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Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Tuesday, February 17, 2009

Gaming and the Future Workplace

It has been my long-held belief that the "gaming idiom" will increasingly find its way into workplace social computing applications. I suspect that this is reasonably closely related to what Stowe Boyd terms flow as it relates to Enterprise 2.0 dynamics and the applications that will be used to work "in flow".

With a substantial $3 million in funding, University of California, Irvine plans to study "how emerging forms of communication, including multiplayer computer games and online virtual worlds such as World of Warcraft and Second Life can help organizations collaborate and compete more effectively in the global marketplace."

Although virtual worlds technology may have initially been created for games, they have far exceeded that use. virtual worlds seem to be the next communications medium that will transform how we do business and live our lives. Consider that virtual worlds allow us to be "present" with each other in the same "place" unlike any technology yet developed. It creates immersive shared experiences spontaneously, and without travel.

Virtual world environments and other technology-enabled forms of communication are gaining popularity as organizations worldwide are decentralizing. To grow and promote efficiency, companies need to develop long-distance, collaborative communication methods. The researchers plan to help in that arena, using innovations such as large-scale multiplayer online games, social networking, and file and media sharing.

To gain real-world perspective, UCI researchers are collaborating with five organizations from aerospace, telecommunications, transportation and electronics industries as well as the Discovery Science Center in Santa Ana. The companies already are experimenting with the technologies in group planning, decision-making and training.

Virtual worlds are better because they create immersive experiences for people to share as if they were together in person. Nothing else achieves the feeling of togetherness that virtual worlds do. Teleconference, although an improvement over the telephone, is not immersive. Nor does it deliver a unique and memorable experience. Telepresence is much better, but it is largely immobile and very expensive. Virtual worlds can be accessed from a desktop, inexpensively. They are highly flexible and allow for redesign and redevelopment. Tomorrow your virtual conference room could be a medieval castle, if you so desire. Interactions within virtual worlds feel real, are highly memorable, and transform relationships. Additionally, other media such as video and audio can be fed into virtual worlds to enhance the experience.

It is easy for companies to enact policies prohibiting the use of these technologies. But then they would be "throwing out the baby with the bathwater." Virtual worlds and other Web 2.0 technologies, like Twitter, LinkedIn, and Facebook, can be tremendously powerful and effective business tools.

Wednesday, January 21, 2009

NailTheThief.com: Insane game to throw eggs over Satyam founder


Few nasty gaming developers have created an insane game to throw eggs over founder of faulty Satyam computers, Ramalinga Raju. The game “Nail The Thief” is all about to hit Raju’s face with rotten eggs as many times possible within 30 seconds.

The online game website has got more than 150K hits in few days of its launch, interestingly you wouldn’t find any credentials of people behind it nor any contact/ about link.

The gaming developers/ conceptualizers seems to be falling short of ideas and concepts of online games as such games are cropping up in plenty such as row over throwing shoe at George Bush or Saddam Hussain and now Raju.

Its an another kind of online flash gaming that is developing in online space called as incident based online games that most of the users find interesting to play. Most of these games developed are on current infamous incidents and are flash based which is comparatively easy to develop in short span of time unlike to other high-end platforms.

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