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January 14 2011

19:46

March 24 2010

11:50
11:48

March 09 2010

07:47

February 24 2010

13:19

Fun Inc.: Why games are the 21st century’s most serious business

Why should we be taking video games more seriously? In 2008 Nintendo overtook Google to become the world’s most profitable company per employee. The South Korean government will invest $200 billion into its video games industry over the next 4 years. The trading of virtual goods within games is a global industry worth over $10 billion a year. Gaming boasts the world’s fastest-growing advertising market. In addition to these impressive statistics, video games are creating a whole new science of mass engagement which is beginning to revolutionise the way we research and understand economics, human behaviour and democratic participation. Games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa. Journalist and author Tom Chatfield visits the RSA to examine the ways in which virtual game worlds can function as unprecedented laboratories for exploring human motivations, and for evaluating economic theories that it has never been possible before to test experimentally. He will argue that games are becoming one of the most powerful tools available for raising awareness of political, ethical and environmental issues, and promoting action across an extraordinary range of fields and disciplines – from medicine to warfare to, perhaps most importantly, education. Response by Ed Vaizey MP, Shadow Minister for Culture Chaired by Rory Cellan-Jones, BBC technology correspondent
Tags: fun games design
12:48

February 04 2010

08:46

January 13 2010

13:57

December 14 2009

09:04

December 10 2009

10:36

December 02 2009

15:16

RSA Design

Kevin Slavin, urban consultant and co-founder of New York computer games studio Area/Code presents a powerful argument for games as social systems with people at the centre; for the “software” of cities as what runs on the “hardware” of buildings and streets; for an “urban sport” that can educate behaviour by leaking from computers into the social world; and above all, for designers today to build the systems that will propagate and feed us, not the things we will consume.

November 20 2009

14:53

November 19 2009

15:18

November 11 2009

10:11

November 03 2009

09:27

October 19 2009

08:51

October 07 2009

07:38
5D Conference : New Television Pt 4 - Kevin Slavin on Vimeo

September 24 2009

12:53
5D Conference : New Television Pt 4 - Kevin Slavin

New Television: The Media Blender
Part 4: Kevin Slavin

From the plasma screen in your media room, to the portable device in your pocket, to the side of a high-rise in Manhattan, savvy broadcasters are creating comprehensive "ecosystems" for rich media content with multiple consumer touch-points and immersive interactivity, blending television, web, movies and gaming to redefine the experience of television now and for the next generation. This panel will explore the intersection of design and technology in the creation of "new television", the experience in front of the screen and the experience in the screen created by the blending of media and the interaction of the consumer.

Moderator: Anne White—VP Programming & Creative, PRN by Thomson
Panelists:
Mike Benson—promotion, ABC Entertainment
Stephanie Otto—CEO and co-founder of Brainstorm Communications
Kevin Slavin—founder, Area/Code
Robert Tercek—digital media strategist, META

All content is property of 5D: The Immersive Design Conference

August 11 2009

07:38

August 03 2009

20:29
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