10 minute presentation for an AMA Digital Marketing webinar series - I was asked for focus on gaming, and with my limited time, I chose to dispel a few commonly held misbeliefs about gaming and virtual worlds.
The document discusses 5 creative insights: 1) putting consumers at the center of the story through transparency and truth telling, 2) embracing mobile and virtual reality to reinvent formats, 3) aligning brand purpose with essence to earn trust through honesty, 4) using powerful data insights to inform creative work by humanizing data, and 5) scaling effectiveness through digital distribution and viewing people as media. The overarching theme is creating meaningful experiences for people that are also effective for business.
The document discusses gamification and its use in social media. It is presented by Keizng, co-founder of Gametize. Keizng explains that gamification involves adding elements of fun, engagement, and game design to activities. It should also have a social element. Gamification can bridge the gap between marketers and consumers by amplifying rewards, encouraging fun interactions, and getting people to have fun with friends. While gamification will not replace social media, it can redefine social media outreach.
SquareCube is a group of highly motivated individuals dedicated to bringing creativity to client work. They aim to push brands to the top of competition through integrated 360 campaigns and tailored services. The document outlines their objectives, values of loyalty, perfection, innovation and passion. It introduces the leadership team and departments. It also provides examples of marketing campaigns and activations for clients, and highlights the company's website, social media presence and contact details.
1. The document discusses the history and development of girl games over the past 15 years, from the release of Barbie Fashion Designer in 1996 to more recent trends.
2. It notes key milestones like the rise of mobile and internet in the late 1990s, the popularity of The Sims in 2000, and the success of the Nintendo Wii in 2006 in attracting more female players.
3. More recently, the distinction between "girl games" has blurred as games have diversified into social, casual, and mobile formats played by both genders.
GAMIFICATION IN A DIGITAL WORLD | ISTANBULJasmin Karatas
GAMIFICATION IN A DIGITAL WORLD was held at the Digital Age Summit in Istanbul on the 3rd May 2017. And deals with us as human beings, digital transformation, and our motivation.
Gaming to the Throne: Using Games to Engage TouristsElizabeth Lawley
The document discusses games and gamification in the context of tourism. It provides examples of games that have been used to encourage tourism exploration, such as a scavenger hunt game in Rochester using text messaging clues. The document also discusses an augmented reality game called Ingress that gets players to explore cities by claiming portals located around the world. It notes that games can make destinations more interesting for tourists and get them exploring parts of cities off the beaten path.
Hero Generations: Truth in Game Design Applied - Scott BrodieScott Brodie
A talk given at the Meaningful Play Conference at MSU. I discussed how I built my recently kickstarted indie Game Hero Generations from a baseline of universal truths pulled from my life experience.
The document discusses 5 creative insights: 1) putting consumers at the center of the story through transparency and truth telling, 2) embracing mobile and virtual reality to reinvent formats, 3) aligning brand purpose with essence to earn trust through honesty, 4) using powerful data insights to inform creative work by humanizing data, and 5) scaling effectiveness through digital distribution and viewing people as media. The overarching theme is creating meaningful experiences for people that are also effective for business.
The document discusses gamification and its use in social media. It is presented by Keizng, co-founder of Gametize. Keizng explains that gamification involves adding elements of fun, engagement, and game design to activities. It should also have a social element. Gamification can bridge the gap between marketers and consumers by amplifying rewards, encouraging fun interactions, and getting people to have fun with friends. While gamification will not replace social media, it can redefine social media outreach.
SquareCube is a group of highly motivated individuals dedicated to bringing creativity to client work. They aim to push brands to the top of competition through integrated 360 campaigns and tailored services. The document outlines their objectives, values of loyalty, perfection, innovation and passion. It introduces the leadership team and departments. It also provides examples of marketing campaigns and activations for clients, and highlights the company's website, social media presence and contact details.
1. The document discusses the history and development of girl games over the past 15 years, from the release of Barbie Fashion Designer in 1996 to more recent trends.
2. It notes key milestones like the rise of mobile and internet in the late 1990s, the popularity of The Sims in 2000, and the success of the Nintendo Wii in 2006 in attracting more female players.
3. More recently, the distinction between "girl games" has blurred as games have diversified into social, casual, and mobile formats played by both genders.
