Mostrando las entradas con la etiqueta Videojuegos. Mostrar todas las entradas
Mostrando las entradas con la etiqueta Videojuegos. Mostrar todas las entradas

martes, marzo 20, 2012

El videojuego de tu vida


En el siglo pasado los videojuegos eran tan solo videojuegos y nadie pretendía hacerse más inteligente, atlético o mejor ciudadano por entrarle con ganas a la Atari, Spectrum o Commodore 64 (en mi caso). Después vinieron años de lenta maduración de la industria junto con sus usuarios, todavía geeks, cada vez más entrados en carnes, culposos o no tanto, hasta que finalmente le ganaron a Hollywood y su lógica de puntos, desafíos, niveles y recompensas se metió hasta el tuétano en nuestra vida.


Nike, como siempre, pica en punta. Ya no vende accesorios deportivos sino dispositivos para convertirnos en personajes de un videojuego. La Fuelband promete ponernos a todos a correr para competir con los demás o con nosotros mismos:

The bottom line is that the wristband isn’t just a step counter or even a calorie counter. "We wanted to create a universal currency, so that you always get credit and are aware of how active you are," says Ricky Engelberg, Nike+'s director of user experience. "It’s not about reps or laps. This an index of everything you do." Thus, no matter if you ran one day or played tennis another, the idea is that Fuel will be a universal currency allowing you to see how much you’re progressing towards a bigger goal: physical fitness, rather than just exercise or working out.
(...)
During the day, you can constantly check in with it. That one detail makes the Fuelband not only a gadget, but a game. It means it’s far more likely to nudge your behavior ever so slightly--by say, encouraging you to walk instead of taking the subway, or showing you how far behind you’ve gotten on your goal after watching football for four hours. "It’s about tiny behavior changes," says Engelberg. "Over a week and a month and a year, it adds up." To build in even more motivation, the band and app register streaks--the number of days you’ve hit your goal. The app also allows you to share your goals and streaks via Facebook and Twitter. (Fast Company). 



En la misma línea puede leerse la nueva tarjeta de beneficios para incentivar el uso de las bicicletas que está siendo testeada en Londres:

By introducing the ‘BikeMile’, an ‘Air Mile’ system for bicycles, PleaseCycle allows brands to incentivise cycle journeys with everything from cheaper coffee and cycle gear to lower health insurance premiums. Several major employers are already using the system to gamify commuting to work, offering rewards such as free holiday time or donations to charity. (The Pop-Up City).




La educación es también terreno fértil para estos cruces. En Chicago están impulsando un nuevo formato de escuela con potencial francamente revolucionario:

The middle school, dubbed the “video-game charter school” by locals, opened last September, on the heels of its sister school, New York City’s Quest to Learn. Both use a curriculum based on game theory, design principles, digital media, and “challenge-based learning,” as Salen describes it. Rather than settling for the default view that teaching is a matter of providing the knowledge that will get kids through standardized tests, challenge-based learning drops students into complex problems that they solve—often collaboratively—through a series of missions sequenced over a ten-week period. Challenges typically combine disciplines, such as Digiton’s use of math and English-language arts, and call for complex problem-solving skills, systems thinking, initiative, feedback, and empathy.
(...)
Salen sees a “terrible misalignment” between how kids are being educated in our teach-to-the-test culture and the demands of colleges and workplaces. “Some kids have become excellent at taking tests and at being passive recipients of information: ‘I don’t have to think; the teacher is going to tell me what I need to know to pass the test,’” Salen says. “They’ve never been put in situations where they have to solve problems, think on their own, or be in charge of their own learning. So they go to college or into jobs, and suddenly their manager is asking them to solve something, and they have no skills.” (Metropolis Mag).
También en Singapur están surgiendo ejemplos interesantes en el cruce entre educación y videojuegos.




La tercera edad (¡y hasta la cuarta!) constituye una franja etaria cada vez más importante para nuestras sociedades. Vivimos más tiempo y queremos hacerlo bien. Aparentemente los videojuegos pueden darnos una mano en esta materia:


It's that last item that most interests psychologists Anne McLaughlin and Jason Allaire at North Carolina State University. The duo are part of a team that was just awarded $1.2 million from the National Science Foundation to fund a four-year study of cognitive decline in the elderly — specifically, whether playing certain video games might help slow the effects of aging. The theory is that the strategy, memory and problem-solving skills necessary for mastering certain games may translate to benefits in the real world, beyond a glowing computer screen. (Time).

miércoles, noviembre 23, 2011

Con una ayuda de mis amigos


A principios de año hablamos de IDEO en este blog con la admiración reservada a las experiencias lejanas. Nada hacía prever entonces que tendríamos el placer de escuchar a Chris Domina durante nuestro Festival Internacional de Diseño, en el marco de las Conferencias CMD 2011. Tampoco podía anticipar que tendría la oportunidad de conversar con el mismísimo Tom Kelley, fundador de la firma, luego de su charla en WOM-Latam, evento en el que oficié de moderador de unos de los paneles.

