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Marc-Alexandre Gagnon

Wii U to feature NFC technology - 0 views

  • Nintendo president Satoru Iwata has announced that the Wii U will feature NFC, or Near Field Communication, tech. That means the company’s next-gen console will have the capability to read and scan physical object and incorporate them into the digital world.
  • You’d think Nintendo is slightly losing its focus on what should be a gaming console, but the implementation of such a technology could very well work for games too. Just think Skylanders: Spyro’s Adventure. In addition, it could be a viable way to purchase content off of the newly announced Nintendo Network, by simply having the tablet scan in credit card information, which it will be able to do.
  • The Wii U can “read and write data via noncontact NFC and to expand the new play format in the videogame world,” said Iwata, adding that the technology “will enable various other possibilities such as using it as a means of making micropayments.”
Marc-Alexandre Gagnon

Top 7 Mobile Commerce Trends in 2011 - 0 views

  • 4. Offers, Offers and More Offers With the daily deals craze dying down post-Groupon IPO, mobile offers are springing up. Google Offers, Google's response to Groupon's daily deals, continues to expand and personalize its deals. It recently stepped into the mobile commerce space with an Android app. Amazon entered the daily deals space with Amazon Local. Mobile commerce isn't a part of the story, but with Amazon's hefty investment in Living Social and an infrastructure far more mature than Groupon's, Amazon may be waiting for just the right moment before really making its move. Meanwhile, daily deals superhero Groupon moved further into the location-based mobile commerce space through a partnership with Loopt. Soon after the Loopt announcement, Groupon launched Groupon Now, which inserts real-time, location-based offers into the daily deals game. Such offers are usually only available for a few hours, do not include the typical Groupon tipping point and are meant for impulsive mobile users.
  • 5. Shop Till You Sit: Tablet Commerce Tablets are all the rage this year. A recent study by eMarketer.com predicts that one in three online consumers will use a tablet at least once a month by the year 2014. Appel iPads are positioned to dominate the tablet market until 2015. So what are people doing on their tablets? Shopping, naturally. And thus the boom of tablet commerce. Amazon.com, the top revenue-producing Internet retailer, naturally leads the pack with a strong tablet-optimized site. Couch commerce, the act of sitting on one's couch and shopping from a smartphone and tablet, saw a strong increase this year - especially after Thanksgiving dinner and on Black Friday. Amazon launched its Kindle Fire tablet on September 28. ReadWriteWeb Writer Jon Mitchell calls it a store with a screen, quite literally suggesting that its sole purpose is to be a media consumption device. As the Kindle Fire continues to gain consumer mindshare and more developers flock to the Amazon Appstore (don't call it the App Store, OK?), we expect more tablet commerce growth in this area. Shopping catalogs designed specifically for tablets will add to the tablet commerce experience. Google launched a shopping catalog app for tablets back in August. Google Catalogs, as they're called, are like "window shopping with your iPad and Android tablet." The only potential problem for retailers? Now they won't have catalog readers' home addresses on hand.
  • 6. Location and Local Groundswell: Chicago to Des Moines to Boston and Back Again The partnership between daily deals service Groupon and location check-in Foursquare was a big one. The two got together and made it happen. Or, as the Groupon blog says, "when we think of mobile addiction beyond Now! we think foursquare, and many of you guys do, too." The idea of positioning daily deals on Foursquare as an "addiction" doesn't exactly insure longevity; rather, it signals imminent burnout. But hey, we'll forgive Groupon's marketing team - with Groupon's stock prices slumping, the company is needs to keep looking for new ways to hit up consumers. Dwolla, mobile payments system based in U.S. mobile payments capital Des Moines, Iowa, seeks to completely sidestep credit cards. Unlike its main competitor PayPal, Dwolla does not snag a percentage of the transaction; instead, it asks for a shiny silver quarter, regardless of the transaction amount. LevelUp from Boston-based SCVNGR brings location-based gaming to the daily deals space. The idea is simple: Users will receive better deals the more they use the system. Much like the "unlocking" of Foursquare badges, LevelUp users will unlock new "levels" of awesome deals with particular merchants as they continue buying. Like its competitor Dwolla, SCVNGR recently began building local mobile payments into LevelUp.
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  • 7. Don't Forget The Dongle Dongles refer to a device that is connect to a computer to allow access to wireless or protected software. In the case of mobile commerce, a dongle would be a mobile credit card swiper that attaches to the mobile device. Square, Verisign and Intuit lead the way in dongle innovation. But with Google Wallet and NFCs (near field communications) on the move, do dongles have a future? Square's Card Case digital wallet is a dongle. It lets you pay by saying your name and only your name - if the merchant you visit is in the Square directory. With its dongle reader, Square aims to make mobile payments mainstream. Intuit's recent mobile payments innovation introduce the dongle-to-debit-card. The company wants to make it easier for small- and medium-sized businesses to accept transactions on the go. While Square is the leader in the dongle world, Intuit offers QuickBooks, tax refunds, bank partnerships, health check-ins and other management systems. Dongle providers such as Verifone, Intuit, Erply, ROAMPay, TRUSTe and PayAnywhere will continue to push their products as the space evolves.
  • Conclusion Mobile commerce is at a tipping point. It has not hit a critical, mainstream mass, however. First, the battle of NFCs vs. mobile wallets vs. dongles will need to settle, with one emerging and the others either following and finding their niches, or disappearing completely. Carrier billing will play a crucial role in how consumers start easing into the idea of mobile commerce. The daily deals space will become more focused on mobile, particularly in the ares of personalization and location-based targeting - people who use their phones are glued to them, naturally, and they must start receiving time-sensitive offers at exactly the right moment. Tablet commerce will continue to expand, as more people buy tablets and engage in "couch commerce." Catalogs, tablet-optimized websites and fast conversion rates make this the perfect platform for capturing consumers who already feel devoted to their tablets. In the dongle space, Square will continue to position themselves as the thought leaders, though they will face a fierce competition from Intuit.
Marc-Alexandre Gagnon