GAMIFICATION IN A DIGITAL WORLD | ISTANBULJasmin Karatas
GAMIFICATION IN A DIGITAL WORLD was held at the Digital Age Summit in Istanbul on the 3rd May 2017. And deals with us as human beings, digital transformation, and our motivation.
Gaming to the Throne: Using Games to Engage TouristsElizabeth Lawley
The document discusses games and gamification in the context of tourism. It provides examples of games that have been used to encourage tourism exploration, such as a scavenger hunt game in Rochester using text messaging clues. The document also discusses an augmented reality game called Ingress that gets players to explore cities by claiming portals located around the world. It notes that games can make destinations more interesting for tourists and get them exploring parts of cities off the beaten path.
Hero Generations: Truth in Game Design Applied - Scott BrodieScott Brodie
A talk given at the Meaningful Play Conference at MSU. I discussed how I built my recently kickstarted indie Game Hero Generations from a baseline of universal truths pulled from my life experience.
This document summarizes 10 common myths about social games. Some of the myths addressed include that social games are new (they have social elements but games have always been social), that social gamers are casual (many social gamers are hardcore players), and that the opportunity in social games has passed (the market is still young with many opportunities left to explore). The document provides counter arguments for each myth and examples to support the points made.
GAMIFICATION IN A BOX | Workshop | IstanbulJasmin Karatas
GAMIFICATION IN A BOX was held at the Digital Age Summit in Istanbul on the 3rd May 2017. It is a workshop format, which combines Design Thinking and Gamification in a practical method, which the participants will experiment while the workshop. The key is cards which are designed by myself.
This document discusses different forms of storytelling in games, including The Wolf Among Us and The Elder Scrolls V: Skyrim. It analyzes how these games use techniques like the hero's journey approach and episodic content to tell their stories. The document also covers wider industry trends in storytelling, such as the use of downloadable content and open world settings.
Facebook launched its location-based service called "Places" which allows users to share their location and tag friends at the same location. Users can opt-out of the service if they want. Dove came up with a creative marketing campaign for their body lotion by writing messages on hotel room mirrors that would appear when the mirrors steamed up after guests showered. A Gillette ad featuring Roger Federer received over 5 million views in 5 days through viral marketing on YouTube. Sony created a Facebook game called "Media Monster Wars" where users could build a monster using content on their Facebook profile and battle their friends or Justin Timberlake. Barclays Bank created a Facebook game targeted at youth to promote their brand which was played
Summary about transmedia storytelling for young marketers on Duhova kulicka (part of 55. Zlin International Movie Festival). Future of new ways of content marketing is now.
Alternate Reality Games at Geekup Leeds, June 2008chippy
Alternate Reality Games (ARGs) are collaborative online games that use multimedia elements to tell a transmedia story in real-time. Players interact directly with characters by solving puzzles, completing challenges and working together as a community across multiple media like websites, emails, phone calls and real world events. While some ARGs are for commercial purposes or promotion, many are free grassroots games created for entertainment.
You're the Star of the Story: Adventure Games in Virtual RealityAnastasia Salter
This document discusses adventure games and walking simulators, and their potential in virtual reality. It notes that adventure games are narrative and character-driven, without violence or resource management. Walking simulators focus on exploration and discovery through a leisurely pace. Challenges in VR include the interface, identity issues from embodying an avatar, and potential disembodiment. A case study discusses translating the TV show Rick and Morty into a VR adventure. Overall, the document analyzes the storytelling potential of adventure-style games in VR, but notes technical and narrative hurdles that must be addressed to fully realize this potential.
What’s wrong with the traditional approach to requirements definition and how a more proactive, collaborative, prototype and visualization driven approach generates better results.
The document is a blueprint from President Obama outlining his plan to build an American economy that lasts. It proposes policies to create manufacturing jobs in America, train skilled workers, develop energy resources, and ensure fairness. Specific policies include eliminating tax deductions for outsourcing and creating credits for insourcing, lowering taxes for manufacturers, reforming corporate tax codes, strengthening trade enforcement, and investing half the savings from ending wars into rebuilding infrastructure to create jobs. The plan aims to strengthen the middle class and reward those who work hard through a fair set of economic rules.