No pude ver la presentación completa de Kelley pero tomé nota de tres conceptos útiles para cualquier organización: 
  • Hay que convertirse en antropólogo, profundizando la capacidad de observación. La sensación de "vuja de" (por oposición a deja vu): Estuviste ahí mil veces pero ahora lo ves con nuevos ojos.
  • Tratar a la vida como a un experimento. Estar preparado para fallar (aprender). Bajar las expectativas en la etapa de prototipado para incrementar el potencial de aprendizaje. 
  • Buscar la polinización cruzada para capturar lo mejor de todos lados. 
Mis notas son bastante más áridas y aburridas que la presentación de Tom. Salí tan entusiasmado de la conferencia que compré su libro "Las diez caras de la innovación" a la salida.

Sospecho que nuestra relación con IDEO recién comienza. Un artículo en Metropolis Mag me llevó a descubrir la nueva encarnación de la firma: IDEO.org:

Four different government entities have awarded contracts to IDEO in the past two years: the Social Security Administration has asked the firm to help figure out how to get more people applying for retirement benefits online. The General Services Administration (GSA) has asked it to look into ways to use smart-building dashboards to drive people to use less energy. The new Consumer Financial Protection Bureau, set up by an act of Congress in response to the financial crisis, is talking to IDEO about shaping its services to meet public needs. And the Office of Personnel Management (OPM) has asked the firm to do short-term research into attracting and recruiting top people to government positions and, subsequently, retaining them.

Ya estamos en comunicación con ellos para pensar posibles proyectos para Buenos Aires. ¿Qué pasa si juntamos a los creativos de nuestra ciudad con los problemas inherentes a su desarrollo? ¡Me encantaría que IDEO nos ayudara a averiguarlo!

Mientras tanto, trataré de hacerme tiempo para jugar a CityOne, el juego gratuito creado por IBM para plantear el desarrollo sostenible de las ciudades (¡y, de paso, vender sus servicios!). Quizás en un futuro no muy lejano podamos generar una iniciativa similar con la pujante industria de videojuegos local (que se lució en la reciente EVA en el CMD).


lunes, agosto 22, 2011

Historias para jugar


"Contame una buena historia e invitame a jugar" parece ser el nuevo mantra que ordena el vínculo empresa - usuario y son varios los que están pensando fuera de la caja para llamar la atención y "proponernos experiencias". 

Santo, una de las agencias creativas locales con mayor presencia a nivel internacional, desarrolló la nueva campaña global de Diesel a partir de una premisa integral: Crear un nuevo mundo, con reglas propias, mezclando a Lost con Tomás Moro. La propuesta pone en evidencia el enorme potencial de la imaginación y plantea nuevos contacto con los usuarios a través del juego. ¿Podrían usarse herramientas de este tipo para incentivar la participación ciudadana? 



La música también está consolidándose en el arte del storytelling (en realidad, del transmedia storytelling). Hace tiempo Fer Isella posteó este artículo en Twitter sobre Bibliophilia, la nueva aplicación de Björk para la tienda iTunes de Apple. El autor se manifiesta un poco escéptico:

But even putting aside the fact that only a small proportion of the acts' fanbases – those with the right kind of phones – can access them, none have the impact and longevity of a great piece of music or even a good video. In other words, it's hard to think of a musician's app which has had true artistic value in its own right. The implication of today's announcement seems to be that Björk's apps will achieve that – and it would be great if they did (although you do wonder why she'll need several apps, rather than just one with all the content).
Either way, musician-related apps are only going to get more ubiquitous. Not just because they still seem to lend an act an air of cutting-edge cool, but because - at a time when many listeners simply can't comprehend why you'd pay for music - people will happily shell out a few quid for an app. And if there's actually money to be made from something, the music industry simply can't afford not to throw its weight behind it.

Más allá del cinismo inglés, está claro que estamos frente a un nuevo lenguaje que todavía no aprendimos a manejar del todo. ¿Estará pasando algo similar en Argentina? La tecnología es apenas el envoltorio. La clave sigue siendo contar buenas historias que te dejen atrapado hasta el final y es cada vez más importante movilizar a los usuarios. Ahí es donde entran en acción los juegos. 

