gaming

Serious Games Exploring A Virtual Library Before It Is Built

by: Eliane Alhadeff (via Business & Games)

Santa Clara University's new library building won't be completed until the autumn of 2008. But people on the campus can experience what it might be like inside the building, and offer advice to its designers, by exploring a three-dimensional model of the library in Second Life.

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Contest Marketing: Beating the Odds

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Casual Games Survey

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MIT Media Studies Grad Theses

by: Ilya Vedrashko

The newest batch of MIT Comparative Media Studies grad theses is up. Lots of good stuff on transmedia storytelling, engagement, convergence, and mobile MMORPGs. Great job, guys, and good luck.

Original post: http://adverlab.blogspot.com/2007/08/mit-media-studies-grad-theses.html

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Serious Games Delivering Retail Career Key Messages

by: Eliane Alhadeff (via: Business & Games)

Skillsmart Retail is a genuinely enjoyable game. Although its target audience ranges between 14 to 19 year olds, I've seen some senior retailers and marketers having a great playful time as they go through the various quizzes and game levels.

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BW Special Report: The Power Of (Serious) Gaming

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Welcome to Home, Sharehopper

by: C. Sven Johnson (via Business & Games)

A few days back additional details were revealed about Sony’s new “Home” virtual world. Since then I’ve been trading comments over on Raph Koster’s blog (Link); some of which might be of interest.

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True Reverse Product Placement

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The Neuroscience of Second Life

by: Roger Dooley

These days, people are spending a lot of time online, much of it in Web communities and social networks. Second Life is a virtual world in which users create avatars to represent themselves and interact with others.

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Serious Games: A Sizeable Market Via SlideShare

by: Eliane Alhadeff (via Business & Games)

After publishing my recent post "Serious Games: A Sizeable Market - Update" late June, I've received quite a few inquiries about the availability of any market report/number crunching for the segment.

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