Author Archives: David J Edery

Sharing the Wealth

A couple of weeks ago, Henry raised a key issue in the global discourse on user-generated content. That issue: should users benefit financially from content they have created with industry-provided tools (or shared via industry-provided distribution systems?) Here’s a good quote from the post:

If consumers are helping to generate the intellectual property and helping to market the product, shouldn’t they receive some economic return on their participation? Lund says no — that this would fundamentally change their relationship to the company…

I made a few comments on Henry’s post which I’d like to echo here. To the point: I think it’s clear that economic returns, while not always the best (or even appropriate) creative incentive, are not inherently contrary to the spirit of user-generated content. In some cases, financial incentives may even grease the wheels of UGC.

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Game Difficulty & Consumer Expectations

Professor Stacy Wood, faculty advisor to C3, has unveiled more research on consumer behavior; this time, she studied the consumer’s emotional reaction to the process of learning how to use a product (and the customer’s subsequent overall satisfaction with that product). Stacy’s research isn’t game-specific, but is particularly interesting in the context of games. After all, video games have evolved (by necessity and definition) into some of the most elegant learning systems ever designed!

Stacy’s key conclusions, which probably won’t surprise members of this industry, are as follows:

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Articles of Interest

Articles of Interest

  • Via Phil Steinmeyer, a great set of dynamic charts displaying the most popular casual games, most successful casual game developers, etc.
  • Forgive me for indulging in a little humorous competitive ridicule. 🙂
  • To be fair, I’ll mention a rare bit of good news for Sony: one research study claims that consumer anticipation of the PS3 remains high, despite the price, despite Sony’s repeated marketing gaffs, etc. Let’s see if “anticipation” translates to purchase behavior when consumers realize there’s no quality difference between the games (and a world of difference between the online services.)

Singapore-MIT International Game Lab!

I have some lovely news: Singapore’s Media Development Authority and MIT CMS are joining forces to create a multi-million dollar, multi-university international game laboratory! I was fortunate enough to take part in the birth of this initiative before leaving MIT a couple months ago. This was just one of many reasons why it was very hard to leave. 🙂

The lab will be focused on innovation, both in terms of game design and technology. (How cool is that?) This is big news, both for the game industry and for academia. Here’s a copy of the official press release:

The Massachusetts Institute of Technology and the Singapore Media Development Authority have announced an agreement to establish the Singapore-MIT International Game Lab (SMIGL). The pioneering collaboration aims to further digital game research globally, develop world-class academic programs in game technology, and establish Singapore as a vital node in the international game industry.

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Articles of Interest

  • Game Developer Magazine reports that, according to research group Strange Agency, “survival horror is the most appealing genre to hardcore female game players.” Explanation offered: these games typically provide a “compelling reason” to fight — i.e. plot elements that counterbalance the violence.
  • If you still don’t understand the scope of the virtual market in Second Life, check out this SL marketing guide. Wooo….
  • Gamasutra calls Planescape: Torment the 2nd-best RPG ever. Best ever, IMO.
  • Another article on product placements in games; this one explores their increasing pervasiveness and sophistication. One quote by Dave Perry caught my eye: “If you want this sword, [Acclaim’s 2Moons] would put up a message and ask if you would like Coca-Cola to buy this item for you.
  • A recent Neilsen study on gamer habits reveals some interesting things, including:
    • RPG buyers are the most likely to pre-order a desired title (which possibly suggests that RPGs would make especially good candidates for episodic content…)
    • Music is second most popular interest after games among active gamers (which explains, in part, MTVN’s aggressive posture in the space.)
    • “Active gamers” spend 14 hours per week playing console games, and 17 hours per week playing handheld games.
    • …and more (just go read it)

Interview with Michael Gluck (EA)

Michael Gluck is a Senior Sales Analyst for EA’s sales team. In his spare time, Michael composes and performs video game music in concert; his shows often attract thousands of people at a time. Given his dual business and creative activities, as well as his remarkable immersion in gamer fan culture, I felt that Michael’s take on music’s place in the video game industry would be interesting…

Please say a little about your concert playing.

I am a pianist specializing in the performance of music from video games. Under the stage name “Piano Squall”, I gave my first concert in 2003 and currently perform about fifteen shows each year.

My only goal as a performer is to share my love of game music with as many people as possible, while raising as much money for charity as possible. I donate everything I make from concerts to The National Multiple Sclerosis Society, which is fighting the disease to which my grandmother succumbed. I also provide Benefit Concerts that support a diversity of charitable causes, such as cancer research, literacy programs, and food drives.

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  • Interesting note in the C3 blog about two things. First: Netflix has launched a contest encouraging the community to help improve the Netflix recommendation engine (it is being received very well). Second: some good thoughts on how family-sharing of accounts can mess up recommendations (this problem extends beyond Netflix, of course.)
  • Acacia Group predicts that the gaming middleware market will grow 12% over the next five years, from $718M to $1.3B
  • Article questioning the quality of recent EA Sports titles. I have no personal opinion on this (I haven’t played any EA Sports titles recently) but, since I used EA Sports as an example in my lifestyle brands article, I thought I’d note that maintaining high quality is important to maintaining a strong lifestyle brand. EA is aware of this, I’m sure.
  • Rupert Murdoch’s News Corp has acquired Danish game developer ITE.

Futures of Entertainment Conference

A quick announcement, on behalf of MIT (reprinted from Henry’s blog):

The Comparative Media Studies Program is proud to announce an exciting forthcoming conference, The Futures of Entertainment, to be held at MIT on Nov. 17 and 18. The event is designed to bring together leading thinkers from across the entertainment industry to speak about core issues around media convergence, transmedia storytelling, user-generated content, and participatory culture. Speakers confirmed so far include The Long Tail’s Chris Anderson, Flickr’s Caterina Fake, DC Comic’s Paul Levitz, Warner Brother’s Diane Nelson, Big Spaceship’s Michael Lebowitz, social networking researcher Danah Boyd, television scholar Jason Mittell, and many others, including representatives from MTV, Cartoon Network, Bioware, and other leading companies in this space. The event is free and open to the public but we ask that you preregister since seating will be limited. The event is being hosted by the Convergence Culture Consortium.

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Articles of Interest

  • Via Digg, a fun, simple flash game called “Red” that vaguely reminds me of the Atari classic Missile Command.
  • Rockstar will offer two downloadable Grand Theft Auto IV episodes on the Xbox. (I nearly missed this news in the chaos of my move to Seattle. Yeek.)
  • Via Edge, Nintendo has revealed some information about the Wii’s “message board”, a function that is intended to foster communication within the home, as well as remotely (via phone and email.)