Showing posts with label Laat met je merk spelen. Show all posts
Showing posts with label Laat met je merk spelen. Show all posts

Saturday, April 23, 2011

Laat met je merk spelen te koop in Kluwer Shop! [Dutch only sorry]

Vandaag een mooi artikel over Gamification in het Parool. Daarom even een doorverwijzing naar de verkooppunten waar mijn boek verkrijgbaar is.

Mijn boek 'Laat met je merk spelen' is te koop via Bol.com, Managementboek.nl en de Kluwer Webshop. Uiteraard ligt het ook bij Selexyz en de betere boekhandels.

De gratis samenvatting kun je HIER downloaden (rechtsboven op 'demo' klikken).


Saturday, December 18, 2010

Laat met je merk spelen is a X-Mas recommendation!



My book has been recommended as 'an excellent read between X-Mas and New Years eve'.

All readers that email me a summary of their opinion of the book will get a free presentation or an hour of hack & slash adventure with me!

Order the book below:

www.Kluwer.nl  

Wednesday, December 15, 2010

My book hits the TOP 10 Management books by Kluwer



I am happy to announce that my book has been chosen by Kluwer to be part of the TOP 10 Management Books in 2010.

Apart from that I can announce that the free English summary is almost finished and will be available for download from the 1st of January 2011. (1-1-11 ;-)

This is the link to the English part of the website for my book (A Brand New Playground).

The book will unveil the latest insights in digital consumer behaviour, provides an overview of the games industry in the past 30 years, provides about 30 case studies categorized in product-, price-, place-(innovative distribution and micro-transactions), personnel and promotion-related objectives and presents three models how games can be used in the field of brand management and marketing.

 I hope you will enjoy it!





Monday, November 1, 2010

Bookreview Laat met je Merk spelen in Marketing Tribune (Dutch only - sorry)



Erg trots op deze recensie in Marketing Tribune!

Monday, July 26, 2010

Presenting during Marketing RSLT Summer School [Dutch only - sorry]



I am presenting my vision on the new media landscape during the Marketing RSLT Summer school* and will reveal some new cases how you can use games as a marketing tool.

Feel free to subscribe before upcoming August 15th here - all my relations will get their second workshop for FREE!

Be sure to fill in 'BrandNewGame / Bart Hufen' in the 'opmerkingen' field at the bottom of the subscription form.

* Bloemendaal 25th of August 2010 - The Netherlands.

Wednesday, June 30, 2010

Book available!


My book 'Laat met je merk spelen' is currently available through managementboek.nl and www.bol.com

I have just started working on the international (English) version and I am looking for cool cases that I can use in the book.

Please help me and send your links to barthufen@brandnewgame.nl using the subject header 'Case for Book'.

Thanks so much for your support the past year and please feel free to visit www.laatmetjemerkspelen.nl for a free [Dutch] abstract from my book.

Monday, June 14, 2010

Marcom 2010 Presentation 'Laat met je merk spelen' [Dutch]

Friday, June 4, 2010

Thursday, April 22, 2010

New Book: A Brand New Playground - Searching for CASES!





Hi All!

I just finished the Dutch version of my book 'Laat met je merk spelen' (A Brand New Playground) and would like to start with the international (English) version soon.
For this issue, I am looking for international cases of how games are being used as a marketing tool to achieve goals that are related to Product, Price, Personnel (staff), Place (virtual product distribution through games) or Promotion.

Please help me find them!

Think of global brands like Coca-Cola, McDonalds, Diesel, BMW, etc.

Much appreciated if you can send me links or full cases!

Send an email to barthufen@brandnewgame.nl (subject: Cases for Brand New Playground)

THANKS THANKS THANKS!

Friday, March 5, 2010

Cover of my Book! [Dutch version]



















The cover of my book is finished [for the Dutch version].

Hope you like it! - Let me know what you think.

The English version will be available hopefully around July 2010...

Tuesday, June 16, 2009

Six levels of involvement

Virtual BoyImage via Wikipedia



According to Gordon Calleja gamers have 6 levels of involvement when playing games, from shallow to 'deep'.



"The six frames include: affective, spatial, narrative, tactical, performative and shared involvement. These are described as ranging on a continuum from conscious to internalized involvement.
The internalization of spatial and other frames of involvement can result in what I will call “incorporation”. This term replaces presence and immersion with the aim of displacing the binary relationships implied in these metaphors while proposing a clear conception of the experiential phenomenon they are employed to describe. It replaces the uni-directional plunge of player into game-space implied by the term immersion with one of simultaneous assimilation of the digital environment and presence to others within it." Thus Gordon Calleja.

