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The Most Accurate Book About the Future That You'll Ever Read

I just finished reading Rainbows End by Vernor Vinge and was blown away by how he extrapolated our current world to create a science fiction future that can't be anything but the way things will actually turn out. While the plot about a conspiracy involving some of the world's security forces and a type of doomsday weapon failed to really pull me in, I was amazed at the way Vinge described the future technologies.

For example, the main character is in his 70s but is recovering from Alzheimer's thanks to some new biotech that sounds remarkable similar to what this company is doing.

Inhabitants of this future aren't really that different from us in that they are constantly connected. However, rather than glancing down at little screens to find out who is calling or what is being "Silent Messenged" to them (think Microsoft messenger mixed with this sort of tech), the information is displayed in their contact lenses, a technology that is not really that far away. Apparently, one group of researchers have already developed an LCD screen that you can wear in your eye.

Combine that with these image recognition glasses and you're almost at the level that the characters in Rainbows End are. However, they can take it one step further by using the display to "skin" their reality and make it look the way they want in much the same way that we change the look and feel of our software programs and desktop. Imagine something like this Flickr-Google Earth mashup (via BoingBoing and NY Times, but in real time rather than photos and the option to use user-generated images/skins for your reality.

The way Vinge describes this new tech is perfect in that it is simply accepted by the characters in much the same way that we accept things like email and cell phones into our everyday lives.

For anyone even vaguely interested in knowing what our world will be like in the very near future, I strongly recommend Rainbows End. If you're in Toronto and want to borrow my copy, let me know.

-Parker

Wacky News Week?

I don't know what it was about this week, but for somereason wacky news just kept coming up. First there was the report of a sixth human foot found washed up on a stretch of shoreline in BC in a span of less than a year, but this was later revealed to be a hoax.

Then there was the reports of a teen-pregnancy pact in Massechussets, complete with a 24 year-old homeless man as one of the fathers.

Just two days ago, someone sent me this link about a woman that had been dead for 42 years in front of her television before anyone found her.

The week even started out pretty wild with stories of Taliban attackers freeing anywhere from 250-400 of their comrades from a prison in Afghanistan.

I don't even want to know what next week will bring.

-Parker

The Verdict is in: Videogames are the Medium of the Future

Reports gamesindustry.biz:

According to an upcoming PricewaterhouseCoopers report, the videogame industry is expected to reach USD 68.3 billion in global sales by 2012 - a compound annual growth rate of 10.3 per cent. ... According to the report, the largest category - console games - will grow by 6.9 per cent annually, from USD 24.9 billion last year to USD 34.7 billion in 2012.

Online and wireless games will experience the fastest rate of growth, at 16.9 per cent and 19 per cent, respectively. The report expects online sales to reach USD 14.4 billion in 2012, with wireless sales reaching USD 13.5 billion.

The videogame advertising sector, meanwhile, will grow from USD 1 billion in 2007 to USD 2.3 billion in 2012 - a 16.7 per cent annual growth rate.

The PricewaterhouseCoopers report suggests a decline in at least one sector: it expects PC games sales to decline 1.2 per cent a year until it reaches sales of USD 3.6 billion in 2012 - down from USD 3.8 billion last year.

Growth in the US will lag compared with global growth, with overall video game revenue growing by 7.9 per cent annually - from USD 12.1 billion in 2007 to USD 17.7 billion in 2012.

The study cites several key factors for videogame industry growth, including increased broadband penetration driving the online market, the increasing popularity of MMOs and mobile phones capable of downloading games with sophisticated graphics.

A compound annual growth rate of 10.3 percent – that's better than all other media sectors except for online advertising and access.

-Jens

Cool New Stuff at Work

One of the reasons I like working for CNW Group* is because it is such an exciting time for communications, and I am right in the thick of it, working on a ton of cool projects A few weeks ago, I got the go-ahead to launch a Twitter account that would pull news from our 'Internet Technology' news feed. I chose this category from the list because I thought it would be most relevant to Twitter users, and you can check it out here.

More recently, we launched a wicked-cool CNW Group widget that allows anyone to display news from CNW on their website or desktop. I installed one on the side bar of this blog, and you can see it further down. Otherwise, check them out for yourself here.

CNW also partnered with Viigo Inc., a company that distributes news to mobile devices. It is essentially an RSS reader that works on your BlackBerry or Windows mobile device, but it is super-slick and easy to use. If you've got a Blackberry, check it out at http://getviigo.com/cnw.

