Just finished my favorite week of this year encompassing two key events : Mobile Monday Amsterdam (MoMoAMS) and PICNIC / PICNIC07 (also known as Cross Media Week Amsterdam). In one word: inspiring ! Both were in the second edition. Below some recommendations and sharing from my side...
Mobile Monday Amsterdam : Mobile Communities
As one of the founders and organisers I found it very thrilling to see around 230 internet, mobile and marketing professionals in one room. Among them many of the leading twitterazi, thinkers and innovators in the Netherlands. The presentation by Tomi T Ahonen - author of Digital Korea and Communities Dominate Brands and leading mobile thinker (Mobile as the 7th Mass Medium) - was impressive. You can find in presentation and video format on our blog : presentation and video by Tomi T Ahonen on Mobile Communities. Some take-away case studies: Kart Writer, Flirtomatic, CyWorld, Any Question Answered (AQA), mobile idle screen tickers and OCR recognition/translation software for mobile phones. The presentation above contains more mobile community examples than the video. It also includes the best mobile internet sources around as recommended by leading thinker Tomi T Ahonen.
PICNIC / PICNIC07
And of course all the dinners, talks and networking before, in-between en afterwards. Thanks to all who contributed, helped and organized ! See you soon at another inspiring web 2.0/3.0 or mobile event. I am planning to go to the next Mobile Monday Amsterdam (november), LeWeb3 (december) and Metaverse Summit 2007 (december; as a speaker, my first international speech on an inspiring event on lifelogging, augmented reality, web 3.0 and virtual worlds together with a.o. Jamais Cascio and David Burden).
Here is my presentation on different trends, digital media, web 2.0, web 3.0, marketing, digital marketing and communication/branding. Dutch only as yet, English one will follow soon. Focus is on different technological, environmental, economic and political views (macro perspective) as well as psychological, social and cultural views (micro perspective) and how they intersect, converge and reinforce in many different ways on different levels of analysis.
Key take away: Identity (knowing your intrinsic motivation, purpose and talents), Authenticity (being) and Creativity (doing) as reinforcing themes and values in the emerging and increasingly open space of the next web(s), biotech and ubiquitous computing where the all-encompassing and increasing availability of more granular and personal data of all sorts make the invisible visible and explicit to the benefit of ourselves, our social network, our peers and the market/global brain/humanity as a whole. The essential used to be invisible to the eye....until now and it will bring about massive transformations for the benefit of us all.
Hope you'll enjoy it.
Finally, the Metaverse Roadmap 2006-2016 has been published with over 72 pages of very valuable content related to all subjects/tags from my blog and even much more. The section on Predictions (9) is just stunning and breathtaking, so much highly interesting insights. The coming months I will pick some topics from this report to give you my perspective on them.
This is probably one of the most important reports on the future of digital media as a whole. It covers all aspects: economic, social, cultural, legal, political, technological and psychological. To me, this Metaverse Roadmap report is the absolute number 1 resource at this moment. It's just incredible. Thanks to all who contributed.
Very highly recommended to all my readers !
Stunning. Cost-effective and practical holographic video is around the corner. More in this link from Technology Review. I used to think the development of holographic storage and video would take many years to come. Somehow MIT is advancing faster than predicted. How does it work ? The modulator converts a video signal into a vibration. When laser light is passed through the modulator, the vibrations modify the brightness and frequency of the light. The altered light is then shined on a screen, and the varying intensities and frequencies create a three-dimensional hologram.
What does this mean ? Will 3D video become mainstream across the board ? (e.g. 3D TV, 3D movies, 3D Web (Web 3.0; Google Earth+SketchUp as well as Second Life) and 3D printers). Or does 2D still provide most value while the different 3D propositions fill in niche applications ? When is 2D best and when 3D ? In my view 3D will become standaard within 10 years across the board due to the enriched experience, lower costs and practical benefits. And when will (smart) mobile devices become 3D ? And which exciting eMarketing videos can be made using holography ?
"The tyranny of two-dimensional computer and TV displays could soon be over. A team of MIT researchers has proposed a way to make a holographic video system that works with computer hardware for consumers, such as PCs with graphics cards and gaming consoles. The display, the researchers say, will be small enough to add to an entertainment center, provide resolution as good as a standard analog television, and cost only a couple hundred dollars.
A holographic video display could provide another way to view medical images such as MRIs and CT scans, as well as sets of complex, multidimensional data and designs for furniture and cars, says V. Michael Bove Jr., director of the consumer electronics program, CELab, at MIT. And the system would be a natural fit for displaying video games and virtual worlds."
Convergence Culture by Henry Jenkins
(MIT) must be
one of my all-time favorite business books. Just finished reading it. Just
awesome ! This is a milestone book integrating the thoughts, ideas and insights
from seminal works like Howard Rheingolds' Smart Mobs, Yochai Benklers' Wealth of Networks, Chris Andersons' The Long Tail, Joseph Pine IIs The Experience
Economy and David Weinbergers/Doc Searls' The
Cluetrain Manifesto.
