June 7, 2014 This coming week I’m attending the colossal gaming #Gsummit in S.F., a four-figure fee fandango (won in a drawing) that I’m eagerly sweeping my slate for in order to learn from ‘the biggies’ how large scale gaming and gamification can impact behavior change, physical/mental and social-emotional environments, education, imaginative play, and even widespread public … [Read more...]
Gaming: A Battle Over Anorexia In World of Warcraft
Blizzard’s Snow Job: Security About As Tight As Parental Controls
Nov. 14, 2012 Call it karma, payback, or just ‘got caught,’ the class action lawsuit against Blizzard Entertainment (makers of mega-hits like Diablo, World of Warcraft, Starcraft etc) is really about gamers tired of being played.Anyone who thinks youth and gamers “don’t care” about privacy and security might want to watch closely as this media mess unfolds, because it’s an … [Read more...]
Disney XD: A Case Study on Packaging Boyhood
Nov. 3, 2009 In diving into media messages targeting boys for my weekly Tuesday Packaging Boyhood posts, my mind snap went to ‘gaming’ pronto. Is this a stereotype? Or did I just do a Malcolm Gladwell style "Blink” in rapid cognition? I flipped to the Packaging Boyhood chapter on “What Boys Do” since we know marketers are tapping a boy’s desire to be ‘powerful’ and admired … [Read more...]
Are “Game Cheats” a Misnomer? Kids, Ethics & Virtual Worlds
Yesterday I had yet another mondo three-hour lunch with Michael Carter, PhD, mastermind of informal learning and Chief Playwright at cool new upstart virtual world Zookazoo. (feature forthcoming on their eco/animal endangerment efforts in their inspiring tween world soon!) As I was recapping the Ypulse Mashup session on kids’ virtual worlds, we zinged off on a variety … [Read more...]