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iPhone game gets kids into the (hidden) park

Gaming Published on 20 June 2009 in Gaming

Regular Springwise readers may remember LocoMatrix, the location-based game we covered last year that kids play outside using GPS-enabled cell phones. Along similar lines, a new iPhone-specific counterpart aims to take kids on an eco-minded adventure through the park.

Released early this month by Australian developer Bulpadok, The Hidden Park is a computer game for young families that makes the most of the iPhone's features as it leads children into a fantasy world of trolls, fairies and genies. Families begin by downloading the app from Apple’s App Store for USD 6.99 and then heading to a nearby park—currently, the game supports a select group of parks in nine major cities around the world, including New York, London, Tokyo and Sydney. From there, children navigate their way through the real park by following a magical map that reveals where mystical creatures live. As kids move past landmarks in the park, the map tells them where to go next, with puzzles and riddles to solve in order to save the park from greedy developers. Children also take photos of various landmarks—and of the magical creatures who are said to live nearby—and can store those photos in a gallery for an album of their adventure that day.

Taking full advantage of Apple's technology, the Hidden Park uses the iPhone’s A-GPS feature to accurately pinpoint each player’s movements within the park and plot them against the interactive map that forms the heart of the game, for example. Through Location Based Services (LBS) technology, the game triggers particular animations and tasks as the user reaches key points along their journey. The phone's accelerometer, meanwhile, allows users to shake the device to scatter mystical characters over any photographed image. The Hidden Park was created in collaboration with WSP Environmental. And while the game is currently focused on a set of key major parks, it can be adapted to others—in fact, the company is now working on a park builder that will allow parents to set up the game in their local park and share it with other parents. In the meantime, Bulpadok is also accepting nominations for additional parks to support in the game.

As developed nations around the globe fight childhood obesity, there's no doubt games like this will be welcomed with open arms; improving mobile technologies, meanwhile, are making more and more possible. How could *you* put the iPhone to work to slim down and entertain the world's kids...? (Related: Gyms for kids use gaming to keep them hooked.)

Website: www.thehiddenpark.com
Contact: info@bulpadok.com

Spotted by: Judy McRae

Bobba: a mobile Habbo for users 16 and up

Gaming Published on 27 May 2009 in Gaming

Millions of teens around the globe are already well-acquainted with Habbo, the popular virtual world aimed at those aged 13 to 18. Now Sulake, the Finnish creator of the site, has launched Bobba, a counterpart designed for mobile phone users 16 and older.

Launched into beta last month, Bobba bills itself as a "pocketsize virtual world" that's designed for use on mobile phones. Much as with Habbo, users can create avatars, build and decorate their own virtual surroundings on the site, and meet and interact with other users. More than 11,000 accounts have already been created; supported phones include a variety of models from Nokia, LG, Samsung, Panasonic and Lenovo; support for iPhones and the iPod Touch is coming soon.

Of course, besides enabling virtual product sales within the site, communities like Habbo and Bobba also provide a nicely targeted way for other businesses to meet and interact with particular segments of consumers—much the way Dutch Postbank did when it set up a presence on Habbo. After all, in today's socially networked world, the effectiveness of advertising is limited at best. Instead, companies must reach out to consumers where they naturally spend their time—and for legions of mobile users 16 and over, that just might turn out to be Bobba. One to watch!

Website: www.bobba.com
Contact: business@bobba.com

Spotted by: John Greene

Helping gamers connect across platforms

Gaming Published on 21 May 2009 in Gaming

One of the difficulties gamers often face is figuring out what their friends are playing at any given moment, and in enough time to join them. It's no simple task with all the many platforms out there, but a new site is hoping to make it easier.

Raptr is a free service that automatically detects when a gamer is playing a game on nearly any platform—including PC, Xbox Live, Mac, Flash, social games, browser-based games, Steam and even some games on the Wii and PS3—and then notifies their friends. Users begin by creating an account and listing their identities on the various games they play, along with the friends they'd like to keep up with. There's also client software to install on their computer. Then, when they start a game, players can either instant message their friends via the Raptr site, or they can have their friends on Facebook, Twitter and FriendFeed automatically notified. Raptr can automatically update friends on gaming achievements and play time statistics as well, and users get an integrated view of all their gaming identities in a single glance. Not only that, but in Amazon-like fashion, Raptr recommends new games based on past games enjoyed and friends' preferences. Finally, with the help of the Raptr client software, the service also keeps all PC games up-to-date, automatically downloading patches as they become available.

