This dual presentation will explore common play elements in location-based games. We’ll analyze the popular "Check-In" mechanic (used by products like FourSquare and GoWalla), and take a look at the business and social forces that have influenced its emergence as the popular geo game model.
The presentation will compare current location-based products, charting their strengths and weaknesses to identify where we believe large areas of opportunity exist in the market.
We'll evaluate the challenges and untapped opportunities of Geo Games from the technological and design perspectives of the two presenters. We’ll outline how the limitations in location technology can be an elegant part of the game design itself, and how new innovations will help to create richer and more immersive parallel worlds.
We’ll describe why we think its time to move beyond "social" Check-In systems, to “true games” that engage, challenge, and stimulate players.
The expectation of transparency is creating demand for government agencies to develop new ways to communicate complex data and trends to the public in easy-to-access and easy-to-understand formats.
Some agencies are turning to Google Maps and KML data to visualize raw information online and on mobile devices. Delivering data in more easily understandable formats not only boosts trust and confidence between government agencies and their publics, but also streamlines workloads among Data, Web, Editorial, and Customer Service teams.
The Texas Comptroller is the state’s chief revenue officer, tax collector, and treasurer. The agency uses public-facing maps to communicate data and economic trends across the state, editorial coverage, and to promote initiatives such as its Unclaimed Property initiative, which works to reunite taxpayers with about $2 billion in unclaimed money and property.
This discussion will focus on how agencies and other organizations can use free or inexpensive tools to deliver data to the public in both traditional online formats and mobile platforms, and how workflows can be arranged so that data visualization can be managed and administered by non-technical staff. We will also discuss how maps can be used internally to enhance strategic efforts.
Join two New York Times reporters as they discuss the role of Facebook, YouTube, Twitter, mobile, and citizen journalists during the popular uprisings that have swept through North Africa and the Middle East. What worked? What are some of the opportunities and potential pitfalls moving forward for human rights activists using social media tools?
With the rise of DIY gamebuilding engines the cost of game production now makes it possible for nonprofits, political campaigns and other public organizations to create a game overnight. Trends in social gaming for the social sector include persistent communities for causes, dynamic solution-based crowdsourcing challenges and transmedia campaigns that fit well with video and web planning for large or small groups.
Are you trying to live video with virtual worlds for your upcoming fundraising event? Need to create a quick game, campaign or experience for your constituents but daunted by the task? Selling virtual goods to raise money for a crisis cause?
Explore mixed reality production, streaming embeds, twitter and comment community integration, game creation on the fly, collaborative processes for production. Figure out how to get your teams building together in 3D worlds, video mixes, challenges and design jams. Play your passion and make it fun for new people to engage with you!
What do Gillette’s Venus, Disney’s Alice in Wonderland and Skittles have in common? They have all successfully used virtual worlds and game play mechanics to engage players online. Social games, in particular, continue to be a growing form of entertainment, reaching nearly one out of every two Internet users and offering a unique platform for marketers to reach a specific target audience. However, social games always face the challenge of engaging players in a meaningful way without annoying them or detracting from the online experience. This session shares case studies from leading companies and discusses practical ways that brands have turned to social gaming to develop immersive campaigns that actually engage users and keep within a game’s narrative – and the serious risks of doing it wrong.
by Nuno Correia and Mónica Mendes
Can repurposed surveillance technology bring people together to protect their forests? Combining physical and virtual worlds, Real-Time Video Interactive Systems for Sustainability (RTiVISS) offer participants a way to remotely monitor natural environments for forest protection.
Collaboratively developed by artists, activists and technologists, these new systems strengthen environmental awareness through "the emotion of real-time". This presentation will showcase the design and technology of specific RTiVISS instances such as "Play with Fire", "B-wind!", and "Hug@ree". It will also be a case study of what happens when tinkerers, open-source coders, and new media artists work together for a better world.
11th–15th March 2011