recentpopularlog in

JohnDrake : gaming   52

AR Will Spark the Next Big Tech Platform—Call It Mirrorworld | WIRED
The mirrorworld doesn’t yet fully exist, but it is coming. Someday soon, every place and thing in the real world—every street, lamppost, building, and room—will have its full-size digital twin in the mirrorworld.

/


The mirrorworld—a term first popularized by Yale computer scientist David Gelernter—will reflect not just what something looks like but its context, meaning, and function. We will interact with it, manipulate it, and experience it like we do the real world.

/

These examples are trivial and elementary, equivalent to our earliest, lame guesses of what the internet would be, just after it was born—fledgling Compu­Serve, early AOL. The real value of this work will emerge from the trillion unexpected combinations of all these primitive elements.

/

The first big technology platform was the web, which digitized information, subjecting knowledge to the power of algorithms; it came to be dominated by Google. The second great platform was social media, running primarily on mobile phones. It digitized people and subjected human behavior and relationships to the power of algorithms, and it is ruled by Facebook and WeChat.

We are now at the dawn of the third platform, which will digitize the rest of the world. On this platform, all things and places will be machine-­readable, subject to the power of algorithms.

/

Gaming is where technology goes to incubate: “If you can solve a problem for a gamer, you can solve it for everyone else,” Hanke adds.

/

New technologies bestow new superpowers. We gained super speed with jet planes, super healing powers with antibiotics, super hearing with the radio. The mirrorworld promises super vision. We’ll have a type of x-ray vision able to see into objects via their virtual ghosts, exploding them into constituent parts, able to untangle their circuits visually. Just as past generations gained textual literacy in school, learning how to master the written word, from alphabets to indexes, the next generation will master visual literacy. A properly educated person will be able to create a 3D image inside of a 3D landscape nearly as fast as one can type today.

/

When a robot is finally able to walk down a busy city street, the view it will have in its silicon eyes and mind will be the mirrorworld version of that street.

/

History will be a verb. With a swipe of your hand, you will be able to go back in time, at any location, and see what came before. You will be able to lay a reconstructed 19th-century view right over the present reality. To visit an earlier time at a location, you simply revert to a previous version kept in the log. The entire mirror­world will be like a Word or Photo­shop file that you can keep “undoing.”

/

Eventually this melded world will be the size of our planet. It will be humanity’s greatest achievement, creating new levels of wealth, new social problems, and uncountable opportunities for billions of people. There are no experts yet to make this world; you are not late.
technology  technology_future  thefuture  kevinkelly  augmentedreality  trends  gaming  AI  robots 
4 weeks ago by JohnDrake
One cheap software is making indie video games weirder — Quartzy
We’re in a golden age of video-game artistry. Independent developers and artists can now easily afford a game engine, an essential piece of software that renders graphics and animation, powers the minds of computer-controlled characters, and sets the laws of physics in the game universe. The result is an abundance of artsy, weird, and experimental indie video games
gaming 
8 weeks ago by JohnDrake
Fortnite V-Bucks: what they are, how much they cost, and can you get free V-Bucks? | PCGamesN
Don’t worry: you cannot spend your virtual dollar on anything that will give you a competitive advantage. These items are purely for fashion purposes, which is an end unto itself in our book.
fortnite  gaming  planning_funko 
september 2018 by JohnDrake
We investigate creativity in the gaming industry - Creative Review
We examine creativity and innovation in the world of video games
gaming 
august 2018 by JohnDrake
How ‘Fortnite’ Became the Most Popular Video Game on Earth
All about Fortnite, for those who have yet to become acquainted with what seems to be the most addictive video game ever. It’s free to play, but 125 million fans spend $300 million a month buying on-line accessories. “On a colorful island peppered with abandoned houses, towns, soccer fields, food trucks, and missile silos, players don colorful costumes, drop out of a floating school bus, and begin constructing ramshackle forts, before blowing each other to smithereens.

/

Millions of adolescents are sinking hours into it every day, including on smartphones during school hours. That’s because Fortnite is virtually identical on every platform, and players can move from their PlayStation to their phone and back without missing a beat.

