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).
This blog is interesting for Brand managers and Marketing managers. It shows you how games can help to achieve marketing objectives and includes postings about digital interactive branding, like branded utilities and social media for organizations & brands. Check out www.brandnewgame.nl for more information what digital interactive concepts can do for your brand. Or visit www.brandnewplayground.com for more information about my book!
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
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
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
Friday, June 4, 2010
My presentation at Marcom10 - laat met je merk spelen! (A Brand New Playground)
This is the presentation I held yesterday at Marcom 2010 where I revealed some of the essence of my book - check it out!
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]
Tuesday, June 16, 2009
Six levels of involvement
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/
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.
Sunday, March 29, 2009
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 ;-)
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