case-study

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  • Booyah starts off slow, offers $1000 in contest

    by 
    Mike Schramm
    Mike Schramm
    08.06.2009

    I've been playing with the hyped-up Booyah Society app for about a week or so now, and I don't think my reaction is too singular: it's not all that great. The idea is certainly a good one: take your real-life achievements and turn them into a game, complete with points and an avatar, but in practice, it's not quite there yet. Achievements are honor-based, which means you can make as many or as few points as you want just by punching anything in, and while the avatar is pretty nifty, it doesn't seem like there's that much to do with the little guy besides spin him around until he gets sick. That's not to say that the potential isn't still there -- the app's "Booyah" recommendations can give you some interesting things to do if you need them, and if they ever get the app using some actual iPhone mechanics (how about traveling a certain distance according to the GPS or playing a certain song or sound into the microphone?), it could be really addictive. But they're not quite there yet, and while we don't have any info on how many downloads they've gotten, the App Store rating is less than impressive at two-and-a-half stars.And they're not giving up yet -- they just announced a giveaway of up to $1000 over on Facebook. You'll have to log in to see it, but if you become a fan of their service and fill out a quick sweepstakes form, you're entered in to win a $500 Apple gift card for yourself, as well as a chance to give $500 to five more friends.Sure, the contest is blatant promotion (and it might even just be a shot in the dark to try and grab a Facebook audience). But what will be interesting here is to watch and see what happens with the app -- these guys have a legendary game development background (coming from Blizzard Entertainment), and at least $4.5 million in VC financing already. Whether they sink or swim, they're making for a very interesting case study of big-time development on the iPhone.

  • GDC09: Applied RMT Design with GoPets and Live Gamer

    by 
    James Egan
    James Egan
    03.28.2009

    Massively sat in on a GDC 2009 session this week titled Applied RMT Design which was part of the Worlds in Motion Summit. Andrew Schneider, Founder and President of Live Gamer and Erik Bethke, CEO of GoPets, Ltd. presented a case study on balancing a game's primary and secondary markets, using GoPets as an example of how it can be done. The market for virtual goods in massively multiplayer online games and virtual worlds is worth billions. Not all of this is grey market, and more games are now being designed with microtransactions in mind. Live Gamer aims to bring greater legitimacy to microtransactions through a regulated secondary market providing benefits to companies as well as the players themselves. Thus far they've worked with EverQuest II, Vanguard, and GoPets, with Acclaim's 9 Dragons on the way. Bethke and Schneider kick off their talk by explaining the fact that RMT in MMOs is inevitable, explaining how developers can be proactive about incorporating RMT into their titles rather than having it exist outside of the game. Live Gamer works with developers to create a legitimate system for trading virtual items for real money, one that's safe and secure. Of course, legitimizing RMT can also stir up controversy. %Gallery-48454%

  • Linden Lab/IBM case-study on virtual-environment meetings

    by 
    Tateru Nino
    Tateru Nino
    02.27.2009

    Linden Lab have published a case-study based on their strategic technology partner IBM's use of Second Life to save money on meetings and conferences. IBM's experience is quite unlike Australian Bank Westpac, which did not find such a compelling case, but the details of Westpac's findings are a bit vague. In this case-study, IBM staffers talk about their experience with running a Conference and their Annual General Meeting in Second Life , though what seems a bit odd is that it is hard to shake the feeling that we've seen this particular case-study before. Nevertheless, feel free to take in the report, bearing in mind that it seems to be targeted towards those who have the least familiarity with virtual environments, only very carefully introducing concepts and tropes like presence, for those new to the notion. Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.