Ad-supported Raptr, which is based in California, launched into beta in September. While few of us would want such automatic tracking and informing applied to all aspects of our lives, it seems likely there are others that could benefit from a similar model. Entrepreneurs: start your engines! ;-)

Website: www.raptr.com
Contact: feedback@raptr.com

Spotted by: Bryce Hufnal

White label platform helps anyone build (and monetize) a gaming site

Gaming Published on 19 May 2009 in Gaming

Much the way Magnify helps web publishers create niche video channels, Danish Nonoba enables anyone to create a branded gaming site that's customisable with more than 4,000 games and can be translated into 26 different languages.

Nonoba's first offering was an independent site where gamers can play both single- and multiplayer games for free. Nonoba Gamerise, however, is a fully functional, white-label content management system that lets anyone create a Flash gaming site of their own complete with all of Nonoba's community features but entirely customisable in look, feel and targeting. Sites built using Gamerise can be run on any domain; hosting and operations are managed by Nonoba, leaving the partner free to focus on content and monetization. Available features include a catalogue of more than 4,000 games; messaging, forums, chat and friend lists; and news feeds based on friend activity. Visual design and branding can be modified for both the site and any emails sent from it, while all phrases and texts presented to the user can be rewritten or translated into up to 26 different languages, including Chinese, Hebrew and Indonesian. Features are also available to enable site owners to control advertising.

More than 100 partners have signed up since the launch of Gamerise in March, including game portals in the Netherlands, China, Belgium, Portugal and Slovenia. By providing an easy-to-use platform for such developers, Gamerise is much like "Ning for gaming sites," as Nonoba cofounder Oliver Pedersen explains. One to try out, partner with, or otherwise get involved in...? (Related: Launch your own mobile network.)

Website: www.nonoba.com/developers
Contact: info@nonoba.com

Spotted by: Bryce Hufnal

Amazon trades gift cards for used video games

Retail Published on 25 March 2009 in Retail



In these budget-minded times, companies aplenty have begun offering cash or trade-ins in exchange for unwanted electronics, gift cards and gold. Now, from none other than Amazon, comes a program to offer gift cards in exchange for second-hand video games.

To be eligible, games must be in good condition and include the original manual, cover art and case. Amazon's Video Game Trade-In site lists a wide variety of games it will accept, along with their trade-in values. For Wii, for example, "Marvel Ultimate Alliance" is valued at USD 6, "Winter Sports the Ultimate Challenge" brings in USD 6.50 and "Super Paper Mario" is valued at USD 15.50. On Xbox 360, on the other hand, "Call of Duty: World at War" brings in USD 24.25. For shipments valued at USD 10 or more, Amazon even gives consumers a way to ship them for free. Upon receipt, Amazon deposits an Amazon.com Gift Card into the consumer's account. The games, meanwhile, are ultimately purchased by a third-party merchant. While trade-in prices might not be as high as a seller can get on eBay, there's no denying that Amazon's service is the more convenient option.

Until economic conditions begin to improve, consumers will continue to seek out recession-busting strategies to make their hard-won dollars, euros and yen go further. Help them do that, and you just may be able to do some recession-busting yourself! ;-)

Website: www.amazon.com/Video-Games-Trade-In/b/ref=amb_link_83819451_2?ie=UTF8&node=979418011
Contact: www.amazon.com/gp/help/contact-us/general-questions.html

Spotted by: Bjorn Verbrugghe

Online game focuses on real-world kindness

Non-profit, Social cause Published on 9 March 2009 in Non-profit, Social cause

We've written about several technology-enhanced games that aim to get kids to exercise; one we hadn't seen, however, was an online game that strives to promote social change. Sure enough, though, Akoha is a new, reality-based game that uses mobile, web and real-world challenges to ask the question, “What if playing a game could make the world a better place?”

