Thanks to the lovely Bobbie, Dan & Rachel for helping to sort me out with a last-minute ticket, I was able to attend Gamecamp 2008 on saturday, which I hope will become a regular / annual occurrence.
Although the open plan nature of the venue (the pimptastic Sony 3Rooms) meant that sessions ended up spilling a bit over into one another, it was otherwise an absolutely perfect space for an unconference. And the fact that the event sponsors provided a shedload of consoles didn’t go amiss…I can confirm that Rockband totally ROCKS.
As is always the way, I couldn’t go to all the sessions I’d have liked, and inevitably some of the most valuable time was that spent hanging around chatting with people, swapping ideas and thoughts with friends old and new.
As well as learning a hell of a lot in a more general sense about the wider world of gaming (I’d not call myself an avid gamer, but would definitely express a fondness for ARGs and pervasive gaming), it was a brilliant exercise in getting to think more creatively, and ponder the application of play to communications.
Play is fantastic. Play gets us to have fun, think, and wholly engage with a given game or exercise. I’ve blogged about a couple of fantastic examples of using play/gaming to communicate a given proposition or product (Penguin’s We Tell Stories and Nine Inch Nail’s Year Zero) but the various sessions definitely reaffirmed more than ever that play can be such an effective means to communicate…..far more than simply advertising TO someone.
The simply amazing venue was another phenomenal example of branded communication - the branded space did more to communicate the Sony brand to me than any advertising ever could. The bright colours throughout the space and integration of Bravia screens throughout allowed me to experience the ‘Colour like no other’ proposition more richly than a TV ad, however stunning, could do. The sleek, modern, but playful design of the whole space let me experience the importance Sony places on aesthetics / form as well as function; allowing me to try Sony products let me ‘live the brand’ (to use a wanky marketing phrase) far better than an ad ever could.
Experience - whether it’s a branded space, event, game or whatever - is powerful; and I’d argue communicates far more richly than mere advertising ever can.
[ see my Flickr set for more photos of Gamecamp @ the Sony 3Rooms ]
0 Comments | Save to del.icio.us | Digg this 
I love digital storytelling, and the latest innovation by Penguin is an absolute corker - exploring the intersection between literature, the web and gaming.
We Tell Stories was conceived by Penguin as a digital writing project, challenging selected authors to create new forms of fiction for a digital audience.
The project claims it will “create new fiction and offer a unique, immersive and innovative experience to readers everywhere” - and on first inspection it looks like they’re bang on brief.
The first story, ‘The 21 Steps’ by Charles Cumming, uses Google Maps technology to literally take the reader on a journey as they navigate through the story - its utterly delightful, and such a creative and different way to read a story.
Over the next 6 weeks, writers such as Mohsin Hamid, Naomi Alderman and Nicci French will be publishing their own interactive tales, with the added bonus of a hidden seventh story:
But somewhere on the internet is a seventh story, a mysterious tale involving a vaguely familiar girl called Alice. Readers who follow this story will discover clues that will shape Alice’s journey and help her on her way. These clues will appear online and in the real world and will drive readers to the other six stories where they will have the chance to win some wonderful prizes, including The Penguin Complete Classics Library, over £13,000 worth of the greatest books ever written.
I love the way that Penguin have embraced the digital space to bring together the age-old pastime of storytelling - the bread and butter of their business - with the modern world of digital interactivity, alternate reality gaming, and user participation. They’ve already dipped a toe in the water with their wikinovel experiment A Million Penguins - I’d predict that their willingness to explore this space further can only be richly rewarded, if other sectors are anything to go by - as the early adoptors begin to generate new avenues for revenue via digital channels and leave their slower moving competitors struggling to eke out revenues from their existing offline ventures.
Update: Check out Behind the Buzz for a full rundown on all the other many varied ventures Penguin have embarked on - they’re clearly absolutely committed to exploring the best ways to navigate the digital landscape to best connect with their consumers, and as far as I’m concerned, are doing a bloody great job…
[ Full disclosure - this has been produced by Six to Start, the company started by my friend Dan Hon: Dan’s past work totally rocks and this is no exception - I urge you all to check it out ]
1 Comment | Save to del.icio.us | Digg this Trent Reznor from Nine Inch Nails was stumped as to how to create context for his latest album, since mp3s lacked the artwork and liner notes of the 12″ concept albums of the 60s…the solution ended up being the development of a fully immersive ARG (alternate reality game) which involved and was shaped by the fans who partook in it.
Reznor said he wanted to wanted to give his fans a taste of life in a massively dysfunctional theocratic police state - both through his music, and through the ARG which ended up involving millions of players worldwide.
Hints and clues were seeded in t-shirts sold on the band’s tour, in USB flash drives left in the toilets at tour venues, on websites and in phone messages - fragments of which were assembled to form an interactive narrative which told a story to contextualise and complement the story told in the album.
Although Reznor says it wasn’t intended as a form of marketing, there’s no doubt that it created enormous excitement about the album - and in fact helped to create the narrative of the album itself. It’s also another fantastic example of collective intelligence working together to create something greater than the sum of its parts - in this case the audience pieced together the clues to solve the mysteries posed along the way - and in the process told and shaped and reformed the story online.
ARGs aren’t anything new (my friend Dan Hon’s work on Cloudmakers and Perplex City being two shining examples) but the collective intelligence and participation which drives them is now being used more frequently and in more exciting ways - and it’s particularly gratifying to see big brands such as P&G, Dell and Intel are recognising the value of the hive mind in driving innovation - with the minds of the many undoubtedly eliciting far greater results than the minds of the few.
[via Wired ]
1 Comment | Save to del.icio.us | Digg this