That's it for now...

-Parker

*This is a personal blog, written outside my CNW hours and may not reflect the views of my company. For more, see the BlogCampaigning disclosure page.

Third Tuesday is Today!

if you're in Toronto today, come see Jesse Brown at Fionn McCool's. From the Third Tuesday Toronto page:

Jesse Brown is the host and one of the producers of the CBC Radio One show Search Engine. A journalist and humourist, Jesse has worked in many different forms of media, including print, television, and radio.

Since its launch in September, 2007, Search Engine has won praise from followers of Internet culture, in Canada and worldwide, and has attracted a thriving, engaged community of listeners with an interest in the social, political, and cultural impact of technology.

Designed as a collaborative, open source radio show, Jesse and his colleagues at Search Engine utilize the show's blog to communicate and collaborate with listeners. The radio stories feed off of opinions or information gleaned from listener commentary, and feature stories on the show typically spill over into healthy, sometimes heated discussion in the blog comments. Jesse also openly encourages listeners to suggest improvements and changes to the show itself, and continues to tune the show format based on listener feedback.

Jesse broke into media at the age of 17 by founding a city-wide underground student newspaper. He was honoured by Ryerson University with their Udo award, "for noteworthy contributions to the field of Journalism," and remains the youngest recipient in the award’s history. His radio program The Contrarians ran as a summer replacement series on CBC Radio One. His satirical column The Experiment ran for two years in Saturday Night Magazine and won a National Magazine Award for Humour.

Come out and hear Jesse speak about the ideas behind Search Engine, the power of the community, and the future of open source broadcasting

Sounds awesome.

See you there.

-Parker

Post-CPRS Thoughts

The reason I haven't posted lately is because I've been in Halifax at the Canadian Public Relations Society National Conference in Halifax, Nova Scotia. I'd like to start off by saying that Halifax is one of the most beautiful cities in Canada. It was my first time visiting any of Canada's maritime provinces and I was quite impressed. The people were friendly, the city was walkable, the buildings were nice

Maybe I've just spent too much time in a concrete wasteland over the past year.

The conference itself was great, but I was disappointed when during Joseph Thornley's presentation less than half of the communicators in the room said that the used Facebook. A handful even knew what Twitter was, and only a slightly larger group raised their hands when asked if they wrote a blog. I'm sure that the session was inspiration for Joe's post about how social media authorship is mandatory for credibility as an advisor.* Similarly, I question why the CPRS Toronto website is so often out of date, and why they can't just switch to a blog format. Since the CPRS members are supposed to the creme de la creme of Canada's professional communicators, shouldn't their society reflect the latest trends and advances in communications?

Part of the reason there are so many "social media experts" out there these days is that it doesn't take much to rise above the average level of social media knowledge. Compared to the many great and otherwise brilliant PR pros that I might at the conference, I'd pretty much say that anyone who reads this blog (or any blog) could be considered a social media expert.

To those Halifax Twitterheads that invited me to the Monday-night Tweetup: Thank you! I'm sorry I couldn't make it, but lobster dinner at the shore club was calling my name.

Last week we also had the most recent installment of Thirsty Thursday, a monthly gathering of Toronto's most brilliant young communicators. The weather was great, and we totally took over the patio at the The Central. Not only was there free foosball, but the waitress had an incredible memory for drink orders.

If you're not already a member, join the Thirsty Thursday Facebook group, and we'll invite you out to the next one.

In fact, since our friend Michael Allison is going to be in town, some of us will probably be getting together late next week.

Now it's time for an afternoon of playing soccer and watching the Euro cup (I'm cheering for Sweden, but mostly just hoping that Germany loses).

-Parker

*Why does my spell check not recognize the word "advisor?"

More Crazy News From the Videogame World: Al-Qaeda Claims to be Inspiration for GTAIV, Game Addiction More embarrassing than Porn Addiction

Writes CBS:

Some parts of the fourth edition of the popular video game Grand Theft Auto were inspired by al Qaeda’s operations, including the Sept. 11th attacks, claims one member of a militant Islamist forum who identified himself as Abdul Wahab. Several links to YouTube videos of the game were also posted, including one of a helicopter crashing into a building and exploding. Abdul Wahab posts links to other parts of the game, detonating taxis and buses as well as suicide operations, and claims they were all inspired by al Qaeda.

