TOC Bologna 2012: When Worlds Collide: The Intersection of Book, Games and Online Communities for Kids
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TOC Bologna 2012: When Worlds Collide: The Intersection of Book, Games and Online Communities for Kids

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The theory, technology and tools behind interactive stories and online communities for kids.

The theory, technology and tools behind interactive stories and online communities for kids.
Speakers: Christian Dorfefer and Eric Hoftun, moderated by Chris Meade

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  • \nSnow Castle has developed a unique solution which answers a desperate to build value in the digital space for the the global publishing and media industry. We use superior technology and methods from video games to make digital interactive stories from analogue sources such as books and film on any platform including iPad and gaming consoles. Behind the project is a team with broad industry and business experience both from the game and publishing industry. Our project has already attracted interest from important players in the publishing and game industry. We have already launched our first product and have several more in the pipeline. We are seeking investors to help us build enough speed to take full advantage of a very exiting window of opportunity.\n\n\n
  • Internationally Acclaimed Norwegian Video Game Developer\nEstablished Oct 2009\nPer Oct 2011: 11 Employees\nClients in Norway, UK and USA, among them publishers and televison networks\nThe last 2: Proof of concept Interactive Stories developed during the last 8 months\nJust launched first major production last week priced higher than any Norwegian comparable content\n\n
  • Blue: The incumbents\nMusic: Apple\nBooks: Amazon\nAnimation: Pixar\n\n
  • Book - the storytelling device. How has it adapted to the modern world of interactivity\nMore specifically: The children’s illustrated book category\nHigh hopes and some great titles, but got burnt on the CD-ROM\nReluctant entry into the 2G of e-books on Kindle and iPad. ($1.3 billion Estimated consumer spending on e-books in 2011 in US)\nDigitizing is the easy part, figuring out how to get paid is the difficult part\nThese 2G solutions hardly brush the surface of the interactive potential of these new platforms\nThe second story - 40 years ago long before the CD-ROM the first videogames appeared\nThey quickly developed into at fast growing industry, pressing the boundaries of interactivity\nRecently software such as Unity 3D has made it possible to make the most amazing games on any platform\nSnow Castle has decided to take these superior gaming tools and move downstream\n\n\n\n\n\n1450 Gutenberg Press\n1970 Video games the Digital interactive natives (40 yrs ago)\n1984 Macintosh\n1995 DVD\n2009 Ipad\n
  • Book - the storytelling device. How has it adapted to the modern world of interactivity\nMore specifically: The children’s illustrated book category\nHigh hopes and some great titles, but got burnt on the CD-ROM\nReluctant entry into the 2G of e-books on Kindle and iPad. ($1.3 billion Estimated consumer spending on e-books in 2011 in US)\nDigitizing is the easy part, figuring out how to get paid is the difficult part\nThese 2G solutions hardly brush the surface of the interactive potential of these new platforms\nThe second story - 40 years ago long before the CD-ROM the first videogames appeared\nThey quickly developed into at fast growing industry, pressing the boundaries of interactivity\nRecently software such as Unity 3D has made it possible to make the most amazing games on any platform\nSnow Castle has decided to take these superior gaming tools and move downstream\n\n\n\n\n\n1450 Gutenberg Press\n1970 Video games the Digital interactive natives (40 yrs ago)\n1984 Macintosh\n1995 DVD\n2009 Ipad\n
  • Book - the storytelling device. How has it adapted to the modern world of interactivity\nMore specifically: The children’s illustrated book category\nHigh hopes and some great titles, but got burnt on the CD-ROM\nReluctant entry into the 2G of e-books on Kindle and iPad. ($1.3 billion Estimated consumer spending on e-books in 2011 in US)\nDigitizing is the easy part, figuring out how to get paid is the difficult part\nThese 2G solutions hardly brush the surface of the interactive potential of these new platforms\nThe second story - 40 years ago long before the CD-ROM the first videogames appeared\nThey quickly developed into at fast growing industry, pressing the boundaries of interactivity\nRecently software such as Unity 3D has made it possible to make the most amazing games on any platform\nSnow Castle has decided to take these superior gaming tools and move downstream\n\n\n\n\n\n1450 Gutenberg Press\n1970 Video games the Digital interactive natives (40 yrs ago)\n1984 Macintosh\n1995 DVD\n2009 Ipad\n
  • Book - the storytelling device. How has it adapted to the modern world of interactivity\nMore specifically: The children’s illustrated book category\nHigh hopes and some great titles, but got burnt on the CD-ROM\nReluctant entry into the 2G of e-books on Kindle and iPad. ($1.3 billion Estimated consumer spending on e-books in 2011 in US)\nDigitizing is the easy part, figuring out how to get paid is the difficult part\nThese 2G solutions hardly brush the surface of the interactive potential of these new platforms\nThe second story - 40 years ago long before the CD-ROM the first videogames appeared\nThey quickly developed into at fast growing industry, pressing the boundaries of interactivity\nRecently software such as Unity 3D has made it possible to make the most amazing games on any platform\nSnow Castle has decided to take these superior gaming tools and move downstream\n\n\n\n\n\n1450 Gutenberg Press\n1970 Video games the Digital interactive natives (40 yrs ago)\n1984 Macintosh\n1995 DVD\n2009 Ipad\n
