Archive for category Gaming
XBox 360
Posted by Michael Opperman in Gaming, Microsoft on April 4, 2007
I recently purchased an XBox 360. It’s been decades (nearly) since I’d spent much time gaming. Back when Pong burned streaks into a console television and when knocking out Glass Joe was exciting. Of course, I’m impressed with the graphics, game play and audio; but what is intriguing is the promise of the gaming unit itself. The thing is a media center capable of holding and playing music, video, games, etc. Though it’s still an early generation approach, this prospect of seamless interaction with media continues to shine like the holy grail on the horizon.
It’s Not Sexy, But It Works
Posted by Michael Opperman in Advertising, Gaming, Mobile on March 28, 2007
Search and email continue to be dependable bread and butter approaches for marketing dollars. Though mobile and gaming garner press and buzz, adoption is still modest. Read more.
My argument would be appropriateness and context. Many companies are rushing where angels fear to tread – employing tactics in search of a strategy. Not everyone is interested in content on their mobile phone or gaming experiences. But a lot are. And knowledge of consumer behavior is critical before launching anything.
Free? to Casual Gamers
Posted by Michael Opperman in Advertising, Gaming on March 28, 2007
Some companies are using a different model – allowing gamers to play for free, as long as they watch ads.
Women & The Casual Game
Posted by Michael Opperman in Gaming, Gender, Mobile, Phones on February 20, 2007
Women over 25 bought most of the games sold for mobile phones last year. From the Chicago Tribune: “Studies of gender and leisure time show that women have less leisure time, and the time they do have is available in smaller chunks, so casual games, which are playable in chunks of 10 to 15 minutes, fit women’s lifestyle.” There is a largely untapped market.
Castranova or Bust
Posted by Michael Opperman in Ethics, Gaming, Virtual Economies on February 8, 2007
There are colleagues of mine that are likely enervated by my mention of Edward Castranova. The visionary academic explores the current contigencies of virtual economies, as well as predicts what they might mean. In a culture where someone buys a virtual space station for $100,000 with the calculated (and realistic) intention of subdividing it and making $2.4 million, we have to reckon with the cash on the barrel realities of these ‘virtual’ economies.
As Castranova points out, “economics is loosely defined as choice under scarcity.” And the only games that gain traction in the marketplace are those that effectively enforce scarcity and require struggle for success. This issue of scarcity driving value has come up repeatedly in the short history of videogaming. The makers and ‘owners’ Habitat, Ultima Online, Shadowbane, and EverQuest have all had to resolve user hacking/shortcuts/ingenuity that threatened the in-game scarcity that drives game play. With the ever increasing market for virtual goods that pay in real green, there are more concerns about regulation. Is Sarbanes-Oxley about to impact these economies? Will there be lawsuits for insider trading, deliberate inflations/deflations, etc? With millions of dollars at stake, this is not Pong or the now innocent-seeming goal of beating a big monkey.
Bunco
Posted by Michael Opperman in Gaming on January 31, 2007
I first heard about this game several months ago as an interloper on a conversation at a party. A couple of woman were talking in hushed whispers. They were sharing their experiences playing bunco. After a little digging, I discovered that 59 million women have played bunco, with 21 million playing on a regular basis. And 70% are frequent sufferers of heartburn. That’s the kind of insight that marketers love. Apparently, it has to do with what they eat while playing. P & G is targeting these women with a world championship held in Las Vegas, hoping that they will use Prilosec OTC. This story will be a case study in a book soon. Nice work, P&G.
Somorost
Posted by Michael Opperman in Gaming on January 27, 2007
Czech-based Amanita Design has created an engaging browser-based game. A game that has been nominated for the 2007 Independent Game Festival awards for “Best Web Browser Game” and “Excellence in Visual Art.” Take a look. The strange and compelling adventure – helping a white-clad gnome save his dog from kidnapping aliens – is a nice diversion on a Saturday morning while the coffee cools in the mug.