NAB 2018: Immersive Leisure With AR, Gamification, and VR

During a Destination NXT presentation at NAB Show, Media Sherpa managing director John Canning moderated a panel on “redesigning the consumer experience” with “AR Adventures, Gamified Gatherings and VR Vacations.” Canning asked the panelists what drew them to creating immersive media. Fulldome.pro chief operating officer Stephen Powers sees this “new media as having the unique power” to “lift the human spirit.” For Vari Parks chief executive Louisa Spring, it’s her love of VR and desire to bring the experience to more people. Continue reading NAB 2018: Immersive Leisure With AR, Gamification, and VR

HTC Exec Shares Lessons From Novel For a VR-First Future

Road to VR is featuring a guest article this week by Alvin Wang Graylin, China president of Vive at HTC, who sings the praises of Ernest Cline’s best-selling novel Ready Player One. The story depicts an existence in which “VR is intertwined into every aspect of our daily lives,” writes Graylin. He believes there are positive lessons to be learned from such a “VR-First future.” The book details tech “that has the potential to create truly transformative impact on our future lives, culture, and world,” which is why he makes sure every member of his China Vive team has a copy. In his article, Graylin outlines what he sees as the 16 key takeaways from Ready Player One.

Continue reading HTC Exec Shares Lessons From Novel For a VR-First Future

AIG Report on Global Data Sharing: Benefits Outweigh Risks

AIG executive vice president/chief executive of commercial Rob Schimek described some of the data contained in the company’s 2017 global survey on data sharing. AIG’s first report, in collaboration with CEA (now CTA), was published in 2015, followed by a 2016 report on case studies of large companies. The 2017 report, says Schimek, which includes a foreword by Mike Abbott of Kleiner Perkins Caufield & Byers, looks at data sharing innovation, technology and risk. “We’ve seen the benefits outweigh the costs and risks,” said Schimek. Continue reading AIG Report on Global Data Sharing: Benefits Outweigh Risks

ETC’s AR Salon: Industry Experts Discuss Augmented Reality

On November 11, at the USC School of Cinematic Arts, ETC’s AR Salon gathered a group of industry experts to discuss their experiences in augmented reality. ETC executive director/chief executive Ken Williams opened the event to welcome attendees, many of whom are already engaged in producing AR projects. Phil Lelyveld, ETC’s VR/AR program lead, spelled out the salon’s organization, which consisted of 10-minute presentations on the business of AR and the art and technology of AR, followed by discussion workgroups. Continue reading ETC’s AR Salon: Industry Experts Discuss Augmented Reality

Jet Has Ambitious Plan to Take on Amazon with Lower Prices

Jet, the e-commerce startup that plans to compete with Amazon on price rather than delivery time, recently made a beta version of its site available to the first 10,000 customers of the nearly 360,000 it has reportedly signed on for early access. Where other e-commerce companies are aiming to make online shopping more convenient through means of expedited shipments, Jet hopes to help customers save hundreds per year by offering lower prices on all its goods. Continue reading Jet Has Ambitious Plan to Take on Amazon with Lower Prices

Chosen: iOS Talent App Aims to Attract Performers and Judges

There is a new mobile app called Chosen that offers users a platform through which they can upload videos of themselves performing talented acts or simply judge and critique other performances, all while earning rewards for actively doing so. Chosen aims to recreate the talent show experience and competitive landscape of TV shows like “American Idol.” Users can quickly scan through various performances, vote for those they like and skip those they don’t with the swipe of a finger. Continue reading Chosen: iOS Talent App Aims to Attract Performers and Judges

IEEE Predicts That Our Daily Lives Will Be Gamified by 2020

The Institute of Electrical and Electronics Engineers (IEEE) suggests that 85 percent of tasks in an average person’s daily life will include game elements by 2020. Gamification is already being integrated into social media, data collection, the healthcare industry and more. Social media sites including Foursquare, Yelp and Facebook are incorporating game and reward features. For example, they encourage users to check into restaurants by rewarding them with badges and titles, such as “mayor” of a restaurant. Continue reading IEEE Predicts That Our Daily Lives Will Be Gamified by 2020

Gamification: Samsung App Rewards Drivers for Not Texting

A new app from Samsung was developed with the intention of keeping drivers off their phones while behind the wheel. Startling statistics indicate that text messaging while driving makes you 23 times more likely to get in an accident. More startling yet is that more than 77 percent of young American adults believe they’re able to text while safely driving. To combat that, Samsung’s new Android app, “Eyes on the Road,” turns not texting into a game with tangible rewards for safe driving. Continue reading Gamification: Samsung App Rewards Drivers for Not Texting

A Conversation with Fitbit CEO and Co-Founder James Park

On the heels of an announcement that Fitbit has partnered with fashion designer Tory Burch for a range of high-fashion wearables, Fitbit co-founder and CEO James Park spoke to CES attendees about what else is new for the pioneering fitness activity tracker. “Android compatibility is important for us,” said Park. “We’ve worked with Samsung and expanded to 12 more devices. Motion Tracker is a new feature of our iPhone app that gives people an introductory experience to fitness tracking.” Continue reading A Conversation with Fitbit CEO and Co-Founder James Park

Gamification: Max Wants to be Your Personal Netflix Host

Netflix has launched a new recommendation service called “Max” that chats with users and plays amusing games to help viewers discover new TV shows and movies. The games center on genres and actors to help gauge user preferences. Available only on the PlayStation 3 for now, the Netflix blog reports that Max will be available for other devices in the future, with the iPad version expected next. According to Netflix, Max is “rumored to be the child of Siri and HAL 9000.” Continue reading Gamification: Max Wants to be Your Personal Netflix Host

Upfronts: USA Network Unveils Screen Unification Strategy

We recently reported that networks such as ABC, TBS and TNT will be offering new apps that reflect the multi-platform TV Everywhere strategy so prevalent at last week’s Upfronts in New York. USA Network is making a similar move with its “screen unification strategy” that synchronizes the viewing experience across TV, online and mobile. USA, which unveiled its plans on Thursday, will begin rolling out the new initiative in early June. Continue reading Upfronts: USA Network Unveils Screen Unification Strategy

Five Ways Big Companies are Effectively Using Gamification

According to M2 Research, companies will be spending around $2 billion on gamification services by 2015. “By that same point, Gartner Group’s Brian Burke forecasts that 70 percent of the Global 2000 will employ gamification techniques, but that 80 percent of those projects will fail unless they’re designed thoughtfully,” writes GigaOM. Continue reading Five Ways Big Companies are Effectively Using Gamification

Is Gamification the Future of Work for Next Generation?

  • Salesforce.com chief scientist JP Rangaswami recently spoke at the ReadWriteWeb’s 2Way Summit about how game mechanics are impacting many aspects of our lives, with the enterprise poised to be next.
  • Rangaswami outlined what he sees as a new direction of “gamification” shaping the future of work.
  • A new generation of knowledge workers have different expectations and are motivated differently than workers before them.
  • Rangaswami explains that one way to motivate this generation is by incorporating game mechanics into the workplace, particularly as a means of rewarding performance (such as rewarding symbolic tokens like Foursquare badges).
  • According to the ReadWriteWeb article (which includes a video of Rangaswami’s session): “This type of gaming convention is familiar to the new generation of workers, most of which are digital natives who, even if they’re not gamers, have dealt with game mechanics in social media and other aspects of their lives.”
  • Yet Rangaswami warns against “putting the lipstick of gamification on the pig of work.” He suggests that if the work is not inherently rewarding, adding a layer of game mechanics is not a quick fix.