Launched into public beta in December, Akoha challenges players to carry out missions that involve performing small acts of kindness for others. Each player gets equipped with a deck of 24 mission cards—priced at USD 5—each of which describes a challenge to be carried out. Examples include “Donate an Hour of Your Time,” “Give Someone a Book” or “Send Drinks to a Couple in Love." Each card also includes a Mission ID number that's used to track the mission online. Every time a player performs one of these missions, he or she hands the card to the mission's beneficiary, or the person who receives the act of kindness. That person can then log onto the game's site to register receipt and write a short description of their experience of the mission, complete with photos or videos if desired. From there, they can explore the game and begin conducting missions of their own. The original player, meanwhile, enters their own description of the mission and earns points for completing it, allowing them to advance in the game; they can also track the influences of their missions around the globe, with each person's story of receiving and forwarding the mission documented online. The general idea, then, is that more players get recruited along the way and more good deeds get performed around the world. Players can also suggest their own mission cards, and they'll soon be able to custom-design their own mission decks as well.

Akoha is another nice example of what our sister site calls the OFF=ON trend, whereby the lines dividing the online and offline worlds are becoming less clear. By late January players of the game had carried out more than 2,000 missions in 33 countries—60 percent of them having joined Akoha because they received a mission card. Through a community challenge with charity partner Room to Read, Montreal-based Akoha will sponsor the construction of a new library in Nepal once 25,000 missions have been completed. Akoha also plans to begin offering sponsorship opportunities for organizations to give Akoha decks to their members. One to try out, partner with, or otherwise get involved in...? (Related: Clothing brand asks its wearers to be kind.)

Website: www.akoha.com
Contact: info@akoha.com

Spotted by: Khady Beye

Virtual world promotes sustainable living

Eco & Sustainability Published on 20 February 2009 in Eco & Sustainability

The fact that Green Irene, Green Grannies and Green Groove have all graced our pages in just a few short weeks recently is a fair indication of today's increasing focus on sustainability. Now joining that list is Climate Culture, a virtual world that combines guidance, community and games to help consumers reduce their energy consumption.

Centered around a patent-pending carbon footprint calculator, Climate Culture offers users personalized advice on the amount of carbon, energy, dollars and other resources they expend through hundreds of lifestyle choices and daily actions. The site's Personal Energy Advisor tool uses regionally specific datasets that reflect the types of energy generated, temperatures, incoming solar radiation, energy prices and other factors determined by ZIP code to power many of its personalized calculations. Users who join the free site begin by entering some basic information to calculate their current carbon footprint, and then choosing an avatar. They then find themselves on a virtual island that reflects their current level of energy consumption. The Reduction Center guides users to make changes in their lifestyle that will reduce their carbon footprint, such as installing a tankless water heater or using CFLs instead of traditional lightbulbs. For every reduction they make, users earn points that give them higher social status in the community along with access to more and more features in the site's online store for customizing their avatar and their world. Users can also earn points by helping friends green their lifestyles and by challenging others in real-world carbon-reduction contests. In addition, a variety of multiuser games can be used to earn points as well: each time a user plays or wins, one of Climate Culture's corporate sponsors donates money to offset 10 pounds of carbon dioxide.

Climate Culture is reportedly planning a pilot project in Connecticut through which it aims to help whole towns become more energy-efficient, according to a report in Matter Network. Its business model, the report suggests, involves having residential energy savings certified by the state and then selling them as Renewable Energy Certificates to energy suppliers.

New York-based Climate Culture currently supports users only in the US, with support for Canadian users coming soon. One to partner with in an area near you....? (Related: Rewarding consumers for driving less.)

Website: www.climateculture.com
Contact: info@climateculture.com

Spotted by: Bella Laird

DigiWall: computer game meets climbing wall

Gaming Published on 26 January 2009 in Gaming

We've written about a number of games designed to get kids off the couch and into some exercise, but recently one of our spotters alerted us to one we hadn't yet seen: DigiWall, a structure that combines a climbing wall with gaming.

