A+K

by Ashton

The Power of Gaming

A guest posting by Jude Gomila, co-founder of Heyzap

 Up until the 1980s, TV, Film and magazines were the dominant forms of entertainment. The majority of content was passively consumed from screen to eye; people sat in front of media and took information into their brains in one direction. Games came along and changed everything. For the first time, consumers could actively change the outcome of the story line. They could change their viewpoint or camera angle in real-time and explore alternative plots. They could remove constraints from the content and take more control over what they were engaging in. The consumer had become the director.

But why did content evolve this way? Why did consumers want to affect the outcome of the content they were engaging with? Why were they not happy sitting back and having the content delivered to them on a plate?

Humans are naturally, very creative: they want to be able to control their own realities around them and live out their dreams. Interactive content is a way of achieving this. For most people though, the discovery of this creativity has not been unlocked. Gaming can lower the barrier to entry to creativity by way of making it cheaper to access a metaphorical canvas of some sort. With gaming, people are always craving experiences that are more accessible, fun and realistic. For that reason, the gaming industry is always changing, innovating to create new expectations.

Given the fundamental desire of humans to experience the most exciting things in life, we are moving to a model where physical experiences are being packaged up and mass distributed as virtual experiences.

The first consumer video games started out life on home computers. Given this initial distribution channel, it’s no surprise that the first video games were going to be made by and designed for nerds. But as the distribution channel changed from home-brew computers to consoles, then to Facebook and mobile, a new type of gamer started to appear. The parents of the new generation had been brought up with games. The broad demographic of the new distribution channels such as Facebook and mobile threw games in front of hundreds of millions of mass-market consumers, the majority of whom weren’t traditional gamers. Mobile made it something you did on-the-go, a time-killer rather than a hobby. Gaming became mainstream.

The accessibility and social functionality of Facebook made gaming much more attractive to users who, up until that point, had thought games were only for teenage kids. What was once considered an activity that parents frowned upon became an accepted family activity. By taking a player’s social interactions and using elements of them within a game, another layer of realism can be added. Draw Something is a great example of a game that integrates social interactions while making the user feel close to their friends while playing.

Games have never simulated real-life desires more effectively than today. The dream 100-acre plot of rich green forest has been replicated with Farmville, the excitement of firing a bazooka and controlling a predator drone embodied in Call of Duty. The barriers-to-entry to diverse life experiences have been lowered by gaming. Consumers can now fly a virtual jet fighter, build virtual cities, design the most intricate structures, explore space and express competitiveness on a global scale, all for the price of a $1 mobile game.

The boundary between games and reality is becoming blurry but there are significant barriers to overcome on the technological side to bring the two fields into unison. I see gaming as a version of reality with infinite possibilities which is currently limited by technological constraints. First up, games are limited to being fairly 2D right now. As with film, the transition to 3D has not been an easy one but one expects that just as it took years to convert the film industry across from black and white to color, it will take longer to convert from 2D to 3D.

Missing experiential senses are also a constraint on games becoming the new reality. Smell, taste and touch are required to really allow the experience of a game to merge with reality. Given the current status of sensory experience in the film industry, I don’t expect to see additional senses become a standard in gaming any time soon.

The third major constraint on gaming is interaction. Wii and Kinect have made great progress on how we interact with games; the touch and swipe of mobile games are also natural motions. Interactions with games will become more physics based and the sense of being immersed with your gaming environment will deepen.

So to summarize, gaming:

  • Provides a method of fulfilling human desire
  • Lowers the barrier to entry to experiences
  • Allows humans to exert extended control over their environment and experiences
  • Allows experiences at the edges of real-life, deep-seated desires (e.g., making something grow, explode or travel fast)
  • The future of gaming is ever more exciting.  We've flirted with new capabilities, but have yet to grasp truly immersive experiences - meaning there's still healthy opportunity in the market.

We should work backwards from reality when thinking and designing games of the future. Imagine real life but start removing certain constraints. Take gravity away, for example, I can jump into the sky! Fun, right? A game in its ideal form, is the ability to dream consciously.

Archimedes wanted a lever long enough to move the world. Games are that lever.

 

You can find out more about what Jude is building at www.heyzap.com, his personal blog at www.judegomila.com and follow him @judegomila

Filed under  //   gaming   heyzap  

and the winning twitter background is....

The call to action went out, and after 300+ submissions to sort through, I found my top favorite background designs which I've been updating on twitter this week. 