Webinar: Structural Collaboration with ConsumersInSites on Stage
Smartees Webinar on Structural Collaboration with Consumers. Presentation by Niels Schillewaert and Filip De Boeck, hosted by InSites Consulting on October 18, 2012.
SOFIA's Outreach Programs Partnerships on Earth and in the SkyNASA Dryden
Over-arching Goals of SOFIA's outreach programs:
– Enhance Science, Technology, Engineering, and Math education in communities
across the U.S. and Germany
– Support NASA and the DLR’s goals of inspiring the next generation of explorers.
– Contribute to general public understanding of the value of scientific research.
– Foster international visibility of the SOFIA program’s achievements and discoveries.
Filmmaking School-Make Movie in 180 Days-Become Film Director/Producer This W...Jonas Lee
http://makemoviesfast.com
From getting story to screen in public venue in 6 months. Newbies welcome. Watch video about details. Worldwide Teleseminar - use computer or phone.
Steve Rice Los Gatos: Financial Tips For Recent College GraduatesSteve Rice Los Gatos
The document provides financial tips for recent college graduates, including: don't be ashamed to continue living at home to save money; start a budget to track spending and allocate funds; assess student loan debt and refinance if needed; continue frugal habits from college to start saving; and begin saving for the future.
4 Things More Important than your resume by gil ledermanDr. Gil Lederman
Three key aspects are more important than your resume when job searching: how you communicate both verbally and in writing, demonstrating knowledge of the company and position, and establishing your value and ability to negotiate salary. Your resume is important but other factors like choosing words carefully, asking insightful questions in interviews, understanding the company's needs and why they are hiring, and being able to discuss accomplishments and overcoming challenges will more significantly impact whether you get the job.
Farm city forum session 1 - novella carpenterFarm City
On 09.25.2010, Novella Carpenter made a presentation "One Woman's Descent Into Urban Farming Madness" describing the elements that she drew upon to write her acclaimed memoir, Farm City: The Education of An Urban Farmer.
What can Enterprise Architecture learn from Systems Thinking?Richard Veryard
Enterprise Architecture (EA) and Systems Thinking (ST) share some common goals and frustrations but also have some differences. Both aim to tackle complex problems in large organizations, but EA focuses more on developing technical solutions while ST emphasizes understanding complex systems. They face similar challenges engaging stakeholders and working at the proper level of an organization. However, ST is more skeptical of proposed changes working as intended while EA is more visionary. There are opportunities for collaboration, as EA excels at large teamwork while ST provides different perspectives to consider multiple scales.
Mobile platforms are increasingly dominated by ecosystems centered around app stores. As smartphones go mainstream, iOS and Android have established themselves as the leaders due to their large app store catalogs that attract developers and users. Their network effects have made them magnets for financial investment, while mounting costs challenge other platforms to keep up in acquiring developers and users.
The document discusses trends observed from a Google community discussing mobile trends. Six key trends emerged from the discussion. Trend B was about multiscreen lives. The trend observed that smartphones have become an integral part of the television experience and are vital for seamlessly accessing content and media across multiple devices. Community members discussed using their smartphones and tablets together with TVs to enhance their viewing experience, such as looking up information about shows, sharing content with friends, and using second screens to keep themselves entertained during commercials.
Sponsorship of technological platforms as niche construction: Sun Java casePavel Luksha
Pavel Luksha. Presentation at European Association of Evolutionary Political Economists meeting. Case of Sun Java sponsored technological platform revisited with the concept of niche construction
This document discusses transformative foresight and its role in transitioning complex socio-technical systems. It uses examples from the building of Chartres Cathedral and the ATLAS experiment at CERN to illustrate principles of managing uncertainty and enabling breakthrough innovation without a master plan. Both cases involved decentralized collaboration, ongoing learning and experimentation, and cultivating optionality. The document argues this approach can inform long-term challenges like Germany's "Energiewende" transition to renewable energy. Foresight can help articulate shared goals, support strategic exploration, and cement partnerships in transition governance.
Abraham Lincoln (1809–1865). "Nicolay Copy," Gettysburg Address, 1863. Page 1 and 2. Holograph manuscript. Manuscript Division, Library of Congress. Gift of Hay family, 1916 (2.5). Courtesy of the National Archives and Library of Congress.
