive: Asia Insight - How Location-Based Services Changed Social Games

Archive: Asia Insight - How Location-Based Services Changed Social Games | Pervasive Entertainment Times | Scoop.it

The largest social gaming platform in Japan, Mobagetown of DeNA, was released in early 2006. China’s Tencent launched its mobile QQ with a gaming platform at the end of 2006. Although we see some U.S. developers starting to integrate location elements into mobile social games, the Asian market has a longer history of using location-based services in mobile social games.

The Japanese market has been experimenting with LBS mobile social games since 2005. One of the first location-based games, Colonial Living PLUS, was released in May 2005 by COLOPL. This game is a standalone LBS social game in which users build and maintain their cities. In mid-2010, it had about one million registered users, with 90 percent over the age of 20. The games are designed so that users have to go back in frequently to take care of their cities.

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Archive: Where are they now? People on The LAMP Lab for Advanced Media Production 2005-10

Archive: Where are they now? People on The LAMP Lab for Advanced Media Production 2005-10 | Pervasive Entertainment Times | Scoop.it

As we ended the last decade we were collating/archiving assets from the LAMP site and think it important to recognise the people that made LAMP the Australian icon in effective emerging media development.
Many of the mentors and participants were beginning their own journey on these workshops and residentials and are now leading the industry in Australia and abroad. We hope these ‘retrospective’ posts serve as a record for that which follows LAMP.

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"Gamification "I engaged with a brand & all I got was this lousy badge" Tom Fishburne Marketoon

"Gamification "I engaged with a brand & all I got was this lousy badge" Tom Fishburne Marketoon | Pervasive Entertainment Times | Scoop.it

Gamification is the latest shiny new object for marketers. It’s the practice of adding game dynamics into your campaigns in order to drive participation and engagement.

Badges, points, leader boards, and titles like “mayor” are no longer relegated to Foursquare or Farmville. They are popping up everywhere in marketing campaigns, rewarding consumers for all types of desired behavior.

While the promise is high, most marketing applications I’ve seen have been very superficial, as if gameplay can magically make a non-engaging brand engaging. And as if valueless rewards will somehow be perceived as valuable.

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The Panama Laugh - Reader Social Community Extending a Zombie Story World #arg #transmedia #hoax

The Panama Laugh - Reader Social Community Extending a Zombie Story World #arg #transmedia #hoax | Pervasive Entertainment Times | Scoop.it

The author's intent is not to convince anyone that zombies are real, but to satirize the ways in which the democratic nature of the web (and particularly of social media) can make it disturbingly vulnerable both to corporate and governmental "spin" and to the promulgation of fringe beliefs that may be utterly at odds with the facts. The real story, however outrageous, may get lost in the white noise.

We hope to involve you, your readers, your social networks and the general public in the world of Roche's science fiction zombie apocalypse The Panama Laugh by having you post links to "news stories" that concern the events of the book, and to have you write your own "take" on the news events as if they were real news stories. By posting, reposting, "Like"-ing, blogging, and commenting on the fictional news stories about these events—as well as relating "real" events to the book if you like—you become a part of the "disinformation" campaign waged by corporate characters in the book to distract the public from the real origin of the laughing-zombies threat.

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Augmented Reality goes stellar in Germany with Stern & Junaio - GoMo News

Augmented Reality goes stellar in Germany with Stern & Junaio - GoMo News | Pervasive Entertainment Times | Scoop.it

Stern magazine get into bed with Metaio/Junaio The September issue contains custom symbols printed on a number of pages. This is something of a coup for Metaio, whose Junaio AR browser app provides the basis for this technology. Here at GoMo News we’ve been investigating producing channels for the Junaio app ourselves. What Stern has done is to simplify the whole procedure. You don’t need to download the AR browser separately and then add a Stern ‘channel’. You can download the Stern AR app from either the iTunes App Store or the Android Market. We tried the app out using an App iPhone 3GS. Running the app an pointing the handset’s camera at the symbols, triggers enhancements which can then be viewed through the iPhone’s screen.

