This link has been bookmarked by 14 people . It was first bookmarked on 24 Jul 2008, by Aaron Curtis.
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01 Sep 09
Kristina McElroyWhat began as a marketing tool has now become a lot more useful: playing with alternate realities can solve real problems
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30 Oct 08
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30 Sep 08
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David WarlickWhat began as a marketing tool has now become a lot more useful: playing with alternate realities can solve real problems
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26 Aug 08
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17 Aug 08
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15 Aug 08
Ewan McIntoshWhat began as a marketing tool has now become a lot more useful: playing with alternate realities can solve real problems
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29 Jul 08
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26 Jul 08
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25 Jul 08
Damien DeBarraWhat began as a marketing tool has now become a lot more useful: playing with alternate realities can solve real problems
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24 Jul 08
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Phillips says the key appeal of these games lies in the art of crafting a collaborative narrative. "Collaboration in storytelling is an old tradition, even older than print. All our stories are ultimately descended from this sort of back-and-forth oral tradition," she says. "So you could say we're working to reclaim something we lost hundreds of years ago when we first started recording narratives with pen and paper, and later with film."
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"The fact that the genre is growing up is exciting. The opportunities are limitless. You can easily see how they might be used in a training setting in business, or in a medical environment to teach doctors how to cope with large-scale crises. What will be really exciting is when biometric information can be more easily integrated into gameplay. For instance, a real-world game that delivers challenges based on heart rate or other physical criteria."
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Outsights InsightsWhat began as a marketing tool has now become a lot more useful: playing with alternate realities can solve real problems
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