Does Facebook hold the future of mobile payments in its hands? - Mobile Commerce Daily - Payments - 0 views

  • With more than 200 million mobile users, Facebook and its currency platform Credits is poised to be the future of how we pay for both virtual and physical goods.
  • Right now there are various different technologies and start-ups actively looking at ways to penetrate the mobile payments market. Each company has taken a different approach, from digital bar codes to near field communication (NFC).
  • Introduced in May of 2009, Facebook Credits was originally designed as a virtual currency to allow people to make purchases within games and non-gaming applications on the Facebook platform.
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  • Much like Apple with iTunes, Facebook takes a 30 percent cut on every dollar spent through the Credits platform.
  • Today users can buy Credits with 15 currencies, including U.S. dollars, Euros, the British Pound and the Venezuelan Bolivar.
  • It is important to first highlight, that for any mobile payments system to work, consumers will need to open some form of application to allow users to connect the phone to complete the payment. 
  • To date, Facebook sees over 200 million unique users accessing the social network through a mobile devices each month.
  • Almost all of the major brands who would adopt mobile payments in the beginning (i.e. Best Buy, Gap, Target) have invested heavily into growing a Facebook presence. It is this ability to connect to users and their social graph through a Facebook payment option that makes Credits and mobile payments an attractive model.
  • From this point, it is Facebook’s network that makes its payment option so attractive. As I scan my phone to finalize my purchase, I am presented with the option to share this purchase with my friends. Selecting yes, opens up an additional discount for my friends and I. From there my friends have the option to use the promotion through Best Buy’s ecommerce page or on location.
  • For now, Facebook prefers to play down talk of its broader ambitions for Credits. The 30 percent tax Facebook imposes on those who accept Credits might be too high to allow for the regular sale physical goods and services.
  • Other big players include PayPal who has more than 81 million active registered accounts and 210 million accounts, in 190 markets and it supported 24 currencies.
  • One factor that is definite is the speed at which small business will adapt mobile transactions.
  • Probably an even bigger player is Apple and its 100 million iTunes users. The iPhone is set to be the main phone to drive mobile payments, even if other phones offer these features. But one thing is for sure: the mobile (social) payments market will be fragmented for the first few years and Facebook is easily in the position to come out victorious.
  • While analysts feel 2011 is the year for mobile payments, there is still uncertainty of how quickly consumers will move their wallet to a digital format or what platform they will use. 
  • Google, with its Google Checkout and Android phones is also set to be a big player. With NFC technology being implemented on all future Google phones, we expect a mobile payment app preloaded on these phones. 
  • Third-party companies such as Bling Nation and Square to name a few win over merchants by cutting the transaction process fee by as much as 50 percent. With consumers swiping their debits cards more so than ever, this is a huge savings for any company.
  • Additionally, the three major U.S wireless carriers, Verizon Wireless, AT&T and T-Mobile partnered with Discover Card to form a mobile payment company called “Isis,” a venture to provide mobile payment carrier billing solution for payments.
  • The closet form of mobile payments in the U.S. that can be utilized nationally is the Starbucks digital gift card. 
  • While this option only applies to Starbucks stores, consumers can now makes purchases by scanning their phones.
  • The biggest challenge, currently keeping mobile payments from going mainstream is technology adoption. 
  • Not only do consumers need to carry a phone that has the correct technology, retailers also need to implement technology that connects with the phone.
  • Other challenges that could cause slow growth are the number of companies attempting to break into the space. 
  • From small start-ups to large tech companies such as Google and Apple, many consumers could be slow to adopt as they wait it out and see which platform becomes widely adopted.
  • To truly accelerate growth, we believe a large company needs to step up and look at the opportunity as a way to break into the $6.2 trillion retail market by covering the costs of technology adoption.
  • One player who is seen to have this ability is Apple. 
  • As the largest tech company in the world, rumors have come up, that Apple will implement NFC technology into the next generation iPhone 5 and with 100 million users already connected through iTunes, giving away the retail technology to scan mobile payments could be a quick way to gain accelerated usage.
  • Though it cannot be applied to all of your purchases, Starbucks seems to be the furthest along, allowing customers to purchase digital gift cards that can be scanned at all Starbuck locations nationwide.
  • To help accelerate growth, implementing a rewards program will draw more consumers to try the new payment platform.  This option to collect and track rewards is one of the key features that have helped Starbucks see quicker adoption.
Dan R.D.

