Posts Tagged ‘game’

Building a cross-media presence

Tuesday, July 7th, 2009

Over the last few years you heard often the word “format”, when referring to TV, movies (usually along with the word “franchise”).

This article will try to use two examples that I created, to show different approaches to a cross-media format for the XXI century- or: building a cross-media presence.

One that is not focused on converting the public into a passive viewer.

After the May 2009 experiment, the daily delivery of the draft script of a series called GMN2009 (”Genome, Mind Mapping, Neural Networks”), a new step.

As part of my experiments in communication, I created a format 10-4-20: The Game Language (WGA Registered 1366431).

Both formats are built to be cross-media, and as a living experiment, encompassing both the usual format purpose (live game), and also potential online, gaming, and other uses.

The concept? To give a showcase on how a cross-media for the XXI century can be created not only to convert each TV viewer into a dumb idiot, but also to spur innovation and creativity.

The main section of this article is the Examples: 10-4-20- a gaming format – details.
But I suggest that you read also at least the introduction What is a format? What is a franchise? And a YouTube promo? if you do not have experience with cultural change and format creation.

If you are just interested in applying the concepts, read the introduction and Next steps: sharing the process, where I explain how I am currently thinking to apply the guidelines set in my articles Democratic technology access and A virtual news agency

GMN2009: Metascripting

Thursday, May 21st, 2009

After scripting event-by-event, you will probably identify the need of some structure of reference.

So that each scripting is linked to a common, shared “way of scripting” that you adopt in your own organization (or for your 20-volume “novel”).

But this scripting about scripting, or metascripting, represents the environment that defines, identify, and justify your activities.

When does it make sense to script? How does scripting link with the model that you built for your reality?

And, finally, how do you represent everything together, and evolve your models, including the scripting rules that are contained within the models?

This post is part of a series, first published in May 2009.

XXI Century libraries and search engines

Thursday, May 21st, 2009

XXI century encyclopedias and knowledge processing.

How Google, WolframAlpha, Wikipedia, and Eurostat process a query.

Or: models of knowledge processing and distribution.

GMN2009: Scripting

Wednesday, May 20th, 2009

When you create a story, you have roles.

And every role, has a script that is consistent with the role.

The behavior has to be consistent with:

  • game
  • execution of the game
  • expectations from anybody you interact with

But the interesting part is: if you properly define the roles, you can script also the expected behavior of other participants without their knowledge.

From the concept of “script”, to the definition of roles and their interaction in real-life situations, a needed addition to the discussion about models, change, planning and all the associated activities.

This post is part of a series, first published in May 2009.

Searching & Machine intelligence & Decisions

Tuesday, May 19th, 2009

How the addition of WolframAlpha as a search engine could complement Google services to create a new market.

Services? Access and structure knowledge. And a new form of knowledge management.

GMN2009: Playing

Tuesday, May 19th, 2009

Moving from designing the game to using the game implies adding a completely different set of skills.

You will need to learn how to manage the evolution of the dynamics between the players- be it a simple game, a real negotiation, the management of a major organizational change, a merger, or a political campaign.

Playing games implies being able to constantly feed back into your game the results of what you are doing.

From designing the game, we will move to evolution- something that is not necessarily following your strategy- but that you have to cope with.

This post is part of a series, first published in May 2009.

GMN2009: Games

Monday, May 18th, 2009

You want your model to work in reality, and therefore you have to assume that others have their own models.

It is a game. Like playing chess. Or the usual “prisoner’s dilemma”.

From models, we will move to the interaction between models- and between different decision paths within a model.

A down-to-earth introduction to the game theory.

This post is part of a series, first published in May 2009.

GMN2009: Reality

Friday, May 15th, 2009

When you build a model of reality, you try to reduce complexity.

Reducing complexity means making choices- and reducing the risk of something unexpected affecting the results of your model.

Actually, it means also reducing the number of parameters- and, therefore, making any evolution in your world more predictable.

But reality is not necessarily limited by your definition: and managing the reality within a model requires more that planning beforehand for what you know, in terms of activities or risks.

You have also to identify what is the “normal” way in which your model will react to unexpected changes in the “reality” surrounding your model.

This post is part of a series, first published in May 2009.

Faking your way to team leadership- in few hours

Saturday, October 11th, 2008

this note is for a friend who decided to jump over a cliff (metaphorically!) and got elected as a leader for his team :-) all the best (you know who am I talking about, do you?)