Monday, March 12, 2007

Over Hype

Thanks to Amos for showing me the link on overmarketing and overhype. Apparently some guerrilla marketing campaigns are too successful that they cause social panic and generally disorder to the point of criminality.

Which brings me to be a little concerned abt persistent reality games. In the past, we are were so fearful on games like Dungeons and Dragons etc coz we were afraid that people (esp kids) would emulate their behaviour and thus kill their parents etc. This argument has been going on since the invention of TV where violent behaviour has been frowned upon. Now when games cross the borders between reality and game space, what would happen?

Another interesting thought is where is the realm between real and game? it is so clear as online and real life? or is it the spaces they occupy. EG. the GAME TIME i have is when i come home and relax after dinner where my WORK TIME is where im in the office working. A persistent reality game is actually just that...its PERSISTENT. which means that it would INVADE other spaces such as social, work and maybe even religious. Hmm are these games what we really want? thing is, the VALUE of such a game is in its pedagogical aspect, where such behaviour actually teaches people to adopt these attitudes and values and continue to grow and reproduce them.

At one extreme, people would treat life as one big game. Social normative control would breakdown and the rules of social engagement would change. In a sense, life would be more interesting and less mundane. In another sense, we may lose the security and order we all have been accustomed to. The spaces will collide into each other, work will be play, play will be work, there is no social, no formal etc. sounds like anarchy in a sense.

Is this an ultimate expression of the internet and its freedom in real life?
A New Online

I was shocked to find out how disconnect i am from the new generation of gamers. being an avid gamer of my heyday (10yrs ago), i was so confident that i would be able to mix it up with the current generation 'i'. i was very mistaken.

These kids (from 12-18) are one of the hardest markets to hit now. neither listening to radio, watching TV or even reading newspapers. This generation of youth exist almost purely on cyberspace and are THE most internet savvy people now.

In order to plug myself in, i started playing Asiasoft games like Maple Story, Audition and Pangya. I'm very impressed by the way Asiasoft conducts its business. coming up with really good content and interesting gameplay, they encourage kids through a variety of socio-psychological stimulus to purchase A-cash which is bought with REAL money.

The use of this A-cash is mainly to improve ones' standing the in game, whether in ability or appearance. i was thinking no way am i going to pay $15 for a nice shirt in game but i ended up spending more than $30 (so far). it really feels like you ARE your avatar and that u want to have a good image esp in the light of these kids spending in excess of $800 looking so much better than you (and im working!!!).

Also people are sending you gifts and its really bad not to reciprocate. am trying out more stuff now like second life, fly for fun and o2jam. what i really like is the unique gameplay of these newer games instead of the hack and slash all the time.

Am glad that at work, we are having the chance to do more games so we will take this opportunity to really improve ourselves.