Tag Archives: gaming

Standing on the verge of an epic win: can gaming make the world a better place?

Jane McGonigal‘s recent TED talk is getting a lot of attention, and with good reason, because it’s a radical idea she’s pushing – radical in both senses of the word, in fact.

Here’s the thesis: computer games give us a sense of being able to achieve greatness, of being able to attempt awesome things and of that attempt being worth the effort, in a way we rarely feel in our meatspace lives. Why else would we spend so much time playing them? Just one gamer might spend thousands of hours a year chasing XP, completing quests and levelling up – but what is it that these people getting good at doing, exactly? And can we maybe encourage them to get good at things that can have an effect in the real world as well as in a virtual one?

McGonigal isn’t talking through her hat, either – she’s been working on this stuff for some years now. She was part of the team behind the Superstruct project, which was mentioned here a number of times (and in which peripatetic Futurismic columnist Sven Johnson took part, alongside Jamais Cascio and many other futurist types, professional or otherwise)… and there’s a new one in the works called Urgent Evoke. But let’s hear her tell it in her own words:

The easy angle for criticism is her incredible optimism (which, incidentally, she ascribes to a fundamental aspect of the gamer’s mindset), but given all the doom and gloom around at the moment, it’s a refreshing change. Instead of saying why it won’t work, maybe we should think about how it could?

And here’s a serendipitous supporting story [via SlashDot]: an Australian lecturer altered the structure of his university courses to reflect that of games – experience points, levelling up, and so on – and saw his students respond with far greater enthusiasm as a result. Now he’s suggesting that absorbing similar ideas into the workplace could engage greater engagement among employees from those notoriously (or allegedly, depending on your point of view) feckless Generation Ys and Millennials. What do you think?

The Gaming Fields: crops, copyright and DIY genetic engineering

Sven Johnson reports back from the Future Imperfect once again. This time the IP boot is on the other foot, as a keen gamer casts a copyrighted GM crop in an extremely unfavourable light

Future Imperfect - Sven Johnson

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I suppose I don’t need to ask how many of you have succumbed to the latest “farm game” revival craze. If you’re reading this column you’re almost certainly playing Genetic Seed, the latest in a seemingly never-ending stream of post-aquapocalyptic, real-time strategy MMOs; this one the obvious offspring of such classics as Food Risk and Germplasm II. However, if you’ve somehow remained oblivious and don’t want to google for an explanation, think of it as the cross-pollinated spawn of a scorched-earth Spore and one of those open source gene-splicing applications… only instead of critters, you play God with the plant life. The better your clan’s food, the stronger its fighters, the bouncier the babes, and so on. Continue reading The Gaming Fields: crops, copyright and DIY genetic engineering

The imminent future of contextual advertising

Virtual worlds of all stripes are becoming the next gold-rush frontier for an increasingly beleaguered advertising industry, with lots of research being expended on finding the best way to gets brands in front of the captivated gaze of the average computer gamer.

Trouble is, it’s not quite as simple as cutting a product placement deal and hoping for the best. Ars Technica reports on one research paper that claims the important things to do are to not interrupt the game, and to make sure the brand “fits”:

When ads were placed into Sony’s WipeOut HD they played within the game’s loading screen, and artificially inflated the time it took to get into a game. The ads were quickly pulled, but it’s a powerful object lesson: don’t mess with the game itself. Any company that bought time in such a slot could easily do damage to their brand instead of spreading awareness.

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The most important aspect of ads that follow the rules of fitting into the game world and not interrupting the flow is placement, which the study calls the “key element,” explaining “why some advertisements do not get much attention or are not remembered, even though they are constantly present in the field of view.” Brand awareness does not matter, it was found, so even a popular brand can’t overcome poor placement.

There is always a risk when advertising within a game. “If the advertising is presented at the wrong time or place, it just does not catch the player’s attention in the best case. In the worst case the player might even develop a disliking for the advertised brand,” the study showed. Of course, to find the optimal placement found in the study, you’ll have to buy the results, which will run you €800.

Meanwhile, The Guardian mentions another report which suggests (rather shakily, from the look of it) that brand recall is enhanced by violent game content:

The team based at the University of Luxembourg created a simple driving game named AdRacer in which players needed to drive over targets to gain points, while adverts were displayed unobtrusively on roadside billboards. In one version of the game, the targets were just symbols, in another, players had to run over pedestrians to increase their scores. Apparently, “Those who played a violent version of the game […] demonstrated significantly better recall of advertised brands than those who played the regular version.”

The problem is, although the violence seems to trigger something in the mechanism of human memory – it’s not always good news for the advertiser; the connotations can be rather destructive, negatively impacting the gamer’s opinion of the brand.

Why mention the crude commercial nastiness of marketing on a near-future science fiction blog? Well, even I can think up a passable plot for a story from the above two articles, for a start…

But we’ve also been talking about augmented reality a fair bit of late, and the metaverse is a perennial here as well – and both of those conceptual spaces can – and will – be colonised by marketing in exactly the same way that the physical surfaces of the “real” world already have been.

Forewarned is forearmed, as the saying goes… and as Jan Chipchase points out, if you already find regular ads to be ugly, annoying and intrusive – be they on the internet or on a wall – the future of contextual advertising isn’t going to be pretty at all.