Gaming

PLAYED – January 2012

Posted by John Rafferty | January 23, 2012

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Hello Denuo friends and Happy 2012!

This month’s issue will get your new year off on the right foot with a look at gaming’s influence on health platforms and their subsequent influence on your waistline. We’ll also get a glimpse at what’s to come in 2012 with a few gaming trends and prognostications.

Xbox Live’s ‘Metro’ dashboard update debuted last month to great fanfare, but not all of the platform’s 44MM users were thrilled with the change.  Speaking of thrilling, though The Last of Us currently isn’t more than a trailer, press release, and screen grabs, the amount of buzz around this new title has gamers on edge. What can marketers learn about bringing new IP to market from Naughty Dog’s latest?  Lastly, while Humble Indie Bundle 4 may be over, we’re already looking forward to their next release; not only to play awesome indie games, but also to do our part for charities. Download PLAYED now!

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CES 2012: The Return of Practical Tech

Posted by John Durbin | January 17, 2012

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Last year was my first trip to CES and frankly, I was disappointed. Everything had to do with 3D. 3D TV’s, 3D video games, 3D without glasses, 3D energy conservation appliances. I found this development disappointing and surprising for three reasons.

  1. Our brains and eyes aren’t built for 3D.
  2. It’s not a new technology.
  3. Three is a good amount of reasons to have.

This year was a different story. I was amazed at the amount of practical technology that was being presented. Sure, there were still massive 3D displays (LG) but it felt more like a showroom floor where the theme is “we’ll make life better” as opposed to “isn’t this neat?”

"Cut the Rope" as arcade game. Add this to the "neat" pile.

"Cut the Rope" as arcade game. File under "Neat!"

Of course there was some opportunity to fall into each category. For example, TCL developed Dual Screen Television Technology. From one TV screen people can watch two different shows by wearing different glasses. Anyone who is married or shares a studio apartment (ew, seriously, find your own place) knows how useful this is. Now my wife can watch “Bridget Jones’s Diary” while I watch “Bridget Jones’s Diary 2: The Edge of Reason” from the same TV! (high five)

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PLAYED – December 2011

Posted by John Rafferty | December 13, 2011

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We know it’s been a while since we last posted with Denuo’s usual gaming goodness, but never fear because we’re back with a new look and all the same smarts, insights, and trends you expect from our group of misfits.

The December issue includes our annual Holiday Gift Guide/Wishlist, with great gift ideas for all the gamers on your nice list. We’re also celebrating Xbox’s 10th Anniversary with an infographical look back at some of Microsoft’s best in the world of gaming advertising. Speaking of gaming ads, Activision made entertainment history once again this year and delivered another campaign that caught more than just core gamers’ attention – how are their tactics influencing their competitors? Download it here!

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The Benefits of Gamification (as featured in the Razorfish Outlook Report)

Posted by Caroline Chen | November 10, 2011

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Our VivaKi sister agency, Razorfish, has released its annual Outlook Report to much-tweeted fanfare. Among the eye-opening perspectives on media, retail, collaboration and social, Denuo was able to offer some clarity on industry hot topic, gamification. Let us know what you think.

Read the full article: The Rules of Gamification

 
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PLAYED – E3 2011

Posted by Eric Bee | June 22, 2011

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Once again, the PLAYED crew tore through the Electronic Entertainment Expo in a whirlwind of meetings, presentations and, of course, the best games.  After catching our breath and gathering our thoughts, we all agreed that this year’s show felt a little different from previous E3 events.

Included in our E3 recap is a look at how publishers are starting the promotional machine further and further out, leaving less gaming for players to do on the showfloor and a deeper focus on 2012’s big-budget releases.  We also analyze the “Big Three’s” (Microsoft, Nintendo, and Sony) big steps to connect accessible gamers with core gamers through new technology and systems.  Finally, we check out how games built for the elementary school-age crowd held sway at the show, and non-endemic brands’ attempts to fit in with the game-centric crowds.  Download it here!

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