This document summarizes 10 common myths about social games. Some of the myths addressed include that social games are new (they have social elements but games have always been social), that social gamers are casual (many social gamers are hardcore players), and that the opportunity in social games has passed (the market is still young with many opportunities left to explore). The document provides counter arguments for each myth and examples to support the points made.
GAMIFICATION IN A BOX | Workshop | IstanbulJasmin Karatas
GAMIFICATION IN A BOX was held at the Digital Age Summit in Istanbul on the 3rd May 2017. It is a workshop format, which combines Design Thinking and Gamification in a practical method, which the participants will experiment while the workshop. The key is cards which are designed by myself.
This document discusses different forms of storytelling in games, including The Wolf Among Us and The Elder Scrolls V: Skyrim. It analyzes how these games use techniques like the hero's journey approach and episodic content to tell their stories. The document also covers wider industry trends in storytelling, such as the use of downloadable content and open world settings.
Facebook launched its location-based service called "Places" which allows users to share their location and tag friends at the same location. Users can opt-out of the service if they want. Dove came up with a creative marketing campaign for their body lotion by writing messages on hotel room mirrors that would appear when the mirrors steamed up after guests showered. A Gillette ad featuring Roger Federer received over 5 million views in 5 days through viral marketing on YouTube. Sony created a Facebook game called "Media Monster Wars" where users could build a monster using content on their Facebook profile and battle their friends or Justin Timberlake. Barclays Bank created a Facebook game targeted at youth to promote their brand which was played
Summary about transmedia storytelling for young marketers on Duhova kulicka (part of 55. Zlin International Movie Festival). Future of new ways of content marketing is now.
Alternate Reality Games at Geekup Leeds, June 2008chippy
Alternate Reality Games (ARGs) are collaborative online games that use multimedia elements to tell a transmedia story in real-time. Players interact directly with characters by solving puzzles, completing challenges and working together as a community across multiple media like websites, emails, phone calls and real world events. While some ARGs are for commercial purposes or promotion, many are free grassroots games created for entertainment.
You're the Star of the Story: Adventure Games in Virtual RealityAnastasia Salter
This document discusses adventure games and walking simulators, and their potential in virtual reality. It notes that adventure games are narrative and character-driven, without violence or resource management. Walking simulators focus on exploration and discovery through a leisurely pace. Challenges in VR include the interface, identity issues from embodying an avatar, and potential disembodiment. A case study discusses translating the TV show Rick and Morty into a VR adventure. Overall, the document analyzes the storytelling potential of adventure-style games in VR, but notes technical and narrative hurdles that must be addressed to fully realize this potential.
What’s wrong with the traditional approach to requirements definition and how a more proactive, collaborative, prototype and visualization driven approach generates better results.
The document is a blueprint from President Obama outlining his plan to build an American economy that lasts. It proposes policies to create manufacturing jobs in America, train skilled workers, develop energy resources, and ensure fairness. Specific policies include eliminating tax deductions for outsourcing and creating credits for insourcing, lowering taxes for manufacturers, reforming corporate tax codes, strengthening trade enforcement, and investing half the savings from ending wars into rebuilding infrastructure to create jobs. The plan aims to strengthen the middle class and reward those who work hard through a fair set of economic rules.
Webinar: Structural Collaboration with ConsumersInSites on Stage
Smartees Webinar on Structural Collaboration with Consumers. Presentation by Niels Schillewaert and Filip De Boeck, hosted by InSites Consulting on October 18, 2012.
SOFIA's Outreach Programs Partnerships on Earth and in the SkyNASA Dryden
Over-arching Goals of SOFIA's outreach programs:
– Enhance Science, Technology, Engineering, and Math education in communities
across the U.S. and Germany
– Support NASA and the DLR’s goals of inspiring the next generation of explorers.
– Contribute to general public understanding of the value of scientific research.
– Foster international visibility of the SOFIA program’s achievements and discoveries.
Filmmaking School-Make Movie in 180 Days-Become Film Director/Producer This W...Jonas Lee
http://makemoviesfast.com
From getting story to screen in public venue in 6 months. Newbies welcome. Watch video about details. Worldwide Teleseminar - use computer or phone.
Steve Rice Los Gatos: Financial Tips For Recent College GraduatesSteve Rice Los Gatos
The document provides financial tips for recent college graduates, including: don't be ashamed to continue living at home to save money; start a budget to track spending and allocate funds; assess student loan debt and refinance if needed; continue frugal habits from college to start saving; and begin saving for the future.
