Adslife is a social browser game created by Pietro Polsinelli that aims to blend gameplay with interactions on the real web. Players create ads for real companies they find online and can view winning ads or their agency page on the game's website. The game also facilitates sharing to Twitter to further connect the virtual world with the real one. Polsinelli believes this type of game deserves more attention as a new form of social play that is truly social through its connections beyond just the game environment.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
In this material, I have tried to summarize and provide an overview about the video game industry. By defining the main concepts as classification norms including genres, platforms and rating, then providing an introduction about Production Nature,
Production Team, Supply Chain, Marketing Overview (not completed in this version), Sample Games and Sample Egyptian Cartoons.
In part two, I am elaborating more about the video game production through defining the different production stages.
In part 3, i have tried to conclude part 1 and 2, then summarizing my suggested strategy to develop an international level video game industry in Egypt.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
In this material, I have tried to summarize and provide an overview about the video game industry. By defining the main concepts as classification norms including genres, platforms and rating, then providing an introduction about Production Nature,
Production Team, Supply Chain, Marketing Overview (not completed in this version), Sample Games and Sample Egyptian Cartoons.
In part two, I am elaborating more about the video game production through defining the different production stages.
In part 3, i have tried to conclude part 1 and 2, then summarizing my suggested strategy to develop an international level video game industry in Egypt.
Presentation with NOTES for Games: Creating Connections to Collections at the 2012 American Association of Museums Meeting in Minneapolis.
(Slides without notes: http://www.slideshare.net/georginab/pheon-one-game-two-platforms-mixed-success)
My talk on independent games given at GDC China in Shanghai, October 2009 - also includes a large section given in Australia's Digital Distribution Summit in that same month. Includes information on trends, tips, tactics for success.
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
Slides for the second part of a workshop on applied storytelling, using writing exercises.
First part is here:
http://www.slideshare.net/ppolsinelli/digital-storytelling-part-1-writing-12044990
Used as teaching aid for my course at http://www.mmm.unifi.it/ .
Follow me at @ppolsinelli for more.
Presentation with NOTES for Games: Creating Connections to Collections at the 2012 American Association of Museums Meeting in Minneapolis.
(Slides without notes: http://www.slideshare.net/georginab/pheon-one-game-two-platforms-mixed-success)
My talk on independent games given at GDC China in Shanghai, October 2009 - also includes a large section given in Australia's Digital Distribution Summit in that same month. Includes information on trends, tips, tactics for success.
A quick presentation I put together for "Invest in Games 2011" in Stockholm(Sep 6):
1) Intro to King.com
2) Accidental Gamers & Facebook
3) Mobile & Tablet Gaming
4) Investing in Accidental Gaming
Slides for the second part of a workshop on applied storytelling, using writing exercises.
First part is here:
http://www.slideshare.net/ppolsinelli/digital-storytelling-part-1-writing-12044990
Used as teaching aid for my course at http://www.mmm.unifi.it/ .
Follow me at @ppolsinelli for more.
Slides for a workshop on game design for storytellers. narrative not as core, but as one of the useful components. We explore the game universe, give a short intro to game design, explore the different meaning of narrative in / on / form games, and then try a game design exercise.
Games have exploded on the web and mobile. But brands have missed the big bang moment. What can Brands do to remain relevant in the biggest evolution in Media? That approach is what this ppt attempts to describe!
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
Social game revenue potential, costs, and the keys to being successful in the...Mike Turner
An overview of what the social gaming market is, what revenue games are making in the space, what a social game costs, what the top developers are doing to be successful, and strategies for being successful in the space through proper social game design, good user acquisition strategies, a strong live operation + running you social game as a service, and a few other key tips.
Virtual goods opportunities, challenges and acquisitionsDoug Thompson
When Metanomics first began broadcasting, virtual goods economies were just starting to be taken seriously. Now, the virtual goods industry has moved well beyond Silicon Valley and has the interest of Wall Street. The virtual goods industry has seen rapid growth over the past few years. They have redefined games where subscription-based models have been replaced by free-to-play games that sell virtual goods to a thin sliver of their player base: what are often called the ‘whales’.
Click here for the video
http://www.metanomics.net/show/virtual_goods_opportunities_challenges_and_acquisitions/
Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]Claudio Pires Franco
Based on work / models developed with Dubit, inspired by academic work, presented at the MRS annual children / youth conference.
Cross-media adaptation into digital games
Note: this is the 'screens' version - there's one with screens + notes under 'Documents'.
Everyone's a gamer nowadays.
What's so appealing about games?
Which games are young people playing and why?
And how can stories / characters from other media be successfully adapted into game form?
Note: this is the 'screens+notes' version - there's one just with screens under 'Presentations'.
Everyone's a gamer nowadays.
What's so appealing about games?
Which games are young people playing and why?
And how can stories / characters from other media be successfully adapted into game form?
Pietro Polsinelli discusses a diverse set of applied game projects that he curated, focusing on common mistakes and solutions that are specific to the applied game process, in particular working with field experts that have no experience with games. The talks will consider the (no)estimation, concept, design and production phases/loops, providing tips, modelling and conceptual tools to improve the quality of the process and of the resulting game.