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Geotagging: Pew research shows why news orgs should do a better job with it | Knight Digital Media Center

Mentioning place names as text in a dateline, headline, category/tag, or story body generally is not sufficient for locative services to integrate your content.

So now is the time to make your CMS geodata-friendly, and to train all your editorial and production staff in how to correctly geotag every piece of content you publish. This upgrade will position you to more easily capitalize on opportunities offered by whatever location-augmented services exist now and in the future.

Reporters, editors, and ad staff should be using locative media. This will help you understand opportunities to integrate content into locative services, identify potential partners and prospects, and more. It’s also a great tool for finding or fleshing out stories.

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Location Services Click With 28% Of U.S. Adults from MediaPost

Location Services Click With 28% Of U.S. Adults from MediaPost | Pervasive Entertainment Times | Scoop.it

...how large is the addressable audience for location services? According to a new survey by the Pew Research Center's Internet & American Life Project, 28% of U.S. adults use mobile and social location-based services.

Among cell owners, 28% use their devices to get location-based directions and recommendations -- or 23% of all U.S. adults. But the study found that social location services such as Foursquare and Gowalla are still far less popular, with only 5% of mobile users (or 4% of all adults) using them to check in to bars, stores or other venues. (A survey Pew released last November found that 4% of the online adult population used geolocation services.)

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Adventure Games (& possible ARGs by implication) Deserve To Die [Narrativism] - What Games Are

Adventure Games (& possible ARGs by implication) Deserve To Die [Narrativism] - What Games Are | Pervasive Entertainment Times | Scoop.it

What Adventure Games Are

The typical adventure game is based on point-and-click interaction. The player controls one or more dolls, walking around the game world and interacting with various characters and objects within it using the mouse. The games have a story-centric structure, so there’s usually an introduction to set the scene and the character of the player, familiarise him with the scenario and set up some dramatic conflict which then establishes a plot for the whole game.

The gameplay of adventure games is all about finding objects, obtaining clues and talking to relevant characters to acquire various bits of information to solve puzzles. Puzzles are frequently obscure or cryptic, and part of the gameplay involves intuiting next task from hints and allusions rather than being given a to-do list. Solving a puzzle nudges the story along, to the next puzzle and the next and so on. Commonly that story is broken into chapters with dramatic interludes, changes of location or scenario.

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Augmented reality helmet turns the mundane into the fantastic | DVICE

Augmented reality helmet turns the mundane into the fantastic | DVICE | Pervasive Entertainment Times | Scoop.it

Augmented reality gets a fair bit of attention from the advertising world excited about the possibilities, but the technology's main area of growth is still in the world of art with pieces like the new Hyper(reality) construct.

Designed by Maxence Parache, a recent graduate of London's Central Saint Martins university, the diamondoid-shaped helmet harnesses the Microsoft Kinect to deliver an alternate reality set in the real world. The set-up includes an Arduino glove with force sensors and high-definition video glasses. Parache plans to release the overall technical specs to the public for others who want to modify the set-up. You can see video of the Hyper(reality) helmet in action at the Geffrye Museum in the video below.

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Decent POV - What is Gamification, Really? from Social Interaction Specialist Michael Wu

Decent POV - What is Gamification, Really? from Social Interaction Specialist Michael Wu | Pervasive Entertainment Times | Scoop.it

Clearly, if a strategy is not intended to drive game like player behavior, then it is not gamification, but then you probably don’t need to do anything at all. Strategies that drive game like behavior but didn’t use game attributes or it’s not used in a non-game context are also not gamification. So there can literally be millions of things that gamification is not. I’m not going to list them here, but I will point out a couple that are often confused in the industry and give some explanation.

Gamification is not a game. Primarily because the definition specifically states that gamification refers to those applications in a non-game context, where players don’t really know that they are actually playing a game. Furthermore games don’t need to be “gamified” further. It should already be driving game-like behavior (unless it is a very poorly designed game).

Michael Wu, Ph.D. is Lithium's Principal Scientist of Analytics, digging into the complex dynamics of social interaction and group behavior in online communities and social networks.