4 Things More Important than your resume by gil ledermanDr. Gil Lederman
Three key aspects are more important than your resume when job searching: how you communicate both verbally and in writing, demonstrating knowledge of the company and position, and establishing your value and ability to negotiate salary. Your resume is important but other factors like choosing words carefully, asking insightful questions in interviews, understanding the company's needs and why they are hiring, and being able to discuss accomplishments and overcoming challenges will more significantly impact whether you get the job.
Farm city forum session 1 - novella carpenterFarm City
On 09.25.2010, Novella Carpenter made a presentation "One Woman's Descent Into Urban Farming Madness" describing the elements that she drew upon to write her acclaimed memoir, Farm City: The Education of An Urban Farmer.
What can Enterprise Architecture learn from Systems Thinking?Richard Veryard
Enterprise Architecture (EA) and Systems Thinking (ST) share some common goals and frustrations but also have some differences. Both aim to tackle complex problems in large organizations, but EA focuses more on developing technical solutions while ST emphasizes understanding complex systems. They face similar challenges engaging stakeholders and working at the proper level of an organization. However, ST is more skeptical of proposed changes working as intended while EA is more visionary. There are opportunities for collaboration, as EA excels at large teamwork while ST provides different perspectives to consider multiple scales.
Mobile platforms are increasingly dominated by ecosystems centered around app stores. As smartphones go mainstream, iOS and Android have established themselves as the leaders due to their large app store catalogs that attract developers and users. Their network effects have made them magnets for financial investment, while mounting costs challenge other platforms to keep up in acquiring developers and users.
The document discusses trends observed from a Google community discussing mobile trends. Six key trends emerged from the discussion. Trend B was about multiscreen lives. The trend observed that smartphones have become an integral part of the television experience and are vital for seamlessly accessing content and media across multiple devices. Community members discussed using their smartphones and tablets together with TVs to enhance their viewing experience, such as looking up information about shows, sharing content with friends, and using second screens to keep themselves entertained during commercials.
Sponsorship of technological platforms as niche construction: Sun Java casePavel Luksha
Pavel Luksha. Presentation at European Association of Evolutionary Political Economists meeting. Case of Sun Java sponsored technological platform revisited with the concept of niche construction
This document discusses transformative foresight and its role in transitioning complex socio-technical systems. It uses examples from the building of Chartres Cathedral and the ATLAS experiment at CERN to illustrate principles of managing uncertainty and enabling breakthrough innovation without a master plan. Both cases involved decentralized collaboration, ongoing learning and experimentation, and cultivating optionality. The document argues this approach can inform long-term challenges like Germany's "Energiewende" transition to renewable energy. Foresight can help articulate shared goals, support strategic exploration, and cement partnerships in transition governance.
Abraham Lincoln (1809–1865). "Nicolay Copy," Gettysburg Address, 1863. Page 1 and 2. Holograph manuscript. Manuscript Division, Library of Congress. Gift of Hay family, 1916 (2.5). Courtesy of the National Archives and Library of Congress.
Tamara Hergert is a Seattle-based artist who specializes in creating custom murals for both interior and exterior spaces. Her murals add value and sophistication to properties. She prices each unique mural project individually based on square footage and detail level. Her website provides more information about mural services.
How What We Share Changes What We Drink - Untappd - MonkiGras 2012Greg Avola
- Untappd is a social media app for beer enthusiasts where users can check-in and share information about beers they drink. It launched in 2010 and now has over 120k registered users and 4.3 million check-ins.
- Breweries can claim their profiles on the app to gain insights into customer data and interact directly with customers. Over 500 breweries have claimed profiles so far.
- Case studies show that while popular macro brews like Bud Light and Miller Lite are most frequently checked-in, more unique or seasonal microbrews tend to be more shared in posts and comments on the app.
Kepler: NASA’s First Mission Capable of Finding Earth-Size Planets (fact sheet)NASA Ames Research Center
Kepler is the first space mission to search for Earth-size planets in the habitable zone of other stars in our neighborhood of the galaxy. This is the fact sheet for the mission.