Designed for use in public places like museums and shopping malls, DigiWall is a climbing wall with high-end surround-sound whose grips include both lights and sensors that react when they are touched. A variety of games, contests, challenges and creative experiences are possible on the wall as a result, using a combination of visual and audio feedback and body movements. Games currently available, for example, include simple ones based on physical activity and speed as well as more complex ones involving flexibility, bodily control and tactical skill. New games are also being added all the time, the wall's Swedish maker says. When not in use, DigiWall becomes a decorative sound and light installation.

Much like Wii, location-based games and gyms that use games to keep kids moving, DigiWall could be another weapon in the battle against childhood obesity—not to mention a novel and entertaining public attraction. Kid-friendly restaurants, stores, malls, museums—even airports or schools: This one's for you! (Related: Poolside climbing wallsIn-store wave riding.)

Website: www.digiwall.se
Contact: info@digiwall.se

Spotted by: Susanna Haynie

Using video games to make seniors safer drivers

Automotive Published on 21 October 2008 in Automotive

We've written about brain gyms for baby boomers and insurance discounts for drivers of cars with GPS devices. Combining a bit of both ideas, insurance provider Allstate recently announced a pilot program that could ultimately lead to reduced insurance rates for senior drivers who play brain-building video games.

Beginning in Pennsylvania--home to the fifth largest population of Allstate customers aged 50 to 75, the company says--Allstate is offering the program free to more than 100,000 drivers in that age group to test the impact of cognitive training on driving safety. The program uses InSight, a video software package from Posit Science that's designed to reverse age-related cognitive decline and improve the visual-processing skills needed for safe driving. Five games make up InSight, including Jewel Diver, which tests the ability to keep track of multiple moving objects at one time. Among the results of using the software, Posit says, are a reduction of dangerous driving manoeuvres by up to 40 percent, an improvement in stopping distance by an average of 22 feet when travelling at 55 miles per hour and a reduction in crash risk of up to 50 percent. In the Pennsylvania tests, which will run through March, Allstate will encourage participating older drivers to devote at least 10 hours to the training exercises. It will then track accident rates for the groups that did and didn't use the software. If the results validate Posit Science's claims, Allstate says it hopes to offer discounts to older drivers nationwide who use the software.

As the aging of the baby boom generation leads to increased numbers of older drivers on the road, using brain exercises to improve safety makes good sense. Of course, the program could also help Allstate identify and reward its safest--and therefore most profitable--customers. Sounds like a win-win proposition for other insurers to watch--and emulate!

Website: media.allstate.com/releases/4461-allstate-examines-brain-fitness
Contact: kpose@allstate.com

Spotted by: PSFK via Matthew Cua

Game combines wine tasting and tryvertising

Food & Beverage Published on 11 August 2008 in Food & Beverage

Encouraging people to organize their own wine tasting parties, 4xProeven (Tastingx4) combines a board game with a four-pack of wine.

The concept is simple: four small (0.375 litre) bottles of red wine are packaged in a carton that folds out to a board. Four blank stickers are included to hide the bottles' labels. A leaflet explains the basic elements of wine tasting: look, smell, taste and compare. It also describes the four single grape varieties included in the game. Players shuffle the bottles and start tasting. By comparing a wine's taste to the four descriptions, the objective is to guess which is Merlot, Cabernet Sauvignon, Pinot Noir and Shiraz. Just launched in The Netherlands, 4xProeven is currently sold online for EUR 24.95 and by a small number of wine shops, and the company is planning to launch internationally soon.

While wine tasting games certainly aren't new, they generally include game elements only, not the wine itself. And here's where we think 4xProeven missed a great opportunity (or maybe they're working on it). Instead of including unbranded wines, partner with a well-known label and turn the game into a smart and simple way to tryvertise, getting customers to sample a variety of reds or whites while connecting with the brand. We're sure Springwise has a few readers at E&J Gallo and Jacob's Creek. Time to give this one a spin? ;-)

Website: www.4xproeven.nl
Contact: info@esegui.nl

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