La industria de videojuegos ya superó a Hollywood como las más grande en el mundo del entretenimiento y hay mucha gente pensando en cómo aprovechar esta energía para enfrentar desafíos como la educación, la función pública o incluso salvar al planeta:



Todas las historias del mañana estarán atravesadas por diferentes niveles de participación. En Argentina existe un número creciente y pujante de empresas vinculadas a los videojuegos. El año pasado propusimos una serie de cruces que marcaron un rumbo interesante a seguir. Continuará...

miércoles, enero 26, 2011

Un mundo de puntos



Hace un tiempo decidí suscribirme a Fast Company después de haberla comprado con cierta intermitencia en aeropuertos. Tiene mucho menos flema inglesa que el Economist -y bastante relleno- pero algunas notas son muy flasheras. Hace poco leí este artículo sobre videojuegos y su impacto cada vez más importante en la vida real y de ahí llegué a la charla de aquí arriba.

Para el que tenga ganas y tiempo recomiendo sobre todo el video. Si bien hay un costado medio aterrador de los temas que presenta a mi me dejó pensando respecto a la posibilidad de aplicar la lógica de los videojuegos (un sistema de premios asociado al esfuerzo y a la contribución de cada uno) a la vida pública. La verdad es que no tengo idea cómo pero creo que nos vendría bien rescatar a aquellos ciudadanos (¿y por qué no también a las calles o barrios?) que manifiesten una actitud proactiva respecto a los problemas sociales. Podrían otorgarse "puntos" (¿descuentos en el ABL?) a quienes tengan un un rol social destacado, a quienes se organicen para embellecer su cuada, etc. De hecho, el nuevo registro de conducir que descuenta puntos por mala conducta aplica esta lógica pero en sentido inverso. Con la fusión entre nuestra existencia real y virtual (¿se dieron de que ya no hay más nics? ahora todos tenemos una reputación online que cuidar!) parece tener sentido que vayamos incorporando aspectos de ambos mundos (¿incluyendo las varias "vidas" y el game over?).

sábado, julio 17, 2010

Sobre clusters y otros demonios


De vez en cuando nos clavamos un post sobre la cuestión de los clusters. La posibilidad de apoyar el desarrollo de determinados sectores a partir de su proximidad geográfica y de la presencia de servicios y actores transversales parece estar otra vez en boga, gracias a la revalorización del rol del Estado. En la Ciudad de Buenos Aires venimos impulsando varios distritos bajo esta misma lógica, habiendo comenzado a andar este camino hace casi dos años con el Distrito Tecnológico en Parque Patricios (el martes 13 de Julio presentamos nuestro proyecto de ley de creación del Distrito Audiovisual).

Financial Times publica un artículo en el que analizan este fenómeno a la luz de las teorías de Michael Porter:

For Babel Media, the benefits of being part of the Montreal cluster are numerous, says Steve Kingswell, the company’s chief financial officer. “It provides an enhanced labour pool, so recruiting is easier,” he says. “The colleges and universities here are encouraged to offer courses in the creative media and technology, and research in the universities gets tailored to our industry. Also, the companies in the cluster can lobby together for changes in the locality.”

The decision to open an office in Montreal, however, was largely influenced by generous incentives from the Quebec government. Software producers in Montreal can, for example, claim tax relief on up to 30 per cent of the salaries of their production staff, or up to 37.5 per cent if their work is published in French.

Other governments are employing similar tactics to help create jobs and lure businesses. “There is a growing realisation that just working on the framework conditions for growth (say, good infrastructure and education) is insufficient,” explains Prof Porter. In the past, he argues, national governments have either tended to think too broadly, focusing only on general business environment conditions, or too narrowly, cherry-picking “winners” in specific sectors by giving them special treatment.

Como puede verse, la competencia entre países y regiones es salvaje. El menú de seducción ahora incluye el set habitual de factores pro competitividad y también la devolución en impuestos y costos laborales. Y a la ensalada hay que agregarle los factores soft vinculados a la posibilidad de atraer a las clases creativas:

However, research by Richard Florida, an urban studies theorist based at the Rotman School of Management in Toronto, suggests their success will depend on other factors.

Montreal is “a key centre for emerging musical acts”, he points out. It is a great place to live, with a healthy stock of affordable housing. Overall, the city helps its clusters by “being open to creativity, mixing it with history and facilitating what we called ‘spill-acrosses’ from technology to art and entertainment”.