The document discusses the concept of gamification, which involves applying game design elements to non-game contexts to encourage desired user behaviors and engagement. It provides examples of gamification in marketing, health and fitness apps, loyalty programs, and more. However, it also notes criticisms of gamification, including that simply adding game-like elements does not ensure fun or engagement, and that gamification risks oversimplifying what makes games enjoyable.
This document discusses three entry points for brands to engage with gamers:
1) Integrating brands directly into existing games to raise awareness in a non-intrusive way, like Ford promoting their cars in The Sims.
2) Partnering with popular games and movies to create special branded levels and apps, like Universal Pictures working with Doodle Jump.
3) Creating their own branded games, though it notes brands often had limited success with this in the past and now focus more on partnering with popular titles.
The overall message is that gaming is a massive social activity and brands can benefit by finding subtle ways to engage users within these interactive communities rather than interrupting gameplay with obvious ads.
The State of Gamification as a Branded UtilityRex Cymru
This document discusses the concept of gamification, which involves adding social, reward, and challenge elements to real-life situations to turn them into games. It provides examples of gamification campaigns by Nike, Mini, and Coke Zero. It also discusses current thinking on using games for brand utility and customer loyalty. Some problems mentioned are the thin gameplay of many gamification systems, their similarity, and issues around cheating when real rewards are offered.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
1. Game marketing provides an engaging way for brands to integrate with consumers through digital channels in games. It allows two-way communication and direct measurement of effectiveness.
2. Myths about gamers are debunked - the typical gamer is over 30 years old, half of all gamers are women, and gamers will accept ads and product placements if they don't interfere with gameplay.
3. The landscape of game marketing is evolving as gaming expands across multiple platforms including consoles, PC, mobile and online games. This allows consumers to connect their identity and gameplay across devices.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
IWOM watch 2012 compilation_social marketing (Part 9)Kantar Media CIC
The document provides an overview of IWOM Watch, a monthly digest from CIC that analyzes the hottest online trends and most impactful marketing campaigns in China. It highlights case studies from 2012 that leveraged topics like "Doomsday" predictions and gamification. The analysis shows how brands engaged netizens by addressing hot social issues and popular behaviors. The compilation aims to help marketers understand China's unique digital landscape and participate in online conversations.
Gamification 101 - Why games are becoming a key marketing toolCrayon
Gamification is a marketing technique that uses game mechanics and structures to engage customers and influence their behaviors. It takes advantage of people's natural tendency to engage with games. Common game elements used in gamification include levels, points, rewards, and challenges to motivate behaviors like shopping more, completing surveys, or visiting websites more frequently. Effective gamification follows the four M's of game design: mystery, mastery, membership, and meaning to create engaging experiences for customers.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Alternate Reality Gaming Research Proposalgueste74089
The document proposes creating an alternate reality game (ARG) for Woedend!, a company involved in games, mobile apps, and advertising. An ARG obscures that it is a game by denying its nature as such. It expands spatially, temporally, and socially by blurring boundaries between game and real world. Woedend! should utilize techniques like "TING-ing" a game to immerse players and involve audiences with different levels of awareness, from unaware to fully aware it is an ARG. The proposal discusses how Woedend! can maximize audience attention and brand exposure through an ARG.
The document discusses the history and current state of gaming and in-game advertising. It describes how gaming has evolved from early console games to today's online, mobile and social games. It also outlines different types of in-game advertising formats, such as advergames, product placement, and dynamic/interactive ads. The document concludes that in-game advertising is an exciting opportunity for brands but that ads must enhance the gaming experience instead of detracting from it.
This document discusses opportunities for the beauty and personal care industry in gaming. It highlights how gaming is an effective medium to engage consumers, especially as the industry shifts to e-commerce and social media. Examples are provided of beauty brands that have partnered with gaming companies and influencers through interactive content like mini-games, augmented reality activations, and virtual apparel and makeup within games. The gaming industry represents a large audience and market that beauty brands can tap into for customer engagement and sales.
Gunter Blanckaert discusses the importance of gamification in digital marketing. He notes that gamification uses game mechanics and design to increase user engagement with non-game contexts. The average young person will spend 10,000 hours playing online games by age 21, showing why gaming is important to future "Generation G" customers. Examples of successful gamification programs from companies like Nike, Autodesk, Samsung and Moosejaw are presented that increased user engagement, conversions and revenue. Blanckaert argues that gamification can drive user engagement and satisfaction, create loyalty, increase revenue and boost social sharing, making it an important tactic for digital marketers to use.