Badgeville looks beyond gamification, launches a behavior platform - Tech News and Analysis [07Nov11] - 0 views

  • Badgeville has been synonymous with gamification, the idea of incorporating game mechanics to motivate employees and consumers to do specific tasks. But the company says it’s not stopping with gamification; it sees a future in shaping behavior through a combination of game mechanics, private social networks and reputation and rank.
  • building off its Social Fabric technology that allows any website to build a social network out of its community using a new behavior graph. The behavior graph helps track a user’s interaction within a social context on any site, application or product.
  • provide corporate clients with a suite of services that can help them apply “behavior management” to their own employees or consumers.
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  • We think there’s a new category called behavior management. Individual things such as analytics, social, gamification, private label social networks. It’s all scratching this issue. We focus on how to turn it all into a platform that allows any type of company, anyone with an audience, to use these techniques for user behavior.
  • The new behavior platform will potentially pit Badgeville against some enterprise social networking tools like Chatter, Yammer and others. But Duggan said it’s also working to integrate with those services so the behavior platform can incorporate actions on these channels into its larger reputation and rank system.
  • The company, which launched a year ago, raised $12 million in July.
Marc-Alexandre Gagnon

Daring Fireball: Apps Are the New Channels [28Oct11] - 0 views

  • Whether Newsstand was Apple’s strategy all along, I don’t know, but I think it might have been. The app is the unit of distribution for newspapers and magazines, not the “issue” or the “article”. This puts more work on the publishers’ shoulders — they need to design, create, and maintain software, not merely publish content — but it gives them more control over the reader experience and more potential for creativity and differentiation.
  • Why not the same thing for TV channels? We’re seeing the beginnings of this, with iPhone and iPad apps like HBO Go, Watch ESPN, and the aforementioned Bloomberg TV+. Letting each TV network do their own app allows them the flexibility that writing software provides. News networks can combine their written and video news into an integrated layout. Networks with contractual obligations to cable operators, like HBO and ESPN, can write code that requires users to log in to verify their status as an eligible subscriber.
  • Why not the same thing for TV sized displays? Imagine watching a baseball game on a TV where ESPN is a smart app, not a dumb channel. When you’re watching a game, you could tell the TV to show you the career statistics for the current batter. You could ask the HBO app which other movies this actress has been in. Point is: it’d be better for both viewers and the networks1 if a TV “channel” were an interactive app rather than a mere single stream of video.
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  • Collect them in a Newsstand-like folder on iPhones and iPads, and make them the “home screen” of a future Apple TV.
  • Better for advertisers, too. Apps allow for fairly exact viewership statistics. There’d be no need for Nielsen-style statistical polling if exact analytics are available.
Marc-Alexandre Gagnon