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New Dimensions Conference - European Virtual & Augmented Reality Conference 2012

New Dimensions Conference - European Virtual & Augmented Reality Conference 2012 | Pervasive Entertainment Times | Scoop.it

What is e-varc ?

e-varc is the European Virtual & Augmented Reality Conference. This event is aimed to enable people inside the newly emerging industry of 3D virtual environments and augmented realities to meet and exchange their progress in their field of expertise.
In addition, visitors of this event, which are currently not part of this industry, but would like to learn more, have the chance to meet, connect and collaborate with industry leaders and achieve a higher knowledge of this rising market.

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The Dark & Light side of the multi platform force. A Mythic Primer of Transmedia

The Dark & Light side of the multi platform force. A Mythic Primer of Transmedia | Pervasive Entertainment Times | Scoop.it

Of course, there's a dark potential in transmedia that the conspiracy theorists have also latched onto, producing a sort of paranoid PR-wing to the transmedia movement. I can't say if this paranoia is well placed or not, because it is based around things that haven't happened yet. (Maybe.) Can't see the ominous implication of transmedia? The fears engaged here are what drive the plot of the movie, "The Game."

Namely, if transmedia is a way of telling related narratives across multiple mediums, it becomes increasingly immersive for an audience that invests the energy to read a book, watch a movie, and even interact with the characters in the story, and one another within the context or narrative created by the story.

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Gentle reminder for AR Tech bashers, How You Can Be Identified by Facial Recognition Tech in the real world

Gentle reminder for AR Tech bashers, How You Can Be Identified by Facial Recognition Tech in the real world | Pervasive Entertainment Times | Scoop.it

Facebook has famously raised concerns over member privacy, but by no means is it the only offender.
As technology in the security and surveillance sector continues to improve, Alternet points out 5 everyday places where you could be tracked with facial recognition. Our sumamary appears below, but check out their report for all the details.
1. On the streets. This fall, 40 police departments will be equipped with the Mobile Offender Recognition and Information System (MORIS) device. It's an iPhone app that identifies people based on pictures of their faces.

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Looking for a name for something? You need, Panabee: Name Generator

Looking for a name for something? You need, Panabee: Name Generator | Pervasive Entertainment Times | Scoop.it

Panabee is the simplest way to brainstorm names for domains, blogs, and mobile apps
See many ideas with one click -- translations, phonetic variations, related terms, and more
Get inspiration from people on Facebook and Twitter
Try concepts like cool picture or domains like food.net

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Multi Channel, Big Brand, Social TV Perfect Storm: Big Brother, Facebook & Endemol, Ch5 and MIG via @expathos

Multi Channel, Big Brand, Social TV Perfect Storm: Big Brother, Facebook & Endemol, Ch5 and MIG via @expathos | Pervasive Entertainment Times | Scoop.it

Rob Weisz, Commercial Director, Mobile Interactive Group said:

“This is a major development in the broadcast interactive space. It is widely acknowledged that viewers are moving to multi-channel experiences when watching traditional shows and we are delighted to announce this partnership with Channel 5 and Endemol. This technology has been developed specifically to create an exciting and engaging interactive experience regardless of whether you interact with a TV show via Facebook, iTunes, Android, traditional web and mobile web.

“We strongly believe this will allow global broadcasters and production companies a seamless way to monetise their audiences, whilst creating a deeply social experience within the show format and on the second screen. It is unlike anything this industry has seen before but defines exactly where interactive television is going. This is a watershed announcement for this industry.”

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3D Angry Birds all over your city :) Augmented Reality revolution or evolution?

By using the app, users will see 4 of the jumping 3D Angry Birds around them, in the live camera picture of their phone -- in the living room, in the office, in the park, etc -- anywhere they are at the moment. The Birds can be touched, so they jump close to the screen and a photo can be made with them to share. And the second yellow bird does something different...

The content available with the free Junaio AR browser, in the channel "Angry Birds T-Pont". Junaio can be downloaded from the Apple App Store and from the Android Market.

ARworks is an Augmented Reality Developer and Creative Agency with offices in Hungary, Romania, Poland and Malaysia.

