I have been waiting for the Epic Win app for many years. Pretty much since the original 'Sims' came out actually. Something that rewards the dull and fruitless things in life with pointless experience points and irrelevant rewards!
It always seemed strange to me that people would get a computer character to read a book, in the hope that they would learn enough to get a new job, yet they wouldn't read a book themselves.
Unfortunately most things in life take a lot of time and effort to achieve, so a visual way of showing how every step makes you better is actually a potentially powerful tool.
Of course, this is only likely to be the case when you set the app to reward things with a clear goal at the end, but as FarmVille and World of Warcraft have shown, some people will do anything for a virtual reward.
So I look forward to seeing how successful this becomes. I think there's a slight lack of enthusiasm for interactive experiences that reward users in advertising, but if this app manages to make people happy about doing the washing up, why can't an app make them change their brand of washing up liquid?
Monday, 26 July 2010
FTEW
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David Mortimer
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14:35
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Sunday, 4 July 2010
Super Marmite World
Here is legendary computer game designer Shigeru Miyamoto talking about how he creates worlds for players to experiment in. I often talk about how this should be the basis of interactive advertising campaigns, but unfortunately he has managed to put it into words far better than I could with my previous 72 posts...

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David Mortimer
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13:21
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Sunday, 6 June 2010
Why did Mario cross the road/bridge of death?
I've just read this interesting article about new feedback loops in game design http://www.eurogamer.net/articles/feedback-loop-article
It's funny how much it all sounds like using Google Analytics on a website, and I'd be quite interested to have a gander at data for something like Super Mario World. Did everyone else die on that damn cheese bridge level?
Anyway, with this stuff standard behaviour for websites designers, and now games going at it, I wonder how long until we start seeing widespread tweaking of TV ads based on people ranting online.
Don't think "There's method in