Congratulations to the GRAND PRIZE winner Isa (@imbg) for the top design of the #NEWaplusk contest! Job well done! It's now live on my page and will be there for quite awhile.

Thanks again to everyone who participated.

              - ashton

 

Final_newaplusk_fridaywinner_lmbg

Filed under  //   aplusk   twitter background  

Black Girls

Congrats to my friend DA on the new single. Love the video!

 

Filed under  //   Black Girls   Chester French   DA Wallach  

Katalyst VS: A Digital Zine (On The Technological Singularity)

My company, Katalyst Network, has been quite busy lately.  First we started creating really cool content for our Thrash Lab Channel (www.thrashlab.com).  If you haven't already seen it, check it out.

Our next greatest achievement comes in the form of a digital zine called "Katalyst VS".  We’ve created this digital zine to inspire a new look and conversation about the big topics of our times.  Each issue of "Katalyst VS" will explore a single subject through a curated collage of perspectives from experts and pop culture influencers. 

In our first issue, we explore the Singularity and feature interviews with Dr. Ray Kurzweil who says we will merge with machines in 2045, RoboCop creator Michael Miner and more.

Katalyst VS Singularity: http://bit.ly/kVS01

Singularity

Take a read, and tell us what you think.  And big congrats to my team.

                              -ashton

Filed under  //   KatalystVS   Kurzweil   Paul Cullum   Singularity  

make me a new twitter background

Today I present you my new A+K logo.  My team has been working hard on this new look, and to celebrate, I’d love to feature five new Twitter backgrounds with the new logo created by you!
 
Beginning today, March 27, through Friday, April 6, please submit your designs for consideration.  I will choose my 5 favorites, and each winning design will be featured as my new official Twitter background in the coming weeks.
 
HERE'S HOW TO ENTER:

  • Download the new logo at the bottom of this post.
  • Design a new background you think will impress me.
  • Follow @aplusk on Twitter (you should be already).
  • Tweet @aplusk and the hashtag #NEWaplusk with a link or a pic to your design.

 
DEADLINE TO ENTER:
The deadline to enter is 5:00pm PST on April 6, 2012.


WINNERS will be as FOLLOWS:

  • 1 GRAND WINNER: Will be featured for up to a month as my Twitter background
  • 4 RUNNERS-UP: Will each be featured for a day at the closing of the contest

 


YEP, there are RULES:

  • Please keep it clean. Any submissions containing nudity or foul language are ineligible and WILL be deleted.
  • Designs must be original and cannot contain any imagery you do not have ownership to incorporate.
  • Only those entries that include my new logo will be considered.
  • Everyone is welcome and encouraged to participate. The winners will have their design featured as my Twitter background. *

* There is no monetary compensation for winners.
 

Good luck!  I can’t wait to see what you come up with.

           - ashton

 

Aplusk_logo_lg
Aplusk_logo_sm

Filed under  //   A+K   aplusk   twitter background  

building a brand

Building_a_brand

Checking out the Thrash Lab model as we're creating the identity.  Watch it come to life.

Filed under  //   aplusk   content creators   katalyst   storytellers   thrash   thrash lab  

a little peek into last night

(download)

Filed under  //   2.5   aplusk   twoandahalfmen  

ABUNDANCE – The Future Is Better Than You Think

A GUEST POSTING BY Peter H. Diamandis & Steven Kotler


ABUNDANCE – The Future Is Better Than You Think

I was in a coffee shop the other day and overheard a young couple discussing whether or not it was morally responsible to bring a child into today’s world given all of the negative news.  Of course, in one sense, this a kind of responsible adult question that people have been asking for quite a long time. In another, it’s a clear indicator of our culture’s contemporary mood—which, admittedly, as this young couple bore out, is not good.

What’s curious about the question and the dark mood it represents is that the world being presented to us by the media 24 hours per day, seven days a week, is a rather distorted view of reality focused predominantly on the negative news and doesn’t represent anything like a balanced view of reality.

I’ll start with poverty, which has declined more in the past 50 years than the previous 500.  Over the last 50 years, in fact, even while the population on Earth has doubled, the average per capita income globally (adjusted for inflation) has more than tripled. We’re not just richer than ever before, we’re healthier as well. During the past century, maternal mortality has decreased by 90%, child mortality has decreased by 99%, while the length of the average human lifespan has more than doubled.