Explaining in short what the six levels mean:

Affective: do I like what I see, does it look attractive and comprehensible? Does it tempt trial!?

Spatial: do I understand the environment and basic mechanics of the game? Is the goal clear?

Narrative: How does the story involve me, which clues and progress do I get to keep me interested and involved?

Tactical: As soon as the above is clear, the player feels comfortable in this digital interactive virtual world. Gamers need to feel they understand and are in control of this constantly changing environment.

Performative: Searching for the boundaries of what I can do in-game (mastering the game). The gamer is bending and tempting the rules of play so to speak. Character identification probably takes place in this face and the virtual world and reality seem to start blurring.

Shared involvement: In what way can I interact with objects and (virtual) characters and (real life) team mates? In short: in-game socializing - a highly underestimated virtue of gaming (by non-gamers) if you ask me!


Visit this website for more on this subject: http://www.gordoncalleja.com/


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Tuesday, April 21, 2009

Definition of the word: GAME























Hi there,

after many interviews with - amongst others - Microsoft, Nintendo and Sony PlayStation, I would like to try and form a definition of the word 'Game' as used in my upcoming book about Gaming & Branding.

Please feel free to argue and discuss this with me as I feel this will enrich the definition.

Game: a non productive, digital, interactive software program with clear goals, rules and
dynamic content or plot development. Played voluntary on hardware like a pc, console, TV or handheld device.

Please share your feedback.


Saturday, March 28, 2009

Gaming Hardware History




I have tried to describe the history and developments of gamehardware, but challenge anyone to prove me wrong as I have based most of this on what I could find on the internet and in Wikipedia.

Let me know if you think my dates are wrong or something important is missing.

I didn't take all the consoles into account, just the ones I feld were 'new' stepping stones in the development proces to the current generation of consoles....



Console Year Home Entertainment Systems & Software carriers
Generation


1889 Nintendo founded by Fusajiro Yamauchi
1st Gen 1972 Magnavox


Atari

1975 Philips Telespiel

1975 Microsoft corporation founded

1976 Atari 2600
2nd Gen 1980 MS DOS software

1980 Nintendo Game & Watch handheld games

1981 IBM Personal Computer

1982 Activision wins law suit

1982 Atari 5200 computer

1982 Introduction of MSX ASCII code

1983 Nintendo Famicom (NES)

1983 Commodore 64 Homecomputer (and multiple MSX's)

1983 Invention of CD and CDROM
3rd Gen 1984 Apple Macintosh

1985 Commodore 128

1985 Windows 1.0 software introduced by Microsoft

1985 Commodore Amiga

1987 IBM PS/2

1988 Sega Megadrive

1989 Nintendo Gameboy monochrome
4th Gen 1989 Atari Lynx portable game computer

1991 Introduction of Cdi

1991 Super NES (Nintendo)

1992 The end of MSX computers by Philips and Sony

1992 Launch of Windows 3.1
5th Gen 1993 Atari Jaguar

1994 Sega Saturn

1995 Introduction of DVD

1995 Introduction of Windows '95

1996 Nintendo 64

1998 Nintendo Gameboy color

1998 Apple iMac design computers
6th Gen 1998 Windows '98

2000 Introduction of Windows Millenium edition

2001 Windows XP Home and Professional

2001 Introduction of Gameboy Advance

2001 Microsoft enters console market with the Xbox

2003 Gameboy advance SP
7th Gen 2004

2005 Gameboy Micro & Nintendo DS

2005 Microsoft beats PlayStation in time with the Xbox 360

2005 PlayStation Portable (PSP) launched in USA & Europa

2005 PlayStation 3 hits the market

2006 Nintendo DS Light (DS = Dual Screen)


For the complete history visit this websit http://www.thegameconsole.com/

Monday, February 23, 2009

First interviews...





So, here it goes.

My first serious article since I started a blog ever...

This is just a small update for anyone out there to inform you I have had 3 interviews with people from the gaming industry so far. These people are an ex-employee of EA Benelux, the editor in Chief of the biggest gaming magazine in Benelux, called Power Unlimited and the managing director of Codemasters (Grid).
It is funny to experience that 3 different people have such different ways of looking at things and sharing their opinion. Where one might comment that in-games you will have the same advertising opportunities as in real life, other comment that it is better to fully exploit all the possibilities of interactivity and gaming. It's up to me to create an overview of the seemingly ' limitless options' in advertising. Although I expect the gamers/players to notify us where their limits and boundaries of acceptance will be.

If anyone can help me with consumer research on advertising acceptance and the limit of annoyance, I will be most grateful and my character will develop to level 2 ;-)