  • Book - the storytelling device. How has it adapted to the modern world of interactivity\nMore specifically: The children’s illustrated book category\nHigh hopes and some great titles, but got burnt on the CD-ROM\nReluctant entry into the 2G of e-books on Kindle and iPad. ($1.3 billion Estimated consumer spending on e-books in 2011 in US)\nDigitizing is the easy part, figuring out how to get paid is the difficult part\nThese 2G solutions hardly brush the surface of the interactive potential of these new platforms\nThe second story - 40 years ago long before the CD-ROM the first videogames appeared\nThey quickly developed into at fast growing industry, pressing the boundaries of interactivity\nRecently software such as Unity 3D has made it possible to make the most amazing games on any platform\nSnow Castle has decided to take these superior gaming tools and move downstream\n\n\n\n\n\n1450 Gutenberg Press\n1970 Video games the Digital interactive natives (40 yrs ago)\n1984 Macintosh\n1995 DVD\n2009 Ipad\n
  • Book - the storytelling device. How has it adapted to the modern world of interactivity\nMore specifically: The children’s illustrated book category\nHigh hopes and some great titles, but got burnt on the CD-ROM\nReluctant entry into the 2G of e-books on Kindle and iPad. ($1.3 billion Estimated consumer spending on e-books in 2011 in US)\nDigitizing is the easy part, figuring out how to get paid is the difficult part\nThese 2G solutions hardly brush the surface of the interactive potential of these new platforms\nThe second story - 40 years ago long before the CD-ROM the first videogames appeared\nThey quickly developed into at fast growing industry, pressing the boundaries of interactivity\nRecently software such as Unity 3D has made it possible to make the most amazing games on any platform\nSnow Castle has decided to take these superior gaming tools and move downstream\n\n\n\n\n\n1450 Gutenberg Press\n1970 Video games the Digital interactive natives (40 yrs ago)\n1984 Macintosh\n1995 DVD\n2009 Ipad\n
  • Book - the storytelling device. How has it adapted to the modern world of interactivity\nMore specifically: The children’s illustrated book category\nHigh hopes and some great titles, but got burnt on the CD-ROM\nReluctant entry into the 2G of e-books on Kindle and iPad. ($1.3 billion Estimated consumer spending on e-books in 2011 in US)\nDigitizing is the easy part, figuring out how to get paid is the difficult part\nThese 2G solutions hardly brush the surface of the interactive potential of these new platforms\nThe second story - 40 years ago long before the CD-ROM the first videogames appeared\nThey quickly developed into at fast growing industry, pressing the boundaries of interactivity\nRecently software such as Unity 3D has made it possible to make the most amazing games on any platform\nSnow Castle has decided to take these superior gaming tools and move downstream\n\n\n\n\n\n1450 Gutenberg Press\n1970 Video games the Digital interactive natives (40 yrs ago)\n1984 Macintosh\n1995 DVD\n2009 Ipad\n
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  • Moving analogue content over on a digital platform.\n\nMost attractive markets: Children’s books and films\n
  • Keeping the chunks that really matter and introducing game mechanics\n\nWinning: Darwin 1: Basic human instincts\nMastery: Darwin 2: impulse to master new things, knowing that mastery is possible\nFairness: A sense of control of destiny vs. randomness and unfairness of real life\nDynamics: A system of actions & reactions\nSimplification\n\nWinning\nMastery\nFairness\nDynamics\nSimplification\n
  • Adventure games: A fork in the Road\n\nLinearity - open or closed stories\n\nThe Impossibility of open-ended-ness\n\nBig Blue, Soccer\n\n\n\nA Fork in the Tale is a full motion video (FMV) adventure game developed by Advance Reality Interactive and published by Any River Entertainment on February 28, 1997.\nA Fork in the Tale stars the voice of comedian Rob Schneider as a protagonist who finds himself in the land of Eseveron. The player must watch numerous video sequences and click on certain icons at specific times to proceed, all in an effort to figure out what is happening and how to escape. The game draws a heavy influence from Don Bluth's Dragon's Lairgames and features Bay Area actors Dale Morris, Fred Smith, Michael Ronin Orlando, Eric Carlson, Kaliopi Eleni, Jett, Pamela Herron and Jody Mortara among the fifty plus roles. Because of the large number of video sequences, the game was originally released o\n\n\n\n
  • It is all make believe.\n
  • Wired.com:“Hogworld: Gnart’s Adventure is an adventure game app for children aged 4 to 8 years, and it is brilliant. It is effectively an interactive storybook like none we have seen.... It should be in Apple’s Best Apps for 2011 list and big developers of eBooks should take a look and see what they can learn from this story — it is more than touch points. The inter- activity is woven into the plot, making it a real adventure.” \nQuote fra USA Today 29.01.12 (score 4 of 4) “With stunning 3D visuals, a varied soundtrack, great voice acting and interactions that are seamlessly incorporated into the story, kids will be transported into another world. It is one of the most sophisticated yet accessible book apps published so far.” \nQuote fra iHeartThisApp 23.01.12 “This app defines WOW, and Gnart is a showcase for the future of interactive children’s literature” \nNext to no marketing:\n100.000 downloads \nBest Norwegian game of 2011 \nApple “Best of 2011” in Appstore \n# 1 top grossing i Norge \n# 7 på top grossing in book category US\n
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  • Erik Hoftun\nCEO SnowCastle Interactive\n7 yrs in gaming\nCommunications, marketing, design advertising\n\nI love movies\nI love books\nI hate television\nPls dont misunderstand: There will always be room for great movies. \nBrain Scans have shown that in an average TV viewer less of the brain is active than when he sleeps.\nBooks = Movies \nLinear, narrative, storytelling. The reader or viewer is a “Passive” receiver of the author or director’s creation.\n\nMovies more engaging in that it engages more of our senses, but so should TV...\n