And you thought Jack Thompson was nuts – as if some stone-age fundamentalists and their horrific acts played any role in inspiring the most successful entertainment product of all times. That certainly would enhance its mass appeal... I mean c'mon, theoretically you could commit suicide attacks in pretty much every game with explosives – apart from the fact that these actions don't benefit you in GTA at all. If you survive you just get into a lot of hassle with the cops. Not very terrorist friendly rules. Let's just hope this doesn't inspire Weazle… eh Fox News to run headlines along the lines of "GTA – now endorsed by Osama."

But then again what do you expect from a world that makes addicted gamers feel worse about their habit than those addicted to pornography. Says Dr. Jerald Block, who specializes in treating online game addiction:

BLOCK: ...the computer gamers tend to be harder to treat. People feel a lot of shame around computer games. Whereas, it's socially acceptable to have a porn problem. IDEAS: You can't be serious. You mean your clients are more ashamed of ... BLOCK: ...playing World of Warcraft than looking at porn. Yes. IDEAS: Why? BLOCK: As a society we understand that porn is something people do, and you can see a psychiatrist and get treated for it. But gaming is hard to describe to anyone else. So these people can't explain their situation to friends. In fact, it's hard to give you an example of what my clients talk about, because gaming is enormously complicated.

-Jens

There Goes Enlightenment: Pastor Wants to Organize Game Burning

And I thought stuff like this only happened on the Simpsons. From Gamepolitics:

We are considering having something similar to a rally where parents and children can bring CDs and video games that they consider are destructive to the mind set of our youth and have a burning...

Young people are being influenced by what they see and what they hear. They are being influenced by television ... television and videos are telling young people a vision but something that's not reality...

[Violent media] has a tremendous influence on young people and violence. That's basically all they see. Most of them try to emulate what they see, when in reality, the people they see don't even live in those communities. Some of the rappers they see on TV portraying crime don't live in the urban areas — they live in the suburbs somewhere. It's all a facade.

-Jens

The Army's Growing Dependence on the Gaming Industry

Seems videogames are good for anything these days: Critical thinking AND basic military training – at least according to the US Army. Popular Mechanics reports on how the military complex utilizes interfaces that evolved in the gaming industry as the development of controllers evolved to a point where the army can learn from the interactive entertainment business and not the other way round.

Says Mark Bigham, director of business development for Raytheon Tactical Intelligence Systems (a company using Xbox controllers for controlling unmanned aerial vehicles):

"In the past, the military far outspent the gaming industry on human-interface technology, but that's changed. It's never going to go back the other way. The gaming industry is such a huge market. The investment in R&D that they're going to spend on human factors is going to dwarf even what the Department of Defense will spend."

Apparently it's all in the thumbs as analog thumbsticks have become the common standard for gamepads. For good reasons:

"[W]hen we've talked to our human factors experts, what they've told us is that the thumb is the most precise pointing instrument and requires the least energy." Bigham explains.

Hardcore PC gamers will probably roll their eyes at this stage, telling you that the time-honored keyboard/ mouse combination will beat a controller anytime. But in a military environment this simply doesn't apply as a pad is superior in terms of portability, durability and easy ergonomics (starting with the fact the soldiers won't have to worry about a flat surface).

So will the future war just be like playing a videogame? Complete with achievements (medals) and cheating (terrorism)? As the piece points out:

There is, of course, a real concern that appropriating the game interface into the military space will also bring with it an emotional and moral disassociation from the act of fighting wars, and experts say that the answer may be to experiment with even more immersive technologies that allow soldiers to feel the full impact of the battlespace.

The salvation, here as anywhere, is of course the Wii: Raytheon has already been experimenting with Wii controllers to explore the possibilities for training simulators and other applications that require physical movement. I wonder how Nintendo's waggle boy will ultimately be able to convey moral choices and emotional attachment but at least the physical component is indeed more distinct (after all this was one of the reasons why Manhunt 2 on the Wii was so controversial).

Wired in a similar fashion reports on how the top U.S. military intelligence agency uses videogames to teach recruits critical thinking skills.

The U.S. Defense Intelligence Agency has just taken delivery of three PC-based games, developed by simulation studio Visual Purple under a $2.6 million contract between the DIA and defense contractor Concurrent Technologies. The goal is to quickly train the next generation of spies to analyze complex issues like Islamic fundamentalism.

Games like Rapid Onset, Vital Passage and Sudden Thrust put the player in the shoes of a rookie DIA analyst who has to go through different scenarios like tanker under attack in the Persian Gulf during the Iran-Iraq war in 1988. The question he has to solve is: Who attacked the tanker and how by using the approved analytical process to analyze and choose among competing hypotheses of his colleagues.

