Top 5 SXSWi Gaming Panels: Calling all Gamers!

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February 13, 2012 at 10:10 pm


Once considered “unhip” and “nerdy”, gaming has soared on the gust of innovation created by the ever-expanding web 2.0 bubble.

“Gaming is similar to writing, in that both are private, creative activities very different to watching films or reading books, which involve less input,” says
Play-write Lucy Prebble in a Telegraph article by Nick Collins.

Gaming has grabbed the attention of people all shapes and tech-savyness. From thrill seekers testing his or hers skills and strategic know-how to investors peering into the exploding trend with profitable intentions. The most appealing aspect of gaming is hard to explain if your not constantly reaching for your smart device, controller and/or mouse to play that next move or out-think your greatest nemesis!

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Preview – Future of Entertainment: Viewer Becomes User

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January 25, 2012 at 6:15 pm


Generally speaking, there aren’t many things surpassing the popularity of entertainment television, in terms of consumption nowadays in the U.S. But when you think about it, there is one thing that just might rival it: mobile social networking. So what do you think happens when you mesh both of those elements together? Speakers from the “Future of Entertainment” panel at next year’s SXSW Interactive festival will be explaining just that.

Of the five speakers set to participate in this session, three will focus on the social media aspect of this discussion: Jared Hecht, of GroupMe; Kimber Myers, of GetGlue; and Tom Thai, of Bluefin Labs. The remaining two participants, Mike Scogin of MTV Networks and Paul Chang of Showtime, will speak about the entertainment television aspect of the panel.

GroupMe is a social media application that focuses on collectivism. This application focuses overall on connecting its users with multiple others, instantly. The prominent features of this app are group messaging and conference calling. The application also offers its potential consumers a free number from which to message the members of its chosen social circle. According to Tech Crunch, the company was acquired by social and video messaging giant Skype in August of this year.

The social media company GetGlue is already in the entertainment lane, in terms of mobile networking. This application tailors to the social media audience that is interested in check-ins, but alters this element to apply to what the user is watching, reading, or listening to, rather than physical or geographic check-ins. GetGlue’s primary focus centers on television events, whether they be sporting events, prime time shows, or any other category of television entertainment. GetGlue representative Kimber Myers explained the concept of the GetGlue company, and how users are, and potential users can, apply and incorporate the social media application to their lives.

“People are looking for new ways to connect to their favorite shows on TV, as well as [to] other people who are watching them,” Myers said. “The growing prevalence of smart phones and tablets is making this a seamless experience for viewers.”

Bluefin Labs is a different sort of social media tool, in the sense that it focuses more on the statistics related to social media consumption. In a very unique approach, Bluefin Labs analyzes how consumers respond to television. The elements of this analytics tool range from “response level,” which measures the number of commenters for any given episode of a show, to “response share,” which is described as the percentage of a program’s share of social response within a specific part of the day. The results gathered from the Signals analyses are available to audiences such as programmers, marketers and buyers in order to enable them to better understand the meaning behind the numbers, and apply that knowledge to the television market.

MTV Networks and Showtime are relatively well known forces in the entertainment industry. The representatives (Scogin and Chang, respectively) of these companies will factor into the panel discussion by offering the perspective of how entertainment networks are adjusting to the upsurge in social media usage, and how this influx is influencing the entertainment field to integrate social media elements into the the television genre.

GetGlue panelist Myers believes that this session as a whole can factor into the SXSW experience for attendees of this particular panel.

“Attendees of SXSW have traditionally been ahead of the curve where tech is concerned, and social TV continues to be an emerging, growing field for people to enter,” Myers said.



Preview: Programming from Scratch

Posted by:
January 19, 2012 at 11:47 pm


Mention computer programming and many intelligent and fairly computer-savvy college-bound youngsters and adults metaphorically throw up their hands, assuming it’s too hard and certainly way beyond them.

As a result, relatively few study programming in college, a reality that caused enough concern for MicrosoftIntel FoundationGoogle,Iomega, and the MIT Media Lab research consortia, not to mention the National Science Foundation and the MacArthur Foundation, to provide funding for efforts to turn that around.

The folks at the Lifelong Kindergarten Group at the MIT Media Lab put their heads together to come up with ways to break down barriers holding students back from pursuing a future career in programming.

The result? Software called Scratch that makes programming fun and easy. Download and use is free.

Young people can remix and make their own video game, invite friends to play it, and those friends could, if they choose, remix that game by changing the icons, script, movements, and even music. Since its inception in 2007, Scratch has taken off.

“There are almost a million accounts and more than 2 million downloads of the Scratch software. It also comes pre-installed in some of the XO laptops [that are] part of the One Laptop Per Child program, so Scratch has reached a broad audience.”

Andrés Monroy-Hernández

Designed to encourage borrowing and transforming the work of others, not unlike the way rap and hip hop remix music – “scratching” and manipulating the sound on a turntable (the inspiration for the name of MIT’s program), Scratch offers users the opportunity to take an existing program uploaded by others in the Scratch community and alter it in novel and amusing ways. They can also add original art or other elements.

Check out MIT Media Lab’s overview of Scratch:

Scratch: overview from andresmh on Vimeo.

Andrés Monroy-Hernández, a postdoctoral researcher who was part of the research team headed up by Mitchel Resnick, created an international social media website called the Scratch Online Community, available in many languages. The site allows users from all over the world (mostly young people and educators) to upload and share, remix their own animations, video games, and interactive art projects.

Creator of the Scratch online community, Andrés Monroy-Hernández

Andrés Monroy-Hernández

Many kids work on their projects over the course of multiple sessions, it’s a common approach. I do not know if all the kids participating know there have been more than 2 million projects shared so far, but the number is displayed prominently on the front page, so I assume a lot of them – they notice it. They do have access to a lot of statistics information, we even developed a website to share those numbers (stats.scratch.mit.edu). I think we see the effect of this on kids’ pursuit for “fame” on Scratch, which is both a powerful driving force for participation and a problematic obsession.”

Andrés Monroy-Hernández

The community Monroy-Hernández created now has almost 1 million members, who have shared more than 2 million projects so far. His presentation on the process, during SXSWi, Designing a Creative Online Community for Kids, is one of those parents and educators of kids from K-12 should check out.

The story of the Scratch Online Community and how it came to be is one that Monroy-Hernández says offers lessons that are generalizable to many other efforts to combine creativity, learning, and social media. While Scratch is unique, he believes their failures and successes provide much that others can learn from.

The experiences of the developers of Scratch have already played an influential role in the development of other online communities such asKodux.com for users of Kodu, Microsoft’s game-programming software that allows young users of  XBox 360 to create their own games and share them with others.

For this review, I downloaded Scratch and was able to figure out how to take an existing game, add figures or icons, and manipulate a script and tools in order to get my adaptations to take a series of actions. It was both intriguing and fun.

In fact, if I had not had other commitments, I would have gone back to see what else I could create. And that’s the point.

Students may get a first taste of using Scratch in school, but it is designed to attract users to come back again and again. In the process of playing, they are learning many of the basic elements of programming.

Users only see the fun, not all they are learning in the process.


Saturday Keynote SXSW 2011 with SCVNGR “Chief Ninja” Seth Priebatsch

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March 12, 2011 at 5:32 pm



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