Eric Bee

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Gamification Post-Game

Posted by Eric Bee | May 2, 2010

OH, HELLO.

Thanks for checking out our presentation.  Below, you’ll find links to relevant articles about the games, case studies, and examples we covered in our Gamification chat.  Click through, comment, converse, and let us know what you thought of the presentation below as well.

If you’ve come across this page whilst randomly searching Denuology, then welcome.  This all will make much more sense if you let us come chat with you about the merits of Gamification. Why not email us and schedule a presentation?

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email: eric@denuology.com
back issues @ www.denuology.com/category/PLAYED

cjhYI

EXAMPLES AND CASE STUDIES

FOURSQUARE AND STARBUCKS:

Mashable article on Starbucks/FourSquare integration

Lessons Learned from FourSquare and Starbucks

FORD HYBRIDS and HYPERMILING

MSNBC Report on Ford’s Hybrid Strategy

Hypermiling Defined

Hypermiling Record Set by Honda Insight

MCDONALD’S MONOPOLY

How to Win at McDonald’s Monopoly

Official Site

HILTON ULTIMATE TEAM PLAY

Summary of Ultimate Team Play

Serious Gaming Summit at GDC

QUEST TO LEARN

Official Site

Press release on the school’s unique qualities

Quest To Learn TV spot created by their students

WEIGHT WATCHERS

Weight Watchers Online

REDBOX: THANKS A BILLION

Official Game Site

Redbox Blog Posting

OLD EL PASO’S EL TACODOR

Official Site

MERCEDES-BENZ TWEET RACE

Official Race Site

Recap from The Inspiration Room

nintendo-snes-controller

THEORY and FUNCTIONALITY

Jane McGonigal – Gaming Can Make a Better World

Seth Priebatsch – The Game Layer on Top of the World

Jesse Schell – Design Outside the Box

Bunchball

BigDoor.com

Crowdtwist

Badgeville

 
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PLAYED – February 2010

Posted by Eric Bee | February 25, 2010

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Our love affair with games and the gaming industry continues unabated in the February issue. This month, PLAYED examines downloadable content as another smart way for marketers to get involved in the gaming space. We also look at how gaming companies are assisting relief efforts in Haiti, as well as at home, by putting their users to work. With the release of the iPad, we analyze how Apple’s new device isn’t necessarily changing the game, but allowing more and more folks be a part of the space. Finally, as casual and social gaming captures increasing mainstream attention and player time, we wonder whether the new casual gamer is just as hardcore as the “typical” gaming demographic.

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Denuo @ Social Media Week NYC

Posted by Eric Bee | February 3, 2010

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Social Media Week is in full swing all around the globe, bringing six different cities together for a conference and discussion connected digitally. In New York, Denuologist Saneel Radia particpated on a panel about the benefits of crowdsourcing, titled, “CROWDSOURCERY POTIONS 101: WHY SOME MARKETING POTIONS FAIL AND OTHERS THRIVE.” The discussion ranged from the very definition of crowdsourcing, to looking at its effect on not only a business’ bottom line, but also the cultural aspects of a business and the impact on control within the organization.

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PLAYED – JANUARY 2010

Posted by Eric Bee | January 20, 2010

Played_jan10_header

The new year rings in a whole new set of trends and topics covered in this month’s prediction-themed issue of PLAYED. This month, we make some predictions and offer insight into what to watch for as the year moves on. 2010 is already prime for some big releases, all hoping to dethrone Modern Warfare 2 as the biggest game of all time. With past success stories in mind, we look into what titles could capture mainstream attention and how they plan on doing it. Also, we explore why this year could, indeed, be the Year of Mobile (again), as well as how gaming consoles will change from just another box under the television to full-service, multimedia devices that control your living room. Finally, we cover the shifting of game design towards mass collaboration, with teams uniting online to bring new and interesting experiences to gamers everywhere.

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The Marketing Implications of CES 2010

Posted by Eric Bee | January 15, 2010

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The state of modern technology can be summed up by the TV in my hotel room. It was a 50″ flatscreen LCD, mounted beautifully into a wooden console, but displaying a blocky, stretched standard definition signal. Despite the investment made into purchasing these top-tier TVs, the hotel wasn’t using them to their full, high-definition potential. At CES, one could walk through miles of glistening technology, showcasing 3D images, immersive soundscapes, and internet-enabled everything, but to what purpose? Are consumers so over HDTV that they need a third-dimension? Is the world ready for an internet-enabled alarm clock? If the SD broadcast of ESPN greeting me every morning was any indication, the answer might be no.

Not to say that consumers are outright rejecting technological advancement, they’re just not seeing the benefits of such things in their everyday lives. That said, the marketing implications below are less about the gear and more about how marketers could utilize this tech to engage consumers in whole new ways. Through devices like eReaders, services like online storefronts, and the convergence of digital services into the living room, marketers are going to have a lot of opportunity to do groundbreaking work and, perhaps, change consumer perception about these technological breakthroughs. Then, maybe, I can get an HD signal in my hotel room for CES 2011.

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