Is gamification of driving the answer to urban speeding? - 0 views

  • Back in 2008, we got a chance to take a look under the skin of Chevrolet's range-extended hybrid, the Volt. A couple of weeks ago, thanks to the fine people at ShopAutoWeek, I got a chance to spend some time driving one.
  • The thing I was most struck by was the dashboard, which left me wondering if it might just be the key to modifying behavior on the open roads.
  • That's when I started paying attention to the dashboard, which Chevrolet is calling the Driver Information Center.
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  • The screen behind the steering wheel displays your speed and estimated range, and a sort of activity level on the right hand side. It's this widget that has captivated me.
  • It's designed to give you real-time feedback on your driving style.
  • When the car is happy (i.e. being driven efficiently), the ball is green and in the center of the gauge.
  • Stomp on the accelerator, and it rises to the top, changing color to yellow.
  • Brake too hard (so you're bypassing the kinetic energy recovery) and it dives to the bottom, again changing color to yellow.
  • The more time you spend in yellow, the fewer miles you'll go before you have to start burning hydrocarbons. 
  • GM claims you can drive about 35 miles on a full charge, but this is highly dependent on the driver. Depleting the battery won't leave you stuck at the side of the road the way it would in a Tesla or Nissan Leaf—but if you wanted to burn gas, why did you buy a Volt in the first place?
  • Very quickly I found I'd adapted my driving style. Instead of hustling it around as I would another car, I became more relaxed at the wheel, doing my best to keep the ball green and in the middle.
  • If anything, the experience was almost like an playing an early video game, except that I was on the streets of Detroit rather than in front of an Atari console. 
  • And I enjoyed it! It's a really elegant idea from GM, one that very rapidly induced a behavior change from me.
  • Which is quite impressive, as doctors and public health experts from around the world will tell you, modifying peoples' behavior is a lot easier to say than do.
  • (Others have reported similar experiences with less game-oriented gauges like the Prius' MPG readout.)
D'coda Dcoda

Cloud Gaming [5May10] - 0 views

  • Cloud Computing is both an abstract concept which can reffer to every logical grouping of software services provided by one or more companies which may or may not be on the same hardware architectures. ted ar It also stands for the physical architectures involving SOA (services-oriented architecture) systems, server farms and a lot of hardware to provide on demand services 24/24 no matter what may happen. Not matter how one sees it, it’s all about regrouping services and taking responsabilities off from our good old PC or laptop standing on our desk. Not matter how one sees it, it’s all about regrouping services and taking responsabilities off from our good old PC or laptop standing on our desk.  Of course it’s a 2010 buzzword and I am personally seeing some kind of Terminal Server (Mainframes anyone?…) à la sauce New Millenium coupled with web technologies. The thing is… Cloud Computing along with Software Virtualization are really promising.  I put the second one with it because everything is about having almost nothing on the client side. ore.  You just log into the cloud and there you have your account and your services, may they be ga The idea of having every service in the Cloud is to ensure that eveything you need is always available from wherever you are on the planet.  You don’t need your PC or Laptop anymore.  You just log into the cloud and there you have your account and your services, may they be games, movies or any software.  And with the huge Mobile market, you’re about to have any of your services right there in your pocket. Read more at www.gamasutra.com 
D'coda Dcoda

rb.trends» Blog Archive » Location-based gaming - 0 views

  • Mage War Erupts on the Streets of Your Town in Shadow Cities “Shadow Cities allows players around the country to join the struggle between the ancient Animators and techo-magical Architects, two rival academies vying for control of this resurrected power. It’s an alternate reality game on a massively multiplayer scale, dividing communities and bringing them together on familiar battlefields.”
D'coda Dcoda