The DIA isn't the only agency using videogames for training purposes. The U.S. Army Intelligence Center even uses a custom made game to train its "human collectors" (=interrogators). The torture already starts with the name of the title: "Intelligence and Electronic Warfare Tactical Proficiency Trainer Human Intelligence Control Cell."

What IEWTPTHICC does is teaching the player how to work through an interpreter, use culturally appropriate speech and analyze a detainee's body language; it currently does not teach coercive interrogation techniques, like waterboarding. But it may eventually be modified to show how offensive or abusive questioning will cause detainees to become less cooperative.

Again this shows the strengths of the digital game medium: its simulational nature which allows the trainee to go through all kinds of possible scenarios. The question remains though which scenarios are included and how their rules are defined. The Wired piece acknowledges this too:

[G]ames as teaching tools are only as effective as the assumptions behind them, says John Prados, a designer of hobby war games as well as an historian who has studied U.S. intelligence. For example, prescripted events in a game will tend to reflect the biases of the game's designers as they steer the player toward certain decisions.

Obviously these assumptions are the most crucial part of the whole game. Assumptions which can be highly politically charged. E.g. should waterboarding be used? Will it be effective? Which other options are there? Would a round of chess work better? Do they incorporate the irrationality of fundamentalists and its effect on the interrogation process? And on a more basic level: how do you turn irrationality into rules? How do you turn a whole culture into rules?

Despite the challenges one thing should be clear: If it helps to protect the country, it can't be too bad for you either.

-Jens

Mesh's Finest: Matt Mason, Mike Masnick and More

If you were one of the lucky few that caught Mike Masnick's talk at mesh 08, then you are also probably one of those who told Rob Hyndman that it was your favorite part of mesh 08. Mike Masnick is a powerpoint ninja. I mean, he went through 322 slides in about half an hour and not once was a I either bored or felt like he was moving too quickly.

That's probably because, as I've mentioned before, he is probably one of the smartest economic thinkers around today. If you don't believe me (about either this or the powerpoint thing), watch the video of him below (you'll have to select "on demand", then "mesh conference" and then the Mike Masnick presentation).

A close second for for the "smartest economic thinkers around" award from BlogCampaigning has to go to Matt Mason (no relation). Even though he wasn't able to keynote at the 2008 mesh conference, it is definitely worth watching this talk that he gave at the Medici Summit in Arizona. In it, he explains his theory of the Pirate's Dilemma and how manufacturers need to copy the pirates if they are to survive. I don't want to say much more because I think that you should watch the video for yourself. It is about 40 minutes long, but the time will fly.

If you're still thinking about mesh, check out these wicked portraits that Rannie Turingan (aka Photojunkie) took of some of the mesh speakers and delegates (here's me).

And if you still can't get enough, check out this site, which has aggregated all mentions of mesh using tags. Its a pretty cool system, and I'd like to explore it further to see how it works to collect mentions of other event.

That's it for now...until the next post, catch me on Twitter.

-Parker

Hip-Hop and Social Media: Together Again

This post on TechCrunch made me think that my earlier post about how social media might be the new hip-hop was way more on point than I had thought. Apparently, the RZA (aka future-crime fightin' gangsta B.O.B.B.Y. Digital) came up with the concept of WuChess, a Wu-Tang-themed online social network based around chess. Even though I'm a fan of the Wu, I don't know how successful this venture will be. There are just too many free chess social networks, and I doubt that the Wu Army cares enough to support this one.

At least least the RZA seems to understand that it can be a good idea to give away his music for free. Wikipedia quotes him as saying that the Razor makes music...

"...to be heard, personally. And, if somebody download it, if they heard it, then my job was delivered. Of course I love to make the money. I get million dollar album budgets, so of course there's money involved with it. But, personally, as a musician, as an artist, the first thing is to be seen and heard. If you're not seen and heard, who cares? ... I never got pissed off at the Internet kids with the downloading. In fact, I told them, 'Help yourself. Have a good time."

Well put, RZA.

With that, I'll leave you with search for a version of their track "Da Mysteries of Chess boxin'."

