Apr 202011
 

Gary is representing MUVEDesign at three conferences coming up that reflect the nature of the three keys areas of the business.

  1. At the TV Show Australia next week he is presenting about Social Television now and in the near future and how Inspiring the stories of tomorrow with social mediawill make TV truly and finally interactive

    Santa Clara Convention Center

  2. In Santa Clara, CA he is opening the business track by presenting New Augmented Reality Business Models at the worlds biggest Augmented Reality Conference known as the Event
  3. And in June Gary is presenting at GameTech on Pervasive Entertainment and the exciting merging of Games, Film/TV, Geo-Caching and Social Media

Gary is also presenting at various adhoc conferences such as Creative Sydney here where he is MC’ing & presenting on various Transmedia & Multi-Platform Content sessions.

More details on each of these below and if you want to speak to us about how MUVEDesign can help you realise your projects in these areas look at our service area and contact us here.


 

‘Multi-Platform’ TV Show

Australia 2011 27-29 Apr Sydney

The TV Show is Australia’s only multiplatform TV conference. It is the first forum bringing together the value chain for multiplatform TV, with an emphasis on finding innovative ways of bringing services to the market. Content will enable decision-makers to evaluate technology, the costs involved and gain knowledge of roll outs and implementation.

  • How to be a successful new entrant in the multi-platform TV market by harnessing innovation
  • How to better understand and engage with customers across multiple devices
  • How to develop new, interesting formats that will attract viewers and advertisers
  • How to use Apps to extend the TV experience across multiple screens
  • How to launch new services and build new revenue streams through Social TV
  • How to integrate Social TV apps within the EPG
  • How to create hype and build communities around branded entertainment
Gary’s audience centric, social TV element followed by an interesting panel looking at community building around TV content.

Day 2  2.10pm Inspiring the stories of tomorrow with social media

  • Including audiences in the creation of your stories
  • Differentiating your content with social features
  • Listening to the audience to produce more compelling stories
Mr Gary Hayes, Director & Founder, MUVEdesign.com & Storylabs.us

2.40pm Panel discussion: How to distribute and market content on social networks

  • Getting the best from the social nature of TV
  • Virally distributing programming
  • Influencing conversations about your programme
  • Marketing your programme more successfully and cost effectively with social media
Mr Iain McDonald, Founder & Executive Creative Director, Amnesia Razorfish
Ms Vanessa Stoykov, Chief Executive Officer, Evolution Media Group

 


 

The Augmented Reality Event 2011

May 17-18 Santa Clara, CA, USA

The Augmented Reality Event 2011 will feature industry luminaries: Bruce Sterling, Vernor Vinge, Will Wright, and Blaise Aguera y Arcas. ARE 2011 will include more than 100(!) speakers in 30 sessions organized into 3 tracks: business, technology & programming, and production & design.

The 2 day event will feature more than 33 hours of talks running the gamut of AR essentials in 3 tracks: Business, Technology and Production:

  1. Business – For executives of established and start-up AR companies, as well as mobile hardware companies – in search of business models and promising verticals for AR;  a venue to form partnerships, learn about latest innovations, and most importantly speak with clients.
  2. Technology – For Developers, programmers and technologists seeking the latest and greatest engines and tools for AR; learn from case studies and post mortems delivered by experienced developers from the leading companies in the space.
  3. Production – For Producers, designers, project managers (in gaming companies, agencies, marketers, brands, and artists) hungry for proven techniques to leverage augmented reality to advance your brand, attract and keep your customers, and build successful campaigns and products that will delight users.

Day One – Tuesday 17-May-2011

  • 8:15-9:00 am ARE 2011 Press Conference  Moderated by Ryan Wagner Great America XK – First Floor. Opportunity for AR companies to announce new products with major tech media
  • 9:00-9:45 am Keynote: Bruce Sterling Wired Main Theater
  • 10:00-11:00 am AR Market: Today and Tomorrow Business Track  (Great America J – First Floor)
    • Gary Hayes (MUVEDesign)- New AR Business Models
    • Laurel Papworth (Community Crew) – Building Mobile AR Social Communities for Business

 


 

GameTech

21-22 June 2011 Sydney

Video games and interactive entertainment has come of age, and it’s serious business. Games have emerged as the pinnacle of consumer entertainment. The interactive entertainment industry is now faced with unprecedented popularity, unparalleled growth and significant opportunity.

“The global video gaming market is expected to grow at a CAG Rate of 8.9% to reach $76.1bn in 2013”*

The benefits of this are not just restricted to the video game developers and publishers- all areas of the value chain and the wider industry arereaping the rewards of this growth opportunity. As users are shifting towards new platforms developers and publishers are changing their business models to wrestle for market share.

  • Gametech is a 2-day conference blitz of learning, inspiration, solutions, and networking. It is the most comprehensive event on games and interactive entertainment in the region, and will provide an unparalleled event experience.
  • Gametech is for those who wish to benefit from the explosive growth in video gaming. Whether you are part of the industry value chain or whether you are considering interactive entertainment as a tool for your business.
  • Gametech features visionary presentations, insightful case studies, lively debate and expert information on timely cutting-edge business topics of interactive entertainment and gaining from video gaming technology.

Gary’s is presenting on key areas of Merged Media and how Gamification is acritical component of all multi-platform content forms

1355 – Pervasive Entertainment – Games, Film, Music, Print & TV merging with audience networks

  • Assessing the concept of Pervasive Entertainment and how it is affecting the games industry
  • How are brands extending to transmedia?
  • Reviewing the business models behind geo-social / augmented reality games
  • Learning form relevant case studies
  • What models of media production, distribution, and consumption are implied by these future
  • visions of entertainment?