#newsrw: Keep the audience interested with interactivity [27May11] - 0 views

  • Paul Bradshaw, visiting professor, City University and founder of helpmeinvestigate.com used the principal of toys to give ideas on developing the data story and explained the importance of  “future proofing the information we are gathering”, saying “that’s one of the big commercial imperatives”.
  • Conrad Quilty-Harper, data mapping reporter at the Telegraph, explained how creating maps adds to a story by using the example of a map on bike sharing schemes he created (though did not publish) using “Google Fusion Tables and a bit of javascript”. He recommends Google Maps and says the trailblazer of a news site using Google Fusion tables is the Texas Tribune.
  • My proudest example” was a live interactive Royal Wedding map which “worked brilliantly for three hours”. It showed some of the best tweets and were geolocated on the map. “We’ve got the data and we’re going to analyse it and do something with it in the future,” he said. “It tells you what people in specific locations were thinking”. The Telegraph would like to use the technology in a crisis news story, such as an earthquake or conflict.
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  • One of the Telegraph’s examples Quilty-Harper gave was a map of what the UK would look like if the 2010 election was decided by people voting under the AV. He said the Telegraph is moving away from Flash graphics, which is not supported by the iPad.
  • Alastair Dant, lead interactive technologist at the Guardian, gave a run down of how news websites use interactive content.
  • OWNI considers itself a think tank and as describes what they do as “augmented journalism”.
  • “There’s a lot of under used resource” in the UK when it comes to creating maps, Quilty-Harper explained, saying the US is ahead of the game. He gave a tip that the Met office has an amazing resource of data on weather. Federica Cocco is editor of OWNI.eu and demonstrated the power of bloggers, data journalists, activists and graphic designers working together.
  • He listed the use of photos, slideshows, the interactive timeline, maps, charts and graphics, open-ended systems or “games”, which are interactive and allow users to make choices about what should happen, for example.
  • His view of the future is one of “lots of screens” as people use phones and tablet devices and of HTML5, which provides cross browser compatibility, overcoming the current problem.
  • Dant’s three tips for making interactive content are: 1. Google Fusion Tables 2. Tableau 3. Dipity, which is for timelines.
  • A question on how interactivity affects the audience and visitor numbers resulted in Paul Bradshaw discussing how many interactive maps and graphics go viral.
  • “With interactivity you get engagement”, Bradshaw said, and people spend a lot more time on the page – five times longer in the case of the data store, Bradshaw said.
Dan R.D.

Terracotta warriors brought to life with iPhone app [19Jun11] - 0 views

  • SINGAPORE - With the help of an iPhone app, Singapore's Asian Civilisations Museum (ACM) has brought to life - through augmented reality (AR), location-based gaming and interactive features - its exhibition on the terracotta warriors.Said to be the world's first museum app, it resurrects characters from the story of Li Si, the prime minister and architect of the Qin Dynasty, and his son.The exhibit, which has 100 artefacts from Shaanxi, China, and includes 10 life-sized terracotta figures, spans seven interactive chapters and visitors can engage characters from each chapter in AR and gaming modes when prompted.
Dan R.D.

Tactical Social Games - Relationship Economy [24Jul11] - 0 views

  • People and businesses are spending a lot of time trying to engage people on every social platform in the universe. People put out content “betting” it will attract people to their advertisement, conversation, their offering or in lots of cases their scam.
  • To gain the currency of your conversational bet you must understand how to work them in your favor. The odds of creating conversational currency are based on the “human network” and not the “institutional network“. The difference between the two is creating “human content” vs. “institutional content“. The difference between those two is knowing how to speak in human terms. Human terms are based on an exchange of value received. If your conversations doesn’t create and give value you can “bet” the house will win. A few other things you can bet on.
  • If you try and steal peoples time and trick them into a conversation you can “bet” your not going to “get” any value back.
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  • If you think you have “knowledge to share” and people will pay for it you can bet that you’d don’t have the right knowledge.
  • Social media are games. Make the wrong bet and you loose. The only way to make the right bet is to insure the odds are in your favor.
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