-Parker

Playing Guitar Hero in the German Ministry of Foreign Affairs

Part of the duties of the German Ministry of Foreign Affairs is to create a solid basis of foreign relationships through the means of educational and cultural policies. Like no other department it uses the core elements of these areas – the teaching of the German language, scientific exchange, German schools abroad – to establish links with other cultures. And it does increasingly so through the products of the German cultural industries. This is the background to its "Menschen bewegen. Kultur und Bildung in der deutschen Aussenpolitik" ("Moving people. Culture and education in Germany's foreign policy") conferences. Events that not only address traditional institutions of German cultural policy but also try to fathom new forms of collaborations by including new actors into the outlining of a future policies – the movie business, German companies with a strong foreign presence… and game developers!

Under the motif "Computer.Spiel.Kultur" (Computer.Game.Culture) several industry representatives were invited to the Ministry to give an overview of the field and its possibilities; amongst them Andreas Lange, director of the Videogame Museum in Berlin, who enabled me to attend this event.

It was a bizarre sight to say the least. The "Weltsaal", apparently one of the biggest and most prestigious halls of the Ministry, was stuffed full of computers and Wiis. Which again goes to show the immense importance of Nintendo's waggle box to acquaintance non-gamers with the medium as everyone easily picked up the Wiimotes and play away (under the guidance of some student of the University of Leipzig).

Non-understanding – and therefore rejection – due to never having played a digital game is of course one of the biggest obstacles; giving people involved in cultural policies and legislation a chance to play to let them overcome their prejudices consequently seems a very good strategy. Case in point: the lady I competed against in Wii Sports and who enthusiastically commented on the fun she had while playing tennis.

Even the foreign minister, Frank-Walter Steinmeier, made an appearance. Stressing that games can be culture – this is Germany after all and without having been elevated into the lofty realms of culture no new technology is acceptable – he uttered the vision of a co-existence of classical German high culture (as in the explicitly mentioned Goethe) and the new medium of digital games – not without having mentioned that the "non-academically inclined" milieus spend a proportionately higher part of their day in front of the computer. Here we go again…

(It did not become clear if this includes internet use as well; to be fair he also mentioned that there's not necessarily a causal relationship between underachievement and time spend with computers – which is pretty much a no-brainer as it of course mainly depends on the use one puts it to. Also: When asked what amount of time he considers appropriate to spend time with computers his answer was "30 minutes to an hour" causing pretty much everyone to break out in laughter…)

Steinmeier's speech was followed by him playing Fifa, some Need for Speed title, Wii Sports and Brain Training. If someone would have told me that one day I will get the chance to watch the German foreign minister playing digital games I would have declared that person utterly crazy. Did he enjoy it? Difficult to tell – he didn't score a goal in Fifa, sucked at Need for Speed, scored a strike in the bowling part of Wii Sports and apparently was pretty good at Brian Training. I guess that's a sign that we don't have to worry about the future of my Vaterland…

I also got a chance to speak to Malte Behrmann, lobbyist and chairperson of the German and European game developers associations, and very much involved in trying to involve the state in supporting the industry. He explained to me that in the European Union one just can't randomly subsidize a branch of industry but that certain criteria have to be fulfilled to qualify for grants – one being the "cultural exception", the reason why he was busy trying to frame games as culture to achieve said subsidies. It can be seen that in France this approach was obviously successful.

But it also helped to widen the acceptance of digital games in Germany as it was used to counter the maddening "Killerspiel" discourse. As I told Malte this was probably the best action plan they could come up with. The thing is: German politicians for the most part are all members of what could be called a high-level milieu (successors of the classical educated bourgeoisie) whose main form of distinction is "anti-barbarian", one of the main reasons why digital games with violent content matter are vigorously rejected. The opposite of "barbarian" is of course culture, a concept that perfectly works for these people's self-legitimation resulting in the heightened acceptance of the new medium. (It's interesting in this regard that the ancient opposition between nature [=barbarian] and culture still lives on in all its explicitness; I always thought this binary opposition was considered overcome, but here it is as clear as day. More on this in my Ph.D.). This is also one of the reasons why I consider stuff like all the brain training titles extremely important for the perception of games in Germany as they set the "anti-barbarian" tones.

All in all: A successful event and certainly a step in the right direction! It pleasantly surprised me as it surprised other members of the game community and was a welcome counterpoint to the shrill discussions normally surrounding digital games in Germany. Even though it seems games only have a right to exist when they are culture – but I suppose that's better than being allowed to exist at all…

About playing Guitar Hero: They had that set up as well; plus the speeches were followed by a buffet which included beer on the taxpayer's expense. An irresistible combination causing me to shred away "Welcome to the Jungle" and "Holiday in Cambodia" in front of some MPs including pretending to smash the guitar in a hall where normally global politics are happening. Another bizarre incident at a bizarre, yet great event!