Museums and Learning: An open dialogue through digital transformation.
These are the slides of the presentation by Alice Filipponi and Pietro Polsinelli at the Museum Digital Transformation 2018 conference, https://mdt-conference.com/.
In the context of a #fuckupnight in Florence at Impact HUB, I presented a half serious formula for reconstructing my spectacular crowd funding failure.
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
Working with a no longer minuscule set of customers on applied games of a really wide spectrum of themes I've noticed in the early phases some misunderstanding that recur. In order to help both parties (game designers and field experts) to reach a common ground, I've set the misunderstandings in extreme and simplified form so you may use them as vaccine :-)
The smartphone game People in Love is presented for the first time: the theme: urban design & happines, the problem about smart cities, and then also some game play screens.
Game Design for Product Ideas and UI Design: we consider game design as a tool for design. Not as as an "add on" (= gamification), but a deep analysis tool.
We’ll review and apply videoludic techniques to non strictly ludic contexts, focusing on the many roles storytelling can play in games and outside games.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Accelerate your Kubernetes clusters with Varnish Caching
Creating a new kind of social browser game: Adslife
1. Creating a new kindof social browser game:Adslife By PietroPolsinelli Twitter: @ppolsinelli Blog: http://pietro.open-lab.com E-mail: ppolsinelli@open-lab.com
2. What kind of game is Adslife Adslife is played in the browser, also on the iPad – which means that not even Adobe’s Flash is required. This technical design choice affects play because one of my aims in design was to make the game interplay with the web in novel ways. The idea is to use the web itself not only as an environment where to play, but also as topic within the game. Given that a considerable part of the real world has a counterpart on the web, why not play with it? I did some researches on this topic, and I could not find any game that gave the idea the attention that I believe it deserves – so we built a game around this idea. 2 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
3. What are social games? By social games it seems that most people understand Facebook games, which in turn are more and more becoming synonymous with Zynga’s games (see I Think Facebook is Over for a detailed argument). As it has been pointed out by many, social games in this sense are hardly social, and even hardly games at all. This because Zynga games are played alone, “are single player experiences, played in parallel”; the social structure is just exploited by the game itself to spread, and does not directly influence game play. From a recent interview on Gamasutra: “The big thing about social games that they don't like to tell you, is they're not actually social,” he says. “Games played on social network sites is what we mean by social games ... These games are categorized more by the platform than that they are social themselves. … The way they engage their players is not through interesting gameplay, it's done through extrinsic rewards - basically bribes.” Brandon Sheffield 3 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
4. A different meaning for “social game”? Leaving Zynga Facebook applications to their wealthy existence, can there be a different meaning for “social game”? In Adslife part of the information created and used by players is on the web, and this is an integral part of game play. Players in the game create (fake) ads for (real) companies represented by (real) web sites. This is a first mixing of levels between the game world, where you are playing a creative advertiser from 1973, and the current and real web out there. 4 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
5. Game play and real web Players first search for customers by searching companies on the web – the real web. Chosen a web site they create an ad draft proposal. The ads players create are exposed to others as “counter-biddable”, that is, other players can create new competing ads for the same company. A third player acts as judge deciding who is the winner. The game play flow for bidding ads: 5 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
6. Ads Museum A similar interplay between “inside the story / the world out there” is created in Adslife when romancing with characters and when trying to win the game – but we won’t spoil that part by saying too much. Winning ads are visible on dedicated pages on the web and there is even a museum of user created ads: http://adslifegame.com/m 6 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
7. Players public pages Every player’s advertising agency which exists in game play also has a corresponding public page on the web, e.g. http://adslifegame.com/12 7 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
8. Players company stationery The player’s advertising agency has a kind of intermediate existence in the real world – e.g. you can really print the company’s stationery. 8 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
9. Silvio Fans Club Also the game character “Silvio” has a real web site: http://silvio.adslifegame.com/ 9 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
10. The game’s club The game’s club too: http://club.adslifegame.com/ Players can create ads for these sites too, which leads to further game play / real web out there interactions. 10 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
11. Users’ social network Adslife does not exploit the users’ social network in exchange for more game play – but it does facilitate user’s that want to create a game play narrative on their Twitter account, by having a Twitter button always there and sensitive to both player profile and game state. Each player’s ad company gets a unique tag, and the text of the tweet proposed reflects game state. 11 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
12. Is Adslife a social game? We already tested the game with several players, getting quite some feedback and no one complained yet about the fact that the intermixing of levels leads to a feeling of incoherence – hopefully because it doesn’t. So is Adslife a social game? In a new sense of the expression, probably closer to the meaning of the composing words, it is. Adslife is one of many possible answers to the question “how does the web change the world of games?”. 12 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
13. Classical social games 13 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
14. Adslife different model 14 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
15. Levels of fiction: “I want to be Don Draper” and Adslife 15 Don Draper's Presentation for Kodak: It's not called 'The Wheel.' It's called 'The Carousel.' [Photo by Carin Baer.] The TV series Mad Men is interesting from several point of views – let me point out one in particular which is related to this post. Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
16. Levels of fiction: “I want to be Don Draper” and Adslife 16 Mad Men is a series where the spectator not only lives the story, but is also involved in a an interaction between story, history and reality: this because the ads created in the story are about real products, most of which still exist. So a triangle forms between the spectator’s ideas about ads, the real objects, and the ideas put forward by the advertisers in the movie. This adds interest to the story, where, like in all good stories, rarely something actually happens . This way the spectator’s projection is facilitated and made more involving. Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
17. Levels of fiction: “I want to be Don Draper” and Adslife 17 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife Mad Men’s story gets further depth by another level interplay between characters and historic events of the day they are “living”, like the Cuba missile crisis; here the author (Matthew Weiner) brilliantly brings the events about not just as news, but through the details of the emotions lived by the characters. In Adslife we attempt something similar: the player’s projection onto the character and her/his advertising agency is facilitated by the fact that the player is creating ads for sites that exist out of the game world.