Governments can help clusters become the “go to” destinations for particular industries, he concludes. “But it takes time. And it takes sustained investment in great universities and in people and, of course, in the physical fabric of the place.”

lunes, marzo 08, 2010

If you are going to San Francisco


El fin de semana partió nuestra delegación de empresas porteñas de videojuegos a la Game Developers Conference (GDC) en San Francisco. El año pasado tuve la suerte de encabezar la primera misión de la Ciudad de Buenos Aires a la feria, que en esta edición cuenta con una participación record por nuestra parte.

El sector, que tuve un buen 2009 a pesar de la crisis, está compuesto por un número reducido pero muy dinámico de empresas orientada a la exportación. Hace ya dos años que estamos trabajando con ellos para ayudar a consolidarlos a nivel institucional, incluyendo también a la incipiente pata académica en nuestros encuentros. No es fácil. Para este año tenemos como objetivo seguir consolidando el desarrollo local (con las herramientas de apoyo a la competitividad), el posicionamiento internacional (queremos lanzar una web y un newsletter en inglés para comunicar novedades, participación en ferias internacionales, perfiles de empresas, etc) y fortalecer el frente interno (a la organización que nuclea a las empresas de videojuegos y EVA, la exposición anual del sector).

Continuará...

martes, marzo 24, 2009

Loca, loca agenda de la GDC


Hay demasiado para ver y hacer. Abajo están los eventos que seleccioné para los próximos días, aunque dudo que pueda cubrirlos a todos porque además tengo que estar en el stand y asistir a otras reuniones.