Gamification for Marketing and to Build LoyaltyIdea to IPO
This document discusses gamification in marketing and loyalty programs. It provides background on gamification, including definitions, purposes, and examples of gamified apps. Statistics are presented on the growth of gamification software market. Game design elements and theories of motivation and player types are overviewed. The document promotes an enterprise gamification consultancy and provides resources for further learning.
The Gamification of contents - Master SNID - Politecnico di MilanoGiovanni Caruso
This document discusses the concept of gamification and provides examples of its use. It begins by defining gamification as using game mechanics to engage users and solve problems. It then discusses key elements of games like rules, goals and feedback loops. The rest of the document provides examples of gamification used in marketing campaigns for shows like Game of Thrones and movies on platforms like Netflix and HBO. It also discusses debates around the concept, including whether extrinsic motivations from things like points and badges can truly engage users in the way intrinsic game elements do.
The document discusses how gamification, which uses game mechanics to engage users, can be used for employee engagement through initiatives like Marriott's Facebook game for recruiting. It also explores how gamification has potential benefits in education by building connections between students, supporting collaboration, and increasing interest in course content. The document provides an overview of gamification applications, costs, development processes, and considerations for organizations in implementing gamification.
Greg Verdino Brand ManageCamp - The Future of MarketingGreg Verdino
Digital transformation expert Greg Verdino explores the technology and trends that will change the face of marketing in the coming years. What might marketing look like in 2025?
Slides from futurist Greg Verdino's closing keynote, delivered at the Siemens ILS--Europe event. Includes examples on the future of mobility to make the trends and ideas relevant for the audience, which skewed heavily toward the automotive and transportation industries.
Digital Revolutionaries - Greg Verdino Keynote, Quick Base EMPOWER 2018Greg Verdino
Opening keynote at Quick Base EMPOWER 2018, delivered on June 5, 2018 in Austin, TX. This version of my keynote focuses on exponential change, its effects on business, how companies grapple with disruption, take control of their own digital transformation, and ultimately catch up to the expectations of the people they serve and support.
Business Revolutionaries: Digital Transformation KeynoteGreg Verdino
The document discusses how digital transformation is important for companies to stay relevant as everyday objects become connected to the internet. It notes that 52% of Fortune 500 companies from 2000 are now gone, and that the rate of change outside companies must exceed the rate of change inside for companies to survive. Finally, it emphasizes that customer experience will be the main way companies compete in 2016, and that businesses must become networks that prioritize trust and collaboration over ego to succeed.
The document discusses the importance of defining key roles for content projects by asking "WHO?". It provides 10 questions to ask, with each question identifying an important role such as WHO the content is for, WHO will create it, WHO will approve it, and WHO will maintain it. Defining these roles upfront is important for collaboration, success, and sustainability of content production across an organization. The consultancy Verdino & Co helps clients answer these "WHO?" questions as part of their content strategy and marketing services.
10 Content Strategy Questions Every Organization Must Answer - VERDINO & COGreg Verdino
In this straightforward self-assessment, you'll see the state of content strategy and content execution within your company, and get a sense of how to take your content program to your next level. Get started on your journey toward content excellence.
Greg Verdino Digital Transformation Keynote - Telia C2BGreg Verdino
Slides from my closing keynote delivered at the Telia Connect2Business customer conference in April 2016 in Stockholm. Digital transformation. Digital marketing. Platform businesses. Network economy. Innovation.
Greg Verdino - Digital Revolutionaries - Brand ManageCamp 2015Greg Verdino
The document discusses how technology is transforming modern marketing as everything becomes connected to the internet. By 2020, 200 billion everyday objects will be connected to the internet. The rate of change externally with technology is accelerating faster than many companies' internal changes, so companies need to adapt quickly to survive. The document promotes preparing for this digital transformation of marketing.
Get Big Results: Multifamily Social Media Summit 2016 [Keynote]Greg Verdino
For my Day 2 opening keynote at the 2016 Multifamily Social Media Summit, I modernized my microMARKETING talk with updated frameworks and new examples focused on the power of interactions, the value of content, and a "timeless" approach to combining connections and content to develop winning social media activation ideas.
