Archive for the ‘gaming’ Category

Informe: Mundos Virtuales , IBM

marzo 11, 2008

Aquí tenéis un informe de IBM sobre mundos virtuales… que he encontrado en el blog BizDeans Talk titulado Gaming and Leadership Report. Studying management practices in online games


Virtual Worlds, Real Leaders
Online games put the future of business leadership on display

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Read the GIO Gaming Report

 ''If you want to see what business leadership may look like in three to five years,look at what's happening in online games.''

Byron Reeves, Ph.D.,the Paul C. Edwards Professor of Communication at Stanford University and Co-founder of Seriosity, Inc.

Management fads and business leadership books come and go. But the Internet, and the changes it is forcing upon business managers of all stripes, is here to stay. The days of closely knit teams working on long-term strategy in close quarters are gone, replaced by virtual teams that constantly reinvent the business in multiple time zones the world over. And the business world is in desperate need of a new model for leadership befitting the Internet Age.

Fortunately there is already a window into this rapidly changing world. In the realm of online games, specifically massively multiplayer online role playing games (MMORPGs), leaders emerge that deftly navigate the motivational, emotional and social needs of their direct reports in a highly competitive, distributed, virtual environment. And there are many lessons to be learned.

That’s why IBM partnered with Seriosity Inc., a software company that develops enterprise products and services inspired by online games, to study how leaders operate in these increasingly popular games. Together with experts from Stanford University and MIT, the team captured 50 hours of online game play, surveyed hundreds of gamers, and conducted several interviews of gaming leaders. The objective of the study was twofold: 1.) to better understand how successful leaders behave in online games and 2.) to learn what aspects of game environments leaders leverage to be more effective.

The results are fascinating. Among other things, we learned that the transparent environments created in online games made leadership easier to assume. And that leadership in online games is more temporary and flexible than it is in the business world. And finally, online games give leaders the freedom to fail, and experiment with different approaches and techniques, something that any Fortune 500 company that hopes to innovate needs to understand.

To learn more about the lessons that online games can teach the business leaders of tomorrow, read the GIO gaming report or order a hard copy of the report online. And to read what IBM has learned about its own internal gaming community, read the report from IBM’s Institute of Business Value.
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Fuente: [IBM, vía Biz Deans]

WebCast Innovate V-learning 19 Febrero 1:00 PM

febrero 17, 2008

V-Learning:

How Gaming and Avatars are Engaging Online Students

There will be a ULiveandLearn webcast for this article at 1:00 PM on Tuesday, February 19, 2008. We invite you to participate in this webcast.

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Fuente: [innovate]

Gaming — The Next Generation Moves On

enero 2, 2007

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December 21, 2006
Social and Connected Entertainment – Online and On-Demand

Got game? Millions do. Gaming is clearly one of the trend stories of the decade. It is making an impact on our lives no matter where we are — in our living rooms in front of the TV, on our cell phones, working at our PC, and coming to a portable media player near you. The next level of gaming is here, and it is being driven by three converging trends: high-definition gaming; on-demand, online gaming; and social entertainment. So hold on, and get ready for a screaming fast, gaming experience. One that dominates with breakneck performance, captivates with stunning visuals and heart-pounding, even breathtaking audio tracks, and goes deep into virtual worlds. And remember PacMan? It and other classic arcade games are making a big comeback. In fact, PacMan is a featured game on Xbox Live Arcade. So what’s up with gaming? What are the trends, and how do they benefit startups, and, most important, what are the must-have games for the holiday season? Sit back, sip some eggnog, invite a friend or two over, and let’s jump into gaming.
Ho Ho Ho. Microsoft Gets Social — Our Game Plan for a Connected Entertainment Experience
Party of one? Rarely happens. Entertainment is becoming a shared, connected experience. A social experience. In fact, we envision a time when all gaming and entertainment services will be connected. Imagine this scenario: A gamer starts a connected game on her Xbox at home, continues it on the cell phone in the cab on the way to the airport, and finishes it up on the plane by plugging into the armrest. It’s increasingly about a social experience — and it’s not just male-dominated anymore.
Ultimately, our vision is to move toward more connected entertainment everywhere, and get everyone involved in the action. Women. Young kids. Older adults.
Beyond gaming, Microsoft TV software platforms are also an integral part of Microsoft’s overall connected entertainment strategy — one that will enable rich TV experiences and new forms of TV-based entertainment and information services. Through Windows Vista, Xbox 360, new mobile devices, and an emerging wave of software-based services, we are delivering more connected and richly personalized experiences for consumers. With all of these converging elements, Microsoft is enabling a platform, and the underlying architecture and tools, for this new world of high-definition gaming and this social entertainment experience. And it all starts with game development.
From Processors to Platforms: The New Game Development Paradigm

The industry is experiencing a big shift in game development today — from a focus on processors to platforms. Three decades ago, game development was dominated by hackers cranking out games over a few days and pushing the limits of a Z80.(leer más…)

Fuente: [always on]

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