SessionSpeaker(s)DayStartEndRoom
(305) Designing the First Social Reality Game to Motivate ChangeAustin HillMon9:00 AM9:50 AMRoom 3007, West Hall
During this inspirational keynote Austin Hill, CEO of Akoha will detail the personal story that inspired its development while also diving down into the nitty gritty of the systems development and the critical design problems Akoha had to overcome to make its gameplay combination of real-world game-cards and back-end systems and social networking work.
(305) Testing our Hidden Agenda: What Happens Once Real Students and Teachers Get a Hold of our Game?Lauren DavisMon11:10 AM11:50 AMRoom 3007, West Hall
In 2003, the nonprofit Liemandt Family Foundation enlisted Lauren Davis to figure out a way that their small organization could make a difference in technology-enabled education. They were interested in developing a video game that was as fun as the current favorite titles out there, but that also taught K-12 school subject....Click the title to see full session details.
(304) The Art of Independent Game PromotionKyle Gabler and Phil FishTue10:30 AM11:00 AMRoom 131, North Hall
Phil Fish of Polytron (FEZ) and Kyle Gable of 2D Boy (WORLD OF GOO) reveal the secrets of massive promotion on a shoestring budget: how to speak to the press, how to create a trailer the internet loves, and how to best promote for your game...Click on session title to read the full description.
(305) Breaking Common Constraints of Serious Games : A New Market ApproachTimothy NixonTue11:10 AM11:40 AMRoom 3007, West Hall
This talk is a challenge, a call to arms, and a story about an extraordinary new product that started life as a tech demo for the training sector, but ultimately found its true calling as a direct to consumer product, a game that can touch a global audience of millions...Click on session title to read the full description
(304) The Indie BusinessmanDaniel James, Jamie Cheng and Hampus SoderstromTue11:15 AM11:45 AMRoom 131, North Hall
Hear from three highly successful indie game developers on their own unique indie-focused business models, and why they aren't just selling $19.95 downloads. Hear how Hampus Soderstrom (IGF nominee TORIBASH) earns money by selling in-game decals and motion trails, how Jamie Cheng (IGF winner EETS, the Nexon-published SUGAR RUSH) is pursuing free-to-play online games, and how Daniel James (PUZZLE PIRATES, BANG HOWDY!, WHIRLED) manages multiple major microtransaction-based games while staying independent.
(305) New Voices in Serious GamesGabby Dizon, Doris C. Rusch, Robert Guest and Seth SivackTue2:30 PM4:00 PMRoom 3007, West Hall
This 90 minute session's four projects features four never-before-speakers at Serious Games Summit talking about up-and-running serious games they've developed over the past year...Click on session title to read the full description.
(204) Outsourcing Summit Speaker Q&ABen Wibberley, Paul Steed, Carey Chico, Daniel Staton, Manvendra Shukul, Aaron Pulkka, Christine Thaarup and Jesse RapczakTue5:00 PM6:00 PMRoom 2014, West Hall
During the day questions will kept to a minimum if possible and saved for the last hour of the day. This unique venue for Q & A will feature all speakers onstage to answer any of your questions. This allows more than one opinion on relevant issues in a more casual and relaxed environment. Let the ideas flow!
Doing Business In The Game Music Industry In Japan 101Norihiko HibinoWed10:30 AM11:30 AMRoom 3020, West Hall
The session will begin with a brief introduction of Norihiko Hibino and his studio, GEM Impact, which will act as an example of one of many business models that composers in Japan have adopted to work in the increasingly competitive Japanese game music market. Hibino will explain what is commonly asked of a game audio professional by developers in Japan and throughout Asia...Click on title to read the full session description.
How to Sell Your IP to Hollywood (Without Selling Your Soul)Tim LangdellWed10:30 AM11:30 AMRoom 121, North Hall
What do movie studios look for when considering a game to be made into a film? The movie industry works in a very different way to the game industry, with contract terms differing greatly. This session will have invited film and television industry members including producers, writers, agents, and movie company executives.
Government & Support Organizations Social GatheringPer StrombackWed12:00 PM1:00 PMIGDA Booth, West Hall
Social Gatherings are a chance for like-minded developers to get together for networking and open discussion at the IGDA booth. Come to meet your peers and engage in deep dialogue over your area of specialty - or just partake in witty small talk.
Cracking Emerging and Non-Traditional Markets RoundtableBen SawyerWed2:30 PM3:30 PMRoom 114, North Hall
Today's competitive and global games industry demands attention to emerging areas, platforms, and regions to satisfy growth. This roundtable gathers developers interested in identifying and discussing embryonic or non-traditional markets that might be tomorrows established sectors. Come network, and share insights with others about life at the outer edges of the games industry.
Minorities Social GatheringJoseph SaulterWed4:00 PM5:00 PMIGDA Booth, West Hall
Social Gatherings are a chance for like-minded developers to get together for networking and open discussion at the IGDA booth. Come to meet your peers and engage in deep dialogue over your area of specialty - or just partake in witty small talk.
Early Stage Funding for Video Game Start UpsMatthew Le MerleWed4:00 PM5:00 PMRoom 2002, West Hall
Funding a game company is often the last, and most crucial step in realizing the vision of an independent development studio or gaming start-up. This session focuses on how independent developers and gaming start-ups should go about the challenge of acquiring early stage funding. It involves a discussion of what works, what does not, and how companies can bridge the gap to VC funding.
Experiences and Rare Insights into the Video Game Music IndustryHitoshi SakimotoThu9:00 AM10:00 AMRoom 132, North Hall
Hitoshi Sakimoto, a veteran music composer whose credits include five of the Final Fantasy installments, recounts his vast career experiences. Catered towards aspiring composers and professionals alike, Sakimoto offers rare insight into the videogame music industry, and comments on aspects regarding musical style, technological advancement, business dealings, attitudes of the industry, among others.
Five Lessons from Social Games that Matter to the Rest of the Games IndustryKristian SegerstraleThu1:30 PM2:30 PMRoom 2002, West Hall
This presentation will go over five key learnings from developing games for social networks and explain why those matter for the future of the broader games industry. Topics covered range from design insights and process learnings to business models. Examples and play-and-distribution data are used liberally throughout.
Cracking Emerging and Non-Traditional Markets RoundtableBen SawyerThu1:30 PM2:30 PMRoom 114, North Hall
Today's competitive and global games industry demands attention to emerging areas, platforms, and regions to satisfy growth. This roundtable gathers developers interested in identifying and discussing embryonic or non-traditional markets that might be tomorrows established sectors. Come network, and share insights with others about life at the outer edges of the games industry.
Global Games QA for Innovative, Transformative and Cost Effective SolutionsLinda LemieuxThu4:30 PM5:30 PMRoom 2012, West Hall
Global Games QA delivery is more than just reducing budgets by using offshore sites. It's about meeting client needs with strategic, scalable, innovative and transformative solutions. Discuss a real world example of on-shore/offshore Global Games QA with the people who operate in a global environment, showcasing benefits beyond cost savings.
Outsourcing Social GatheringMunir HaddadFri9:00 AM10:00 AMIGDA Booth, West Hall
Social Gatherings are a chance for like-minded developers to get together for networking and open discussion at the IGDA booth. Come to meet your peers and engage in deep dialogue over your area of specialty - or just partake in witty small talk.