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Bryan Alexander

Study of mobile gamers - 1 views

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    Women more into mobile games than men.
Bryan Alexander

Portland gov sim - 1 views

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    IBM Press Room - To better understand the dynamic behavior of cities, the City of Portland and IBM (NYSE: IBM) have collaborated to develop an interactive model of the relationships that exist among the city's core systems, including the economy, housing, education, public safety, transportation, healthcare/wellness, government services and utilities.
Rebecca Davis

Imagine Cup Finalists Make Video Games and Software to Solve World's Woes - Wired Campu... - 1 views

  • In the game-design category, a team from Central Piedmont Community College and the University of North Carolina won with a game that involves a series of quest challenges. The main character is a child in a developing country who must go through obstacles to meet a need, such as finding clean water. The name of the game, "Sixth," refers to the one-sixth of the population in developing countries that live in slums.
Ed Webb

Google Develops a Facebook Rival - WSJ.com - 1 views

  • A Facebook spokesman said the company wouldn't speculate about Google's initiative but said the company expected new social-networking efforts by others and "looks forward to seeing what others have to offer."
    • Ed Webb
       
      Translation: "bring it!"
    • Bryan Alexander
       
      Indeed. I note that Google is seeking gaming assistance in this quest.
  • Many users now rely on their friends on Facebook—not just Google—to discover content and products they can purchase on the Internet. And much of the content generated by users on Facebook is generally kept out of view of Google's search engine.
  • In an interview this week, Google Chief Executive Eric Schmidt declined to confirm the development of a social-networking service that would incorporate social games, rumored to be called "Google Me." When asked if Google's service might resemble Facebook's, Mr. Schmidt said "the world doesn't need a copy of the same thing."
  • ...2 more annotations...
  • For social-game developers, a successful Google offering would mean they wouldn't be so heavily dependent on Facebook, where the vast majority of users access the games. Consumers' appetite for social games is booming— Zynga's "Farmville" game has more than 60 million active monthly users—and that is attracting bigger players looking to tap new sources of growth. On Tuesday, Walt Disney Co. acquired Playdom for $563.2 million plus up to $200 million more if performance targets are reached. And retailer GameStop Corp. agreed to buy online game distributor Kongregate Inc. for an undisclosed amount.
  • Game developers pay Facebook 30% of the earnings from virtual-good purchases in their games. Google already has an online payment mechanism called Checkout that, in theory, it could use to collect payments for social games on its platform.
Bryan Alexander

Great Gatsby game - 1 views

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    Point and click adventure, apparently.
Ed Webb

Digital: Facebook, YouTube, Gaming Time Spent Grows - Advertising Age - Digital - 1 views

  • according to research by Nielsen Co. The time spent on social media accessed from PCs rose from 15.8% in June 2009 to 22.7% in June 2010, according to Nielsen, while online gaming gained more modestly to 10.2% of online time from 9.3% a year earlier. But that was enough to push gaming past e-mail, which fell to 8.3% of online time spent at the PC from 10.5% a year earlier.
  • separating social-media time from gaming time has become tougher, given that a growing portion of online gaming takes place via Facebook applications such as Zynga's Farmville, Nielsen analyst Dave Martin acknowledged.
  • . The shift of e-mail use from PCs to mobile devices accounts for some of the decline of time spent on e-mail at PCs
  • ...2 more annotations...
  • online video time still only averaged an hour and 15 minutes per person per month, an amount of time many people spend with traditional TV on the morning of the first day of the month
  • Instant messaging also lost share of time at the PC, Mr. Martin said, which was likely a result of increased use of mobile texting in part.
Victoria Pullen

3G Summit in Chicago - 1 views

I recently attended the 3G Summit (The Future of Girls, Gaming and Gender) at Columbia College Chicago. The presenters were: --Mary Flanagan, Professor of Digital Humanities at Dartmouth College --...

gaming education gender 3GSummit

started by Victoria Pullen on 17 Aug 10 no follow-up yet
Victoria Pullen

TAKE ACTION games - 1 views

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    Susana Ruiz's game design studio for "casual games for change": Darfur is Dying (genocide), Finding Zoe (gender stereotypes and abusive relationships), and In the Balance, a documentary game about the justice system in the US that uses animation and documentary footage of real prisoners. 
Victoria Pullen

Tiltfactor Labs - 1 views

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    Mary Flanagan's digital games lab at Dartmouth College. 
Victoria Pullen

tiltfactor » LAYOFF - 1 views

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    "LAYOFF uses a simple casual game paradigm to comment on the current state of the US financial crisis. Both friends and strangers face tough times in an unstable economy. Part dark humor, mostly grim portent, in the game players play from the side of management needing to cut jobs, and match types of workers in groups in order to lay the workers off and increase workforce efficiency."
Bryan Alexander

A Quaker plays first-person shooters - 1 views

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    Audio with novelist Nicholson Baker, who describes learning about computer games and respecting their art. Check out which title he thinks is most novelistic. There's also a full article, but not online yet.
Ed Webb

56 Million Americans Are Playing Social Games [STATS] - 1 views

  • A new study from market research firm NPD Group shows that one out of every five Americans over the age of six has played an online social game at least once
  • Social games can help create a new revenue stream, one that solely relies on end users opening their wallets to third-party applications. Virtual goods and currencies are a huge part of the social gaming market, and they turn a casual user experience into big business for the startups, developers and platforms that offer them.
  • 10% of respondents had spent money playing social games and 11% said they planned to do so in the future
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  • the social gaming crowd tends to be older and female; around 53% of players are women
Bryan Alexander

"Building a Collaborative Online Literary Experience" - 1 views

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    University of Richmond's virtual Poe project.
Bryan Alexander

Virtual Patients - 1 views

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    European project, building on years of medical teaching practice.
Todd Bryant

ilomilo: Southend's gorgeous storybook platformer for Xbox Live - Boing Boing - 1 views

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    XBox 360 game, visual
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    Wish we had an Xbox
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    I'm seriously thinking of buying an xbox, ps3, and wii for our department: there are several titles for each that would be useful to demo for students or even construct an exercise, project, or assignment or two around. I'll just have to figure out things like where we'll put them, which titles we'll buy, and whether they'll be in a lab where students can get access or just available to faculty.
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