-Jens

It's not official until there is a Facebook Group.

And thanks to Scotty Mac, there is now a Facebook group for Thirsty Thursday, Toronto's hottest meet up for young PR people and communicators. These events have always been about having a few extra-casual beers and getting to know your peers at pub or bar around Toronto, and I know that the June edition will be no different. Join the group and help us choose the venue for the next event, which will probably be on June 12.

In the meantime, follow me on twitter.

-Parker

(on a side note, did you know that you can delete both the Groups and Photos applications from Facebook so that even you can't see what groups and photos you are in?)

Challenging Game Design Assumptions through Focus Groups

As I explained in another post it was suggested at the German game developers conference that domestic studios instead of focusing on an "innovative", "cool" genre mix should rather concentrate on the booming family-, online- and party-game sector as the development costs for these genres are lower while they are also useful for establishing a console track record. Said developers might want to take a look at two highly interesting articles which deal precisely with these type of games – in terms of focus group testing.

In an attempt to discover how family-friendly our consoles and games really are, Gamasutra collected together a selection of families, games, and liberal helpings of soft drinks and let them play a mix of games comprising both those aimed at a younger audience alongside some more general games: From Cars and Ratatouille on 360, PS3 and Wii to some more child-specific games such as EA Playground on Wii and a clutch of DS games including Pac 'n Roll and Nintendogs. They completed the mix with a driving game (Sega Rally), a sports title (Madden) and some classic franchises such as Super Mario Galaxy and Gran Turismo HD.

What they found was that

[q]uick start times, automatic saving, friendly controllers (and control options), cross-ability multiplayer, deeper localization, simple handicapping, short episodes, performance advice and low cost will all play their part in opening up our favorite pastime -- and vocation -- to a wider audience.

Kotaku on the other hand reports on Threewave's casual subdivision Gnosis Games which has turned to Facebook to help the company create better games - and better retail sales.

Writes Kotaku

Gnosis has created a series of simple casual titles that can be played directly on Facebook, and then studies the feedback and user behaviour around these simple little embeddables to glean information that's useful in the creation of more complex titles.

Gnosis sees who's installing and uninstalling the games, how long they play, the ratings users give the games and other types of both positive and negative feedback, and uses that data to inform their game development. It lets the studio's developers access the huge mainstream user base on Facebook and learn from their tastes and behavior.

Games built on user feedback will not only be more enjoyable to the audience, goes the theory, but will also be lower-risk investments and permit more creativity and innovation - a formula that hopefully translates to better success at retail, something that PC games in particular especially need at the moment.

What I find fascinating about these approaches - and that especially goes for the Gamasutra piece - is how they can help to challenge deadlocked assumptions about games and game design, going to fundamental levels developers hardly (if ever) think about.

Take the issue of deep localization and how some gamers were frustrated by the way the games ignored the finer points of childhood in their locale:

An interesting example was the use of spelling in tutorials. One parent remarked, "I spend all day enunciating letters phonically to help my little girl at school, and then all my hard work is undone by the game joining up all the letters again." These kids are being taught to pronounce letters the way they sound in words rather than (as used to be the case) as abstract concepts. For example, they are taught to pronounce "a" as an "ah" rather than as an "A" sound.

For some it's a mere technicality for others a key nuance of her children's education.

It also makes me wonder how personal preferences and a still influential technicity – that is hardly compatible with family games – are involved in the design process, respectively how difficult it is to overcome these. Instead of trying to cater to an audience as large as possible the industry still seems like some autonomous zone, caught in a world with its own rules, traditions ("We always had tutorials there!" etc) and expectations – sometimes leading to such absurdities as kid's games which are frustratingly hard to play.

It is interesting in this regard that with Shigeru Miyamoto, one of the most successful and influential designers bases his design choices on observations he made in his family – take the smash hit Wii Fit for example. Or Sony's immediately accessible Buzz, a game intended to appeal to Miyamoto's wife, and, as I can testify from my own experience, a title that has to the potential to lure people to consoles who in all their life never touched one of those things and barely confuses them.

Interestingly enough these two games also attract the ire of the more (for the sake of brevity) traditional hardcore crowd. Seems accessibility is never a desired quality as it always threatens distinction – something that goes for art as well as for games. Get over yourselves! Just like developers should get over themselves and think outside their field to get some valuable feedback to maximize their audience (if that is what they are potentially aiming for)

(But please don't stop make masterpieces like GTA IV, which like other pieces of art, needs substantial investments of time, effort, and resources to be appreciated!)