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Henry Jenkin's USC Transmedia Entertainment Class - using Screen Oz TM Bible?!

Henry Jenkin's USC Transmedia Entertainment Class - using Screen Oz TM Bible?! | Pervasive Entertainment Times | Scoop.it

FINAL PROJECT - FRANCHISE DEVELOPMENT PROJECT: Students will be organized into teams, which for the purpose of this exercise will function as transmedia companies. You should select a media property (a film, television series, comic book, novel, etc.) that you feel has the potential to become a successful transmedia franchise. In most cases, you will be looking for a property that has not yet added media extensions, though you could also look at a property that you feel has been mishandled in the past. You should have identified and agreed on a property no later than Sept. 13th. By the end of the term, your team will be "pitching" this property. The pitch should include a briefing book that describes:

1) the core defining properties of the media property
2) a description of the intended audience(s) and what we know of its potential interests
3) a discussion of the specific plans for each media platform you are going to deploy
4) an overall description for how you will seek to integrate the different media platforms to create a coherent world
5) parallel examples of other properties which have deployed the strategies being described

 

For a potential model for what such a book might look like, see the transmedia bible template from Screen Australia, available here: http://www.screenaustralia.gov.au/filmmaking/digital_resources.aspx. Or visit: http://zenfilms.typepad.com/zen_films/2010/06/transmedia-workflow.html. If you use either as a model, include only those segments of their Bible templates which make sense for your particular property and approach.

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Guillermo del 'Transmedia' Toro is ‘inSANE’ about gaming, comic books & collectibles

Guillermo del 'Transmedia' Toro is ‘inSANE’ about gaming, comic books & collectibles | Pervasive Entertainment Times | Scoop.it

The tools that we are using to tell this story give this sense of freedom to the audience, but in reality we are just giving them a limited number of options that seem unlimited,” said del Toro. “In an oblique way, this game is helping me a lot with becoming very nimble in finding solutions for a more linear medium like film. It’s helping me find solutions in writing screenplays.”

Del Toro said that with inSANE, he wants to take players to a place they have never seen before, where every single action makes them question their own senses of morality and reality.

Del Toro is working on a number of new projects. He co-wrote and produced the new horror film, Don’t Be Afraid of the Dark. It’s a remake of the 1973 TV horror movie that scared the hell out of the director.

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Inanimate Alice enaging transmedia story, Worth a Wow - When Tech Met Ed

Inanimate Alice enaging transmedia story, Worth a Wow - When Tech Met Ed | Pervasive Entertainment Times | Scoop.it

Inanimate Alice Description: Inanimate Alice is an enaging transmedia story written by Kate Pulinger, directed by digital artist Chris Joseph, and produced by Ian Harper. It gets progressively more challenging as Alice gets older in each episode. The reader interacts with Alice as she matures, lives in various cultures, and explores technology with her imaginary digital friend Brad. In episode one she is 8, and in the final episode four she is 14. Suspense propels readers to follow Alice in episodes to China, Italy, Russia, and England. Readers are encouraged to fill in the gaps and create their own stories.

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Authentic in All Caps: a playful transmedia comedy-drama interview

Authentic in All Caps: a playful transmedia comedy-drama interview | Pervasive Entertainment Times | Scoop.it

The project’s website presents the story as a dark investigation between two worlds: “An Underworld gambling philosopher desperately trying to earn a living in the Overworld as an autopsy pathologist takes on a bet to find the meaning of death. Despite help from her part-time Time Traveling Assistant, she finds her investigation upsets fellow Gambling Philosophers, Ticket Inspectors, Artist Assassins and the Quantum Physicists’ Organized Crime Boss. Ultimately, her inability to fit in with either the Overworld or the Underworld makes everyone involved want to kill her.”