As Steven Pinker has lately made clear in his new book, The Better Angels of Our Nature: Why Violence Has Declined, since the middle ages, violence on Earth has been in constant decline. Homicide rates are a hundred-fold less than they were when they peaked 500 years ago.  So we’re not only healthier, we’re safer as well.

If your measure of prosperity is tilted towards the availability of goods and services, consider that even the poorest American’s today have access to phones, toilets, running water, air conditioning and even a car.  Go back 150 years and the richest robber barons couldn’t have never hoped for such wealth.

Right now, a Masai warrior on a mobile phone in the middle of Kenya has better mobile communications than the President did 25 years ago; And, if they’re on a smart phone on Google, they have access to more information than the President did just 15 years ago. If present growth rates continue, by the end of 2013, over 70% of humanity will have access to instantaneous, low-cost, communications and information.

This is a very big deal. According to research done at the London School of Business, adding ten cell phones per hundred people raises GDP by .6%. To quote technology write Nicholas Sullivan on this matter: “extrapolating from UN figures on poverty reduction (1% GDP growth results in a 2% poverty reduction), that.0.6% growth would cut poverty by roughly 1.2%. Given 4 billion people in poverty, that means with every 10 new phones per 100 people, 48 million people graduate from poverty.”

Even more impressive are the vast array of tools and services now disguised as free mobile apps that this same Masai warrior can access: a GPS locator, video teleconferencing hardware and software, an HD video camera, a regular camera, a stereo system, a vast library of books, films, games and music. Go back 20 years and add the cost of these goods and services together—you’ll get a total well in excess of a million dollars. Today, they come standard with a smart phone.

So this brings us back to the question of our contemporary mood. If this is really the true picture of the world, why are so many of us convinced otherwise? Turns out there are about a dozen reasons. Alongside my co-author Steven Kotler, I have a new book that just came out (Abundance: The Future is Better Than You Think, www.AbundanceTheBook.com) in which we discuss all of them. We also address how, building on this incredible foundation, four emerging forces—exponentially growing technology, the DIY Innovator, the new breed Technophilanthropist, and the Rising Billion—give us the potential to significantly raise global standards of living over the next two to three decades. Abundance for all is actually within our grasp.

Obviously, nothing like this has ever happened before in the history of the world. So while I can’t tell you if bringing a child into this world is the morally-responsible thing to do, I can say that the future, much like the present, is going to be a whole lot better than you think. 

----------------------------------------------

Videos and information about these subjects, as well as details on how to order the book are available at www.AbundanceTheBook.com. 

Peter H. Diamandis is the Chairman and CEO of the X PRIZE Foundation, co-founder and Chairman of the Singularity University, and the founder of more than a dozen technology companies. Diamandis attended MIT where he received his degrees in molecular genetics and aerospace engineering, as well as Harvard Medical School where he received his M.D.

Steven Kotler is an author and journalist. His books include A Small Furry Prayer, West of Jesus and The Angle Quickest for Flight. His articles have appeared in more than sixty publications, including The New York Times Magazine, Wired, Discover, GQ, and National Geographic.

Filed under  //   Abundance   Future   Peter Diamandis   Steven Kotler   socioeconomic growth  

last of the Mohicans?

(download)
Is it me or is it odd they are playing the last of the Mohicans theme song outside the coliseum?

Filed under  //   aplusk   last of mohicans   video  

Three things that make Path mobile social network powerful, useful, and magical.

  1. It's a private network.  --  By setting a low threshold of the number of friends you can have on the network, Path has created an environment that encourages its users to maintain discretion about who they friend. This provides for a more intimate and personal exchange, creating a richer, more vibrant social network. Where Facebook has become the graph for everyone you know, Path is the graph for everyone you want to share your personal moments and thoughts with.
  2. No link sharing.  --  Where other social networks like Twitter focus on sharing media, links, memes & files, Path focuses on sharing your life. Not allowing media and links eliminates the noise from your feed. It ensures an intimate experience that makes spam delivery and merchant infiltration obsolete. It's not about what's happening online, it's about what's happening in your life.
  3. Design, aesthetics and user experience (UX)  --  Many social networks nail one or two of these elements, yet few embody all three.  This optimizes the content capturing function and the content consumption aspect. Path helps you elevate the quality of your personal content feed through stunning filters, flawless product design and a user experience that connects people with existing friends and makes relationships with new friends richer. Unlike Facebook, they allow you to see who is peeping your profile and because the network is limited to your close friends, it only supplements your relationships.                                 

-ashton