-Jens

Impressions from the German Game Developers Conference

The good news: The German development scene is thriving. Studios are growing, more and more state institutions are getting involved into funding and banks recognise the importance of the industry. The Nintendo DS was a godsend gift for German developers; easy and inexpensive to develop for, hugely popular and with development kits that are comparatively easy to access – advantaged by the fact that Nintendo's European headquarters are situated in Frankfurt. Apparently Nintendo hardly interferes with the development process and accordingly is less uptight in terms of content matter (e.g. compared to Sony). The same pretty much goes for the Wii.

Then again this situation is not unproblematic: The Nintendo bubble might not last forever. Them not interfering with the development process, respectively the content matter of games leads to the problem of shovelware, certainly a characteristic of the offerings for Nintendo platforms. I'm not saying that German developers are the ones creating these titles but their products will have a tough time sticking out of this sea of mediocrity sailed by inexperienced consumers – and they are facing the immense competition of Nintendo's first party games; again a problem that is well known and almost traditional. The last issue is the low attachment rate; while an Xbox 360 owner buys an average of 7 games, Wii owners seem pretty much content with Wii Sports as the attachment rate here is 3.7.

Another impression I took from the conference is that the German development scene is still pretty parochial; an assessment which arises from several factors. First of all Germany was never a global player in terms if games. According to the chairperson of the German developers association G.A.M.E., seven years ago hardly any German studio had any international ambitions; German games were mainly made for the PC, a platform (still) dominating the domestic market; consoles, starting to dominate the foreign markets, were neglected (as this strategy apparently worked well for the studios; moreover one has to keep in mind the cultural differences making the development of games for international markets a demanding task, amongst others the fact that a language different than English is spoken; add to this the difficulties of obtaining development kits, growing budgets and the problem of maintaining capital as well as the missing social recognition of the industry). Accordingly there are hardly any grown structures, respectively established connections to international publishers that could have enabled a system of mutual trust due to missing experience/ track records.

This in turn led to several problems: Why would an international publisher want to invest in German games (a hurdle that was complicated by comparatively high labour costs)? Furthermore the situation made it difficult to attract skilled personnel; a fact which was augmented by some developers being located in areas that aren't exactly advantageous in a globalised competition for employees – why would you, as a foreigner, want to move to the German sticks if you could potentially settle in parts of the world with a higher quality of living where people might even speak your language? Studios located in Berlin definitely have an advantage in this respect! Consequently the total of foreign personnel working in German studios amounts to an average 10% – and the question remains how these people – and the rest of the employees – are dealt with as there seems to be hardly any human resource management (yet!). (A little anecdote: I still remember the boss of a German developer complaining at the Game's Convention in Leipzig how difficult it was to attract employees from abroad – and Germany – to his studio somewhere in the southern German province. This was followed by a rant about how demanding people were when it comes to where their workplace is located. This sort of arrogance respectively the misinterpretation of the situation of the digital game job market certainly isn't helpful in this respect.)

The missing experience and low appeal for international personnel also led to the fact that there's scarcely any know-how for producing AAA titles, as there are hardly any German producers who could cope with this task. In short: The German industry lags two to three years behind the US-Industry.

This lag also becomes evident in the external presentation. One presenter at the conference vividly recalled the ambience of the Crytek headquarters, how they had reception desk with two lovely, smiling ladies who offered him drinks... Something that seemed a matter of course to me at every Australian developer I went to to do interviews. I was offered drinks, sometimes magazines, Mike Fegan, IR-Gurus CEO, even took the time to show me around the studio and explained their current projects to me, certainly a nice gesture but also good PR.

This presenter also reminded his listeners that the game industry is considered a future industry after all. Accordingly it should present itself a worthy of this title: Evidently a hint at the fact that this still seems to be an issue, just like the remark that an international orientation also entails websites in English with regular updates… Without a professional appearance, which also entails branch offices in big German cities, going global just won't work.