/


Fortnite, by contrast, seems here to stay because it’s modeled not as a series with annual installments, but as a persistent online world that’s always under construction. It feels less like a thing you log in to every few days to waste some time and more like an app that you’re constantly pulling to refresh, always something new to see.

/

Everyone was wearing purple visors emblazoned with the Fortnite logo. A few die-hard fans got their faces and arms painted with llama piñatas (the game’s de facto mascot) or umbrellas (a Mary Poppins–esque item unlocked when players win a match).

/

One important quality that’s set Fortnite apart from its predecessors and competition in the professional-gaming world is that it has thrown the idea of consistency completely out the window. Other games that want to become competitive gaming businesses with tournaments and leagues — “eSports” — place a significant emphasis on consistency. The maps that players compete on are honed over the course of months or years so that no one person can gain an uncontestable advantage. Because Fortnite takes place on a sprawling map, Epic has the ability to change significant parts of the land without really upsetting the balance of the game. A couple of months ago, asteroids started appearing in the sky over the map, and then a week later, they started crashing into the ground, changing the terrain.

/

Epic is selling players on a digital dream, just like plenty of internet services prior. Even if you’re a nobody from nowhere, you have a tangible path to becoming the next Ninja.

/

Its low price (free), its first-to-market presence on popular consoles like the PlayStation, and its behemoth development studio — all helped Fortnite reach this global, ultramainstream level of popularity, but in conversations with gamers and streamers and fans at the Pro-Am, the most frequent reason I was given for its popularity was the simplest one: It’s just fun. It’s a decidedly Apple-ish approach. Epic didn’t come up with the battle-royale idea, but it almost certainly does it the best. “It’s just fun, man,” Lil Yachty told me. “Like a catchy song, it just feels good.”

/

On Reddit, a parent of a Fortnite fan posted his child’s disciplinary form. His son had gotten in trouble for calling another student a “Rust Lord,” one of Fortnite’s lower-level skins.

/

Quinn’s sister Catherine, 14, said that the game can also function as an impromptu chat room. “If we’re just bored and we’re video-chatting on our phones, and someone just proposes the idea, like, ‘Hey, do you want to go play Fortnite?’ we’ll play, but we’ll talk about stuff that’s going on in school or pretty much anything else,” she said. “I think it gets a little monotonous to play the game and just talk about it the whole time.”

/

Across the tech industry, more and more software companies are shifting to services. That is, instead of selling one copy of a piece of software for a fixed price, they sell continual access to that software for a recurring fee.

/

The process has come full circle. Fortnite is a gamified video game. You’re competing against other people in each game, obviously. But you’re also competing with them across the course of a season. And, most importantly, you’re competing against yourself. Just like running two miles instead of three on a fitness app means you won’t get your badge, getting two weapons kills instead of three leaves a progress bar only partially filled, sitting on the main screen, taunting you. You’re not simply supposed to win games, you’re supposed to earn rewards, titles, badges, and skins. You’re playing because it’s fun — but also because there’s something at stake.
fortnite  gaming  genz 
july 2018 by JohnDrake
Out-of-Home Ratings Are Significantly Boosting in-Home Audiences for Sports and News – Adweek
Nielsen execs talked about out-of-home measurement—which incorporates TV consumption in environments like offices, airports, hotels, bars and other people’s homes— during the Television Critics Association’s summer press tour.

/

During the first five months of the year, Nielsen found that viewers spent an average of 2 hours, 37 minutes watching sports events outside of the home and just over two hours (2 hours, 2 minutes) watching news. The other categories lag far behind those two, with less than one hour of out-of-home viewing between January and May.

During former FBI director James Comey’s testimony on June 8, out-of-home viewing saw an 11 percent lift among broadcast networks in the 18-49 demo, while cable networks received a 17 percent increase. CNN alone received an 18 percent increase in its 25-54 demo above the network’s live-plus-7 delivery.