18. What is a browser game? 18 Monday, July 11, 2011 Creating a new kind of social browser game: Adslife Technically, Adslife is entirely built in HTML and JavaScript. Not much of HTML5 is used - what is actually used are CSS3 properties. You can play it also on your iPad’s browser (actually, even on the iPhone, if you have really small fingers). Adslife game story is built using our JavaScript game-story engine, Storymoto, which we released on GitHub under MIT license (open source and free for all).
19. No gamification 19 We didn’t purposely introduce gamification techniques in Adslife. Building a game appeal around variable conditioning could be a symptom that you either have no story to tell, or don’t believe players can get subtleties – but maybe this idea can be falsified. Our idea is that you play Adslife because of game-intrinsic motivators. Not having to install it, it can be played at work, as a short break: a play of a game day can take about 10 minutes , and then the game character will sleep. When the player’s character is sleeping, the player can’t “play”: the character dreams. Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
20. No gamification 20 Even when the character is sleeping, the public web page of the game’ advertising company is visible on the web. If you analyze Adslife from the point of view of somehow using gamification patterns, it actually does, although in its own way: check out this detailed presentation Social Mechanics by Ralph Koster and notice how many of the forty patterns we actually used. Notice also that Adslife is a rare social game built upon opposition! Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
21. The story, environment, characters 21 Adslife has a linear story, along a classical Hero’s Journey. This does not mean that it is perceived as linear by the player (see The Art of Game Design). There are micro-victories along the way (the ads proposed), so that the Hero’s story graph is sort of fractal. The fact that it has a story at all already makes it distinctive in the realm of browser games. This is the schema for the main line of events evolution: Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
22. The story, environment, characters 22 But actually, being a game, the events seen more closely are partially driven by the player, so the structure is actually a foldback story structure: [Ref. for this part images is Text Adventures – The Evolution of an Idea] Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
23. Adslife atmosphere 23 A major effort in Adslife has gone in creating atmosphere through illustrations: Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
24. Adslife architecture 24 There is an a-posteriori draft of reconstruction of the story places’ setting – a kind of a-posteriori architecture: Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
25. A-posteriori architecture 25 Here is an amazing work of a-posteriori architecture by Steven Jacobs on Hitchcock movies – entirely unrelated to this post, but it is a beautiful book. Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
26. Adslife characters 26 Non player characters in Adslife have a distinct personality but very limited “action” – they play a pre-defined part in the linear story. Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
27. Working as barman 27 When we decided to add a micro game to Adslife, we wanted it to be in line with the overall spirit of the game, so we created a game where the player works as a barman – but the cocktails that she / he has to prepare are real cocktails, and she / he must know and put together real ingredients. Things get really hard quite fast: try it! Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
28. Cultural references 28 Adslife is crammed with references, to movies, novels, graphic novels, comics and songs. The first reference people think of is Mad Men, but actually that wasn’t a model in production. Having to pick the main references, we were surely influenced by The Long Goodbye (which, not by chance, is set in 1973 just like Adslife) by Altman (adaptation of Raymond Chandler‘s 1953 novel of the same name) in style. Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
29. Hopper 29 In illustrations we didn’t avoid the obvious reference to Hopper – and are quite happy about it. Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
30. A new road to market 30 Playing Adslife costs about 9$. From Adslife site: Why not a free game? We are a small, self-funded indie game development team. We don’t like in game purchases (“virtual item purchases”) as it can be felt as cheating, they falsify competition fairness. We don’t like ads in games as they lower considerably the quality of user experience – the poetic immersion. So we ask a small amount at the very beginning and that’s it. Explicitly and upfront paying for a browser game is unusual – still, this is an unusual browser game. Monday, July 11, 2011 Creating a new kind of social browser game: Adslife
31. Finale 31 The open web also needs bolder ideas. Whereas Facebook automates sharing and effectively turns it into bland advertising (which rewards broad concept games), open web games need users to want to share them. That means they’re better suited to communities that want to form I Think Facebook is Over [Social Games], by Tadhg Kelly This is a what we are trying with Adslife. We are still working on the definitive trailer, on the game soundtrack, and on stability and cross browser compatibility– but the core of the game is done. So now… you can play. http://adslifegame.com Monday, July 11, 2011 Creating a new kind of social browser game: Adslife