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Virtual Locative Surround Shopping with iPads - Zegna inSTORE: via DigiBuzz

Virtual Locative Surround Shopping with iPads - Zegna inSTORE: via DigiBuzz | Pervasive Entertainment Times | Scoop.it

Here is an interesting move from Zegna (an Italian luxury menswear store – not Zenga!), who’ve recently launched an experimental play called Zegna inSTORE, an immersive 3D shopping iPad app that provides a premium, virtual shopping experience.
The app is based around a floating store, rendered in 3D with a somewhat seamless mix of video interludes from various models promoting each garment. You can navigate your way through the store, interacting with content and scrolling through products like say… the tie rack.

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StoryLabs to run Screen Australia Digital Ignition Multi Platform Clinic

StoryLabs to run Screen Australia Digital Ignition Multi Platform Clinic | Pervasive Entertainment Times | Scoop.it

more here http://www.screenaustralia.gov.au/funding/allmedia/digital_ignition_multiplatform_clinic.aspx

Screen Australia is proud to announce the inaugural Digital Ignition Multi-platform Clinic, a five-day workshop to support up to seven teams to develop a multi-platform strategy for an existing project.

With a view to strengthening and advancing Australian digital storytelling culture and its practitioners, this intensive workshop will focus on the deeper potential of multi-platform storytelling. It aims to assist traditional screen storytellers, digital creators and game developers to go beyond basic narrative extensions such as webisodes, Facebook and twitter updates, or brochure-style websites. Participants will develop a ‘story production bible’ enabling them to take a project across relevant platforms with meaningful and sustained interactions for users.

The Digital Ignition Multi-platform Clinic will be run from Monday 21 November to Friday 25 November in rural NSW within 2 hours’ drive of Sydney.

Applications close Friday 30 September 2011.

For guidelines and an application form, visit the Screen Australia website.

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Course Info - Henry Jenkins' Transmedia Ent class at USC & Lance Weiler's Building Storyworlds at Columbia

Course Info - Henry Jenkins' Transmedia Ent class at USC & Lance Weiler's Building Storyworlds at Columbia | Pervasive Entertainment Times | Scoop.it

From Randy Finch -

Professor Henry Jenkins has kindly put the syllabus for his Transmedia Entertainment 1 class online. This USC Cinema School class relies heavily on guest speakers from across the media industry. There are also assigned readings from a variety of sources. Apparently Professor Jenkins has adopted Frank Rose's essential new book, The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories, as the one required physical text. Students also develop transmedia proposals (including Bibles) and pitch to a panel of industry experts.

Lance Weiler has also decided to offer the syllabus for his Columbia University Building Storyworlds class as part of a tumblr (that he hopes will grow to include student assignments and other data). Apparently Lance is also relying on Frank Rose's Art of Immersion book and guest speakers.

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Parallel Platform - BBC trials it's first two screen, TV & Tablet playalong app | Broadcast

Parallel Platform - BBC trials it's first two screen, TV & Tablet playalong app | Broadcast | Pervasive Entertainment Times | Scoop.it
The technology allows viewers to launch a mobile or tablet app that uses the device’s speaker to recognise an audio file that is embedded in the TV broadcast, but which is inaudible to the human ear.

The file syncs the playalong game to the TV show so viewers at home are able to answer the same multiple-choice questions as the contestants, who are bidding to win £100,000 hidden in envelopes.

The closed trial is still in development but the ambition is to roll out the app and related watermarking technology for future series. If successful, the format could also be applied to other pre-recorded or live gameshows.

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Gamasutra: Storytelling in Videogames - Yes, it's possible!

Gamasutra: Storytelling in Videogames - Yes, it's possible! | Pervasive Entertainment Times | Scoop.it

To say that a videogame cannot deliver a storytelling experience like the one you have on movies, radio or TV is simply... a wrong approach. Just as storytelling in radio is not similar to storytelling in TV, why do we always need to have this type of comparisons? Plus, we can never predict how the medium will evolve. If you watch a movie made in the 50's or 60's, you will see that it's fundamentelly different to a film made in the last 10 years. It's not just about pace. The dialogues construction, the action scenes rythm... It's about visual storytelling. Storytelling evolves, and a good storyteller has to adapt to take the best out of each medium. You can't say that only because something failed till now, it will not suceed in the future. That is the same than saying that evolution in games narrative stopped. And that's not true. At all!

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