Non-Gamers Should Care About Gaming

Venture Beat had an unusual article on why non-gamers should care about gaming. It’s a pretty interesting read, but what’s really interesting to me is the very idea itself.

As a gamer, I take the existence of my hobby and its industry for granted. I also assume, rather ignorantly, that there’s a certain barrier between me and non-gamers, even if it’s changing. That’s a given, a cultural assumption.

Of course as the article notes, it’s not true. Gamification, causal games, more games, etc. really do blur (and destroy) the gamer/non-gamer boundary. This boundary breaching is probably happening faster than many crusty old gamers like me may realize because of casual, mobile, and geek being chic.

So now that I’m actually thinking outside of the shrink-wrapped box, what do I see coming up in the gaming/non-gaming boundary:

  • Goodbye to boundary in the next 5-10 years. The only reason not to game will be because you don’t have access to the technology or the time. But gaming will be very omnipresent.
  • Design meltdown. Once gaming is so widespread, with more audiences than it’s used to, designing games is going to be more challenging. What demographics will game designers run into that they never encountered before?
  • Getting more businesslike. Gaming has had many a moment of not-exactly-professionalism. When it’s more widespread, that’s going to have to change. Expectations for businesses, of performance, of support, will alter.

What does it mean for future and current gaming professions:

  • If you’re not thinking out of the box you’re not moving ahead. Get ready to embrace a less bounded game world.
  • Act professional. It’ll make sure you survive and it’ll be expected.
  • Stop making the same damn game. Your audience has changed.

– Steven Savage

Why We Need Imagination In Our Economies, Media, and Careers

I’ve decried the lack of space opera – because it requires thinking big thoughts and often thinking of the future, it seems those traits aren’t in vogue.

I’ve recently read a brutal look at the plethora of startups that aren’t original. I had to agree.

I had a discussion with a friend who works in gaming that led to a series of bitter exchanges as we lamented rampant unoriginality.

We can look at economic and political discussions where the same thing is said over and over again. Most lately the dismal attempts at austerity that don’t seem to be solving things.

I would like to postulate that one of the problems in media, in economy, in economics and politics, is a lack of applied imagination.

Read more

Holograms, Personalities, And New Awareness?

So the Tupac Hologram is getting plenty of attention as well as some menage. This is causing people to notice Hatsune Miku, Japan’s Holo-pop princess who’s being doing this so long she’s old by hologram standards. Also, she does not feel Obi-Wan Kenobi IS her only hope.

Some time ago I wrote a series of columns on the viability of virtual stars. I stand by this fact and the article above notes the phenomena and some advantages.

Most telling is the comment in the above Daily Beast article about virtual stars that they don’t age, get old, have scandals, etc. They’re pure entertainment mixed with a strange kind of purity overall. Hatsune Miku will not die, or OD, or get into a scandal, or even age. There’s something people will doubtlessly find refreshing.

The use of Tupac in a hologram, a man who died an unpleasant death, further reinforces that divide. Though I’m sure his many fans were thrilled to see him “resurrected”, this technical incarnation also reinforces the gap between real stars and entirely virtual ones. Also, I think some people may find the “resurrection” a bit creepy.

However, Tupac’s holographic return is bringing new attention to Virtual Stars, and I’d like to add some additional analysis.

  • This is getting increased attention for Japanese virtual stars, so I’d pay attention and see if increases interest further.
  • In addition, the resurrection of such a popular singer may increase interest in other “holoncarnations” of stars or the creation of “native” holo-singers.
  • The technology certainly remains viable to create virtual stars, and social media’s increasing relevance means its easier to create fast viral marketing and recognition. Attempts to make new stars can take off quickly (as witnessed by the Tupac hologram).
  • The fact they can be created quickly could appeal in this world of ever-increasing short-term thinking and desire for quick results.

Tupac is back? He may well be just the start.

Steven Savage