Gary Hayes, Director MUVEDesign & Founder StoryLabs

ROUNDTABLE 15.10 - Unleash the Power of Interactive Entertainment – Diversifying Your Product Offering with Video Games

  • How has the appeal of video games widened to new audiences?
  • Underlying the process of developing games to compliment existing products
  • Is there a limit as to the nature of business capable of benefiting from games
  • Finding the right monetization model to support a standalone games product
  • Key ingredients for successful games for social media platforms
  • How can games and interactive entertainment incorporate features such as user-generated content, sharing, rewards and referral programs?
  • Key steps to monetize new social gaming environments?

Sam Doust Creative Director, Strategic Development
 ABC

David Peattie Managing Director
 Hasbro

Hugh Baldwin Director of Television and Content Acquisitions 
Nickelodeon, MTV

Gary Hayes Director MUVEDesign & Founder 
StoryLabs


Oct 232009
 

A cross-post from Gary Hayes’s Personalizemedia Site (with permission!) … As promised a more specific ‘commercial’ follow up to my previous post on this topic which was more ‘story’ centric. I am developing and producing a range of Augmented Reality (or if you prefer AR, ‘blended or layered media’) applications at the moment. I have also been asked to present at a few conferences and create a detailed white paper on the implications of AR for government & business looking at privacy, legal, copyright & crime issues. As readers of this blog will know I also lecture, run workshops and work with creative teams to come up with future ‘social entertainment’ based around virtual worlds and augmented reality.

But the purpose of this short post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market. The first manifestations of AR appeared in the late 60s, became real in the 70s and by the 90s were already being used by major companies. Now portable computing is finally powerful enough to deliver AR to anyone who has a smart phone or latest generation PC or console. But first my simple definition of Augmented Reality.
Information, 3D models or live action blended with or overlaid onto the physical world in real time. A camera & attached screen is used to view the combination of reality & real time virtuality. Devices or systems commonly used for AR include

But the purpose of this pretty detailed post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market and to try to identify opportunities.

Augmented Dollar

Augmented Reality Business by Gary Hayes

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May 262009
 

A cross-post from Gary’s main media site Personalizemedia

Tran-social-media-play [tran-soc-shuh-mee-dee-uh-pley] noun, verb

1 noun – a new form, a means of collaborative communication through play in constructed shared ‘media-rich’ environments

2 verb – taking part in game-like activity across and within online and offline social networks and media portals.

Can we truly create meaningful immersive media ‘experiences’ for others? Ones that last, are memorable, have impact & emotion and keeps the ‘experience players’ coming back for more? I am currently building services, working on papers and delivering courses on Experience Design and this post is a quick summation of some of the background thinking and good case studies.

Life is filled with so many exciting twists and turns. Hop off the straight and narrow whenever you can and take the winding paths. Experience the exhilaration of the view from the edge. Because the moments spent there, that take your breath away, are what make you feel truly alive. © 2000 Stacey Charter

Filmmakers and marketeers are clearly moving into #TranSocialMedia Play in a big way with a triple whammy at the moment of Star Trek, Terminator & Lost (fan) ARG’s and a raft of social media campaigns across other film and TV properties (some much better than others!). I have written about worlds immersion and cross-media design many times in the past but this post looks at the addition of social play into the mix – a permanent fixture.

Continue reading »

Jan 212009
 

We are well into 2009 and there is a lot of news popping about the likely growth of social virtual worlds and their adoption. As a tangent game based virtual worlds are also still in relative growth as covered in SMH’s post Video games thrash movies and DVD, referring to the shift in Australia and reflected in the rest of the world, of more money spent on interactive vs passive entertainment ” video games industry is now double the size of the box office and more than 40 per cent larger than the movie disc industry in Australia”.

But back to social virtual worlds and I have quickly mapped some dates and SVW events (most are recent) onto a slightly modified Gartner ‘hype cycle’ curve. For the uninitiated here is a brief wikipedia definition.

Since 1995, Gartner has used hype cycles to characterize the over-enthusiasm or “hype” and subsequent disappointment that typically happens with the introduction of new technologies. Hype cycles also show how and when technologies move beyond the hype, offer practical benefits and become widely accepted.

Gartner Hype Cycle SVW

Of course in reality we have really been through a sine wave quite a few times since 1987 through 2005 but since the relative maturity of services like Second Life, There and others true and robust applications are emerging, beyond the traditional ‘gamer/entertainment’ use. MUVED created a post a few weeks ago showing widespread investment in a range of niche virtual worlds and this trend is seemingly continuuing apace. Raymond de Villiers, CEO of Wisdom Games is very bullish about the use of these worlds for business communication in a post entitled Growth of Virtual Environment Expected in 2009…

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Nov 122008
 

Gary Hayes Builds

Social Media and Web 2.0 is a lot about providing the tools and therefore the means for everyone to create content, that they believe others may want to see. I have personally created a lot of corporate, professional entertainment and music films over the years using high end equipment but now, like many millions around the world, find it a fun and satisfying process to be able to create films and stories in virtual worlds, aka machinima. (Quite a few are over on my personal virtual blog justvirtual)

There are literally millions of machinimas emanating from the likes of World of Warcraft, Sims, Movies, Halo, Second Life, Half Life and many more. Most are done for the love vs the money and some make it onto the big screen. For the creators it is about expressing ‘their’ world and experiences to each other but of course there is something else as important here.

Laurel Papworth talked recently about a machinima I did in Twinity and the ‘free advertising’ it offers for the brand or platform. For me it is also about creating an environment where simple tools encourage large numbers of people to come together remotely and do real-time, collaborative content creation for extended periods. It makes the world very, very sticky when they have shared creative goals and purpose – not just pre-constructed game play. Some may say game quests are social too and I believe when the players get ‘creative’ with the mechanic and ‘bend the rule’ together it certainly is.

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