/

Seventy-three million people, representing 62 percent of TV households, now have access to at least one of three connected devices: smart TVs, digital streaming devices or video game consoles. Nielsen said 17.1 percent of TV households own XBox devices, 15.7 percent own Playstation devices, 11.8 percent have Wii devices, 9.5 percent own Roku devices, 8.5 percent own Amazon devices, 6.6 percent have Apple devices and 5.1 percent own Chromecast devices.
gaming  mediaspending  tvviewership  tv  nielsen  tv_futureof  tvratings  voice_search  newsmedia  amazon_echo  home_future  popculture  media  Sports  tvnews  connected_devices  brand_amazon  alexa 
august 2017 by JohnDrake
Inside Activision’s 'Call of Duty' marketing playbook - Digiday
Hirshberg will reveal the new game and trailer in a live stream on CallofDuty.com, Facebook, Twitter and Instagram. On the same day, five billboards will go up in New York City, Los Angeles, London and Paris. There are unique codes hidden on the billboards for fans to find. The gamers can then piece the codes together and unlock them on a website. When the codes are cracked, gamers can unlock exclusive content related to “WWII” that cannot be obtained anywhere else.
gaming  friends 
april 2017 by JohnDrake
WIRED handpicks the top games to watch out for in 2016
Check out Wilson's Heart for VR. And the continuation of Zelda
gaming 
october 2016 by JohnDrake
The Minecraft Generation - The New York Times
The game was a hit. But Persson became unsettled by his fame, as well as the incessant demands of his increasingly impassioned fans — who barraged him with emails, tweets and forum posts, imploring him to add new elements to Minecraft, or complaining when he updated the game and changed something. By 2014, he’d had enough. After selling Minecraft to Microsoft, he hunkered down in a $70 million mansion in Beverly Hills and now refuses to talk about Minecraft any more. / The single biggest tool for learning Minecraft lore is YouTube. The site now has more than 70 million Minecraft videos, many of which are explicitly tutorial. To make a video, players use “screencasting” software (some of which is free, some not) that records what’s happening on-screen while they play; they usually narrate their activity in voice-­over.
gaming  people  kids  youtube 
april 2016 by JohnDrake
Gaming advocacy group: The average gamer is 31, and most play on a console | GamesBeat | Games | by Jeff Grubb
The average age of someone who plays games is 31 years old. In fact, more gamers are over the age of 36 than between the ages of 18 to 35 or under the age of 18. They are also mostly men, but by a slimming margin. Men make up 52 percent. From 2012 to 2013, the number of women gamers over the age of 50 grew by 32 percent.
gaming 
june 2015 by JohnDrake
Mark Zuckerberg: Let your kids play video games - Business Insider
"I do think this dynamic around kids growing up, building games, and playing games, is an important one because I think this is how a lot of kids get into programming," Zuckerberg said. "I definitely wouldn't have gotten into programming if I hadn't played games." Read more: http://www.businessinsider.com/mark-zuckerberg-let-your-kids-play-video-games-2015-5#ixzz3aDFZI1NG
gaming 
may 2015 by JohnDrake
Fraud Tycoon app review: a security challenge - Apppicker reviews 16524
This brand-new release already has a perfect five star rating from users who love that it feels different and unique. The game also has a real retro vibe to it, which always seems to be popular with players. A number of players have commented on the content itself, stating how interesting it is to learn about this type of activity that is taking place in the real world.
drakecooper  gaming 
july 2014 by JohnDrake
Jane McGonigal: Gaming can make a better world - YouTube
Fast FWD to 9:00 for the four things that make up a gamer that all add up to: "Super powered hopeful individual"
gaming  worldofwarcraft 
june 2012 by JohnDrake
New York Lottery Powerball: Quitting
Jackpot advertising focused on size of jackpots
gaming 
june 2012 by JohnDrake
Activision's 'Call of Duty' Can't Save 'Guitar Hero' - WSJ.com
"You've got to make sure you're not distracted by things that weren't high performers,"
gaming  focus 
february 2011 by JohnDrake
Microsoft: 4 Out Of 10 Xbox Owners Do Not Use It For Games - PSFK
“What we found is the core gamer might be the person who brought the console into the house, but as you widen the choices of content, it broadens what people can do with the system,”
gaming  entertainment  brand_microsoft 
november 2010 by JohnDrake

Copy this bookmark:





to read