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Gaby K. Slezák's Library tagged games   View Popular

12 Nov 09

Virtual Santa for the iPhone

Virtuelle AR Weihnachtskarte mit dem iPhone erstellen und versenden - nicht gut umgesetzt aber leicht umzusetzende Idee, die man besser machen kann.

www.metaio.de/...virtual-santa-for-the-iphone - Preview

AR augmentedreality fun games iphone

06 Oct 09

Augmented Reality Game (Beef Jerky Monster) - Living Sasquatch

Schönes Beispiel für eine integrative Kampagne - ein Monster ist bekannt aus Plakatwerbung und TV-Werbespots und online kann man mithilfe AR mit diesem Maskottchen interagieren, indem man zum Filmregisseuer wird und das beeindruckende Ergebnis - ein Video - sofort mit Freunden auf Facebook & Co. oder per E-Mail teilen kann.

livingsasquatch.com - Preview

convergence AR augmentedreality games interactive social media augmented

Follow the Money: 3 social gaming tips for monetizing younger users | Andrew Chen (@andrew_chen)

Forget usual GenY theory crap - 14 -29 yr olds make up 91.5% total rev virtual goods in Social Gaming

andrewchenblog.com/...s-for-monetizing-younger-users - Preview

games development stats GenY

  • The massive transaction volumes associated with teens and 20-somethings aligns directly with this group’s share of total revenue across a sample of nearly 2 million virtual goods users. How massive? Over 93%. That is, users in their teens and twenties bring in over 93% of all revenue seen across all games, for all developers in the sample. Even though ARPPUs are consistently modest, transaction volume – and with it, total revenues – are jaw-dropping.


    Younger users are cheap, plentiful, and worth your attention.

    • Get Them Young: 3 tips to monetize younger users


      1. Think volume. Look for the users who are transacting the most, and then make sure you understand exactly who they are (and how they might be changing). For example, today your revenue may be driven by a massive group of teenagers, but what will happen when those teens become 20-somethings? In this series, we explored this question by age, but you’ll also want to think about geography, language, and gender. ‘Think volume’ means:


      • Mind your game. If your product is subpar, you shouldn’t expect amazing volumes or revenues, no matter how much you…
      • Focus on growing traffic through virality. How can you make your game even more social, more addictive, and more spreadable?
      • Get users to complete. Users are 3 times as likely to make additonal payments if they’ve completed at least one offer.
15 Sep 09

Cannonballz - An Augmented Reality Game using ZugMo Motion Capture Technology, Flash and Facebook

Reale und virtuelle Welten verschmelzen mieinander. Dieses Spiel soll nur demonstrieren, wie einfach diese neue Technologie zu bedienen ist. Man braucht nur einen Standard Webbrowser und eine Webcam.

www.cannonballzthegame.com - Preview

games augmentedreality facebook augmented AR

Neue Studie: Schneller lernen durch Computerspiele mit der Wii-Konsole

Wie schafft es ein Lehrer in kürzester Zeit, dass ein ahnungsloser Schüler die Regeln einer Sportart wie Tischtennis kennt? Durch die Praxis? Nein, schneller lernt der Anfänger die Regeln mit einem Tischtennis-Computerspiel auf der Wii-Konsole von Nintendo - zu diesem überraschenden Ergebnis kam jetzt Jan Sohnsmeyer von der Kieler Universität.

www.heute.de/...0,3672,7509671,00.html - Preview

Lernen Wii games human-machine

Twist and Drink - Papervision3D Advertising game / Werbung

Example of 3D games in advertising. Engaging kids. Multiple languages (english, german, italian, turkish, french, spanish)

www.twistanddrink.com/island - Preview

Advertising 3dweb kids games papervision3d

24 Jan 09

Gamasutra - Pew Study: Games Have Positive Social, Political Effect On Teens

  • Said senior research specialist Amanda Lenhart, "The stereotype that gaming is a solitary, violent, anti-social activity just doesn't hold up. The average teen plays all different kinds of games and generally plays them with friends and family both online and offline."



    According to the study, about half of gamers have played games that cause them to think about moral and ethical issues, while about 40 percent play games involving decisions about how to run a community or political entity, and similar numbers report learning about social issues. Pew claims that teens who are exposed to such virtual activities and considerations are more likely to become invested in politics or current events in the real world.
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