Not only integrates but extends in certain ways as can be seen below in some
quotes from this amazing book. Themes in the book are: reality TV, machinima,
Current.tv, gaming, transmedia storystelling, fan culture, The Matrix,
mash-ups, The Sims, alternative reality games, Idols, Survivor, Big Brother,
beta reading, Star Wars, anime, Harry Potter, Twin Peaks, The Apprentice, Lord
of the Rings, fair use policy, comics, DRM, Crouching Tiger/Hidden Dragon,
X-Files, Pokemon and Yellow Arrows. Highly recommended reading !
“Transmedia storystelling is the art of
world making. To fully experience any fictional world, consumers must assume
the role of hunters and gatherers, chasing down bits of the story across media
channels, comparing notes with each other via online discussion groups and
collaborating to ensure that everyone who invests time and effort will come
away with a richer entertainment experience. The new knowledge culture has
arisen as our ties to older forms of social community are breaking down.
Think of these debates as exercises in popular epistemology. As we learn how to live within a knowledge culture, we can anticipate many such discussions centering as much on how we know and how we evaluate what we know as on the information itself. Ways of knowing may be as distinctive and personal as what kinds of knowledge we access but as knowing becomes public, as knowing becomes part of the life of a community, those contradictions in approach must be worked over if not worked through.”
Jeremy Wagstaff from Wall Street Journal elaborates on the rise of edutainment or serious gaming. Below some quotes.
Tell me, I forget. Show me, I remember. Involve me, I understand....that's what comes to mind.
"The world is waking up to the power of games, both on the computer and off, as a way to convey complex ideas, engage and influence. "Serious games" now have their own summits (the second annual Serious Games Summit, held Oct. 30-31 in Washington, D.C.), think tanks (such as Singapore's Mixed Reality Lab, www.mixedrealitylab.org), and even university courses (Michigan State University is recruiting students for the 2007 launch of its Serious Game Design masters degree program). They can be found in fields including education, assisting emergency staff working at hospitals and dealing with fires and natural disasters (www.incidentcommander.net), and helping activists plan the overthrow of undemocratic governments (www.aforcemorepowerful.org/game).
Games are getting so sophisticated, in fact, that it's no longer just a case of learning about the past, but of improving on it. A game about World War II called Making History: The Calm and the Storm is so historically realistic that historian Niall Ferguson concluded that it offered a chance not just to make history relevant to today's kids, but to "play -- or rather replay -- the great game of history for themselves," as he wrote in New York magazine in October. Making History (www.making-history.com) was originally made for schools but will be released as a commercial product early next year. It's impressively hard: I felt like I struggled to save China from Japan just as much as Chiang Kai-shek or Mao Zedong did.
This is just the beginning. Games will get so sophisticated that everything we do, from naming streets to invading countries, will be run through a simulator first. Then we'll gradually come to accept that a six-year-old can figure out the mechanics of these games quicker than we can, and we'll grudgingly hand over the reins of government/disaster relief/environmental planning to our kids."
Just spotted an interesting and fun game called Linerider. I guess I am not the only one spotting this one as its success is driven by 15 million visits.
In my opinion a great way for setting up different viral marketing campaigns. User generated content gaming. Enjoy the ride !
This article from CNET is about Alternate Reality Gaming (ARG), a very interesting field to me as it touches the emerging fields of GeoWeb (e.g. Google Earth+Maps) as well as Augmented Reality (e.g. Steve Mann/MIT). It reminds me of the success of the mobile game in Japan called MOGI a few years back. However, the revenue model of The Prague Files seems too high a threshold to me to be really successful. But I do believe the mobile device will be the hub of key upcoming successful cross media gaming concepts in the near future combining GPS, real life, GeoWeb data/reviews, desktop players, IM, SMS, e-mail, push2talk, chatbots and (mobile) social networking services. Both individually as well as more importantly collectively in groups, mainly targeted at youngsters and students due to their time schedules.
"The experience becomes a lot richer the more you delve into the game," Benton said. "Obviously you're not going to win (if you only play a few minutes a day), but it's still something you can be involved in...You can feel like you're a spy for two weeks. So it really scales to a player's involvement." To Jane McGonigal, a senior designer at 42 Entertainment, which created "I Love Bees" and many other well-known ARGs, "The Prague Files" seems like an interesting attempt to encapsulate the ARG genre into a short time frame and an easy-to-understand format.
One major difference between games like "I Love Bees" and "The Prague Files" is that the former was a free game that asked its players to go out into the real world, work together and solve complex clues. By comparison, "The Prague Files" costs $6.95 to play, and doesn't require players to do much beyond use their cell phones and computers to figure out the puzzle. To be sure, a lively forum is expected to arise on the Live Games Network's Web site, but players should be able to solve clues on their own."
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