terça-feira, 28 de junho de 2016

Using Instagram as a gaming platform

Is it possible to create games using Instagram features? The answer is: yes.

The Turkish cookie brand Biskrem created the "Biskrem Instagram Adventure", a game that uses features from Instagram, such as maps, photos, videos, hashtags, tagging, search, direct messages etc..

The narrative is very fun and mixes aliens with time travel. Check the video case below to better understand the promotional idea.

This example dialogues with the advergaming concept we’ve already discussed here and here. It's another good case of how we can put entertainment and ludic content in marketing/communication campaigns.

And an important thing: this is the post number #250! Epic win!


domingo, 12 de junho de 2016

Book: Mapping the Digital - Cultures and Territories of Play

I want to share good news in this post: in 2014, I presented the paper “Health, consumption and entertainment: the Nike brand embodied as a playful experience”, that I wrote along with my friend Marcelo Vasconcellos for the Video Game Cultures & The Future of Entertainment conference (VG6).

This week, I received awesome news: all the papers from the conference were compiled in a fantastic book named Mapping the Digital - Cultures and Territories of Play. Edited by Lindsey Joyce and Brian Quinn, and published by Inter-Disciplinary Press (Oxford) the book is a wide discussion about the state of play and the state of games in contemporary culture.

This is what I call a level upgrade!

CLICK HERE to buy!

Below, you can read the book's synopsis:

"Mappings the Digital: Cultures and Territories of Play is an interdisciplinary discussion about the state of play and the state of games in contemporary culture. This volume takes a critical look and how our cultures and territories are being renegotiated through our engagement with digital media, games, and tools. This volume argues broadly that our tangible world, and our understanding of it, are being renegotiated and remapped by the digital worlds with which we engaged. Specifically, the chapters in this volume analyse linguistic changes; unique in-game cultures and behaviours; and new methods for communicating across real and perceived boundaries, for understanding cultural experiences, and for learning through play. Drawing from the global expertise of scholars within the fields of Cultural Studies, Game Studies, Foreign Language, Science and more, this volume bridges academic boarders to assemble a cohesive and authoritative resource on digital culture and play".