TOC Bologna 2012: When Worlds Collide: The Intersection of Book, Games and Online Communities for Kids TOC Bologna 2012: When Worlds Collide: The Intersection of Book, Games and Online Communities for Kids Presentation Transcript

  • Erik Hoftun Co-founder, CEO erik@snowcastle.no
  • Snow CastleProductions
  • Disruptive TechnologiesProduct Performance ✳) Time ✳)Clayton Christensen
  • Disruptive Technologies ✳) Disruptive Technology Performance demanded at the high end of the marketProduct Performance Performance demanded at the lower end of the market Progress due to sustaining technologies Time ✳)Clayton Christensen
  • InteractivityTime
  • InteractivityTime 1G
  • InteractivityTime 1G 2G
  • InteractivityTime 1G ? 2G 3G
  • InteractivityTime 1G ? 2G 3G
  • InteractivityTime 1G ? 2G 3G
  • InteractivityTime 1G ? 2G 3G
  • InteractivityTime 1G ? 2G 3G
  • Entertainment vs.Bandwidth vs
  • Entertainment vs.Bandwidth vs weeks
  • Entertainment vs.Bandwidth vs weeks 1-2 hours
  • Entertainment vs.Bandwidth vs weeks 1-2 hours 36.8MB
  • Entertainment vs.Bandwidth vs weeks 1-2 hours 36.8MB 96.8MB
  • Interactive Storyan application that integrates a linearstory with user interaction, gamemechanics and psychology.
  • What is Gaming?
  • A Fork in the Tale ∞
  • Launched October 2011
  • Game developers arethe digital natives★ With better technology optimized for rich multimedia and interactivity, within constraints oflimited bandwidth and memory★ Who know the psychology and mechanics of motivation and interactive engagement★ And have proven it by building a 100% digital $68 billion world wide business. erik@snowcastle.no