The Hypernetworked Now: 2014 IDEA e-Biz ForumGreg Verdino
My digital transformation keynote from the 2014 IDEA e-Biz Forum. Innovation, collaboration and transformation in the age of digital disruption. This version is customized to the electrical manufacturing and distribution industry but includes concepts and examples relevant to a general business audience.
Promise + Peril in the Hypernetworked NowGreg Verdino
Slides from my keynote presentation to the Long Island chapter of the Contingency Planning Exchange on April 11, 2014. Given the audience, this presentation is a bit different from my usual keynotes. While I covered some of the same themes -- exponential change, Internet of Things, big data, social media, collaboration and connectivity, digital disruption, transformation, etc -- I focused heavily on the implication of these things on security, privacy, ethics and so on.
Ohio Library Council 2013 Keynote: Face-2-FacebookGreg Verdino
How Digital, Social & Mobile Connect Real World Communities. Slides designed to accompany my keynote address at the OLC 2013 Convention & Expo; not meant as a standalone document. Presentation framed to be most relevant for librarians and other library workers, but lessons applicable to any local business or organization looking for creative ways to use digital marketing to increase engagement with their community.
The 6P Model for Making Innovation a Core CapabilityGreg Verdino
If innovation is so important for business growth, why do so many companies get it wrong? The 6P Model for Making Innovation a Core Capability provides an overview of they elements any organization should have in place to support always-on, sustained innovation that delivers positive business outcomes.
The original blog post for this content can be found at http://gregverdino.com/innovation-capability.
The "Official" microMARKETING Conference KeynoteGreg Verdino
The document discusses how "micromarketing" focuses on doing small things to achieve big results. It argues that the marketing landscape has shifted from mass communications and large campaigns to personalized interactions and relationships driven by individual "micromavens". By inspiring and empowering many micromavens to share content organically, companies can achieve widespread awareness and attention without big budgets. Several case studies are presented that achieved significant results through grassroots microcontent spread by influencers rather than traditional paid media. The key idea is that thinking and acting small through micro-level interactions can lead to macro-level impacts if done effectively.
The document discusses how thinking and acting small through microcontent, microcultures, and micromarketing can lead to big results. It outlines 7 shifts from traditional mass marketing to more modern micro approaches. These shifts include moving from mass communications to masses of communicators and from reaching large audiences to building relationships. The key idea is that in today's era, the biggest opportunities lie not in large campaigns but in many small interactive efforts that can spread widely through social networks.
My presentation for the 2010 Custom Content Conference (Nashville, TN) focusing on some ideas from microMARKETING: Get Big Results by Thinking and Acting Small.
My Target Magazine webinar presentation about getting started in (or getting better at) blogging. Includes an updated version of my Blog DNA framework.
Greg Verdino is the Chief Strategy Officer at Crayon, a company that helps brands leverage social media strategically. He discusses how he has moved from being a skeptic of social media for business to being an advocate. The document outlines common objections clients have to using social media and strategies for addressing those objections by educating the ignorant, assuring the scared, motivating the lazy, and jumpstarting the stuck. It emphasizes the importance of demonstrating benefits clearly, keeping explanations simple, and speaking in the client's language rather than using jargon.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
5. myth | second life is so 2007
“the industry magazines aren’t
talking about virtual worlds
anymore, so neither am i. what’s the
next new thing that i should rush
into before i even understand it?”
6. The days of ‘sizzle then fizzle’ marketing may be over
but virtual worlds are ripe with opportunities for
customer care, 1-to-1, research and prototyping.
7. myth | the action is in in-game ads
“i’ve seen those studies that say
gamers think that ads in games
make game-play more realistic so all
we need to do is buy a few
billboards in grand theft auto,
right?”
8. in-game ads just replicate a broken model. Look for
deep integration opportunities that allow your brand
to add real value for the players.
9. myth | gamers aren’t my market
“they’re all pimply-faced teenage
boys who spend too much time in
their parents’ basements, right?”
10. look beyond hardcore gaming. console, online and
mobile leisure gaming cuts across demographics and
provide opportunities to engage virtually any group.
11. let’s have a conversation
company: www.crayonville.com
email: greg@crayonville.com
blog: www.gregverdino.com
twitter: @gregverdino
second life: jiggy stardust