But again: The good news is that despite these challenges the chances for German developers to do so were never as good as they are now. They shouldn't make the mistake to ignore their audience though. Again this seems to be a bit of an issue. Instead of focusing on an "innovative", "cool" genre mix (complete with the arrogance/ overestimation of one's own capabilities to be able to pull this of despite the fact that bigger studios with way bigger budgets keep their hand off similar projects) a concentration on the booming family-, online- and party-game sector seems to be the more promising approach as the chances of higher revenues are way better (and development costs are lower). As mentioned before: there remains the danger of the Nintendo bubble bursting at one stage – and if the team is not fully behind the project ("Not just another horse game!") this approach might eventually backfire.

In terms of content violence is still a taboo though and it seems that also in this field the German industry hasn't arrived at international discourses yet, at least not the ones dominating the anglo-american parts of the world: While resistance against game legislation in the US is dominated by referring to the strong tradition of freedom of speech and support for an R-rating in the Australian gaming community is tremendous, as most players are not willing to either play censored games or to be treated like immature children, especially since the average of the Australian gamers is 28, German developers seemed to have resigned and instead wallow in self-censorship.

When it was mentioned that "Gears of War" wasn't officially available in Germany, a lady sitting behind me uttered that Hitler's "Mein Kampf" wasn't publicly available either. (!) And no, she didn't work for some wacky tabloid but for a German studio (which she joined because because she saw her values represented by it as it doesn't produce violent games of any sort). I eventually told her that I thought that I was talking to Helen Lovejoy as her attitude could be summed up in "Won't somebody think of the children!?"

Where to begin? The self-righteousness? The paternalism? The fact that with this attitude games will never have the chance to test boundaries and challenge our socially situated assumptions of the world? The state interfering with adults who want to consume adult entertainment? Expect the madness of the nanny state to continue.

-Jens

Third Tuesday + mesh next week!

Next week is going to be huge for the social media scene here in Toronto. Joe Thornley has put together an all-star lineup for a round table discussion on measurement in social media on Tuesday, May 20 and it sounds like the discussion is going to carry on to Third Tuesday Toronto at Fionn McCool's on University Avenue.

The whole thing goes down at 6pm, and I'm looking forward to hearing what Katie Paine, Marshall Sponder, and Marcel LeBrun have to say about the topic.

If you haven't already, sign up for the meet-up group here to get the full details.

Then starting on the 21st is Toronto's mesh conference...more details and my thoughts on this to follow later.

-Parker

On Giving Up

A few weeks ago, I almost gave up on BlogCampaigning. Two of our contributors (including BlogCampaigning founding member Espen Skoland) essentially dissappeared.

I didn't have time to do anything, let alone work on this blog

I was bored with the echo chamber of PR blogs, and didn't feel that I was contributing anything of value.

Jens convinced me to stay the path and keep BlogCampaigning going, and I'm glad that I did. I'm learning a lot about the technology as we move BlogCampaigning off of Wordpress.com and onto our own, hosted Wordpress blog, and I've got some great ideas that I want to put on here.

While our focus might shift away from PR a bit as I start my new job as Web Content Specialist at CNW Group and Jens spends his summer ignoring his girlfriend and playing GTAIV, we'll still be posting what we hope is original content, and we hope you keep reading.

Thanks also to all our readers and to everyone who comments

Hold on for the next few weeks as Jens and I struggle through this crummy template, get everything set up and plan for the future.

In the meantime, follow me on Twitter, get in touch with me via Facebook and enjoy some good weather.

Cheers,

-Parker

Is the Videogame Industry Recession Proof?

Will the US fall into a recession? Maybe. Will the videogame industry? Probably not, reports bloggingstocks.com:

According to The Wall Street Journal, "strong holiday sales of its Wii video game console and Nintendo DS portable game device helped Nintendo (OTC: NTDOY) nearly double its nine-month net profit and raise its sales forecasts for the third time this business year." In other words, there is no recession at Nintendo. Figures out of Microsoft (NASDAQ: MSFT)'s device division would also indicate that there is no slowdown in video console sales. Nintendo raised its forecast for Wii unit sales for the year ending in March to 18.5 million from 17.5 million.

One of the questions Wall Street is asking is where the consumer will draw the line on purchases. Expensive products like cars are likely to get hurt. Fast food numbers seem to be fine. A video game console is a $200 to $500 purchase, with Nintendo's products being at the low end of that range.

One advantage video games have over other products in a downturn is that consumers can use them for hours a day, not unlike a TV. That puts the "cost per hour" of owning a video game products at pennies for avid users.

Does that make video games recession-proof? Probably.

So there you have it: Games are a safe bet in these uncertain times (thank you casual gamers!). What I would really like to know though is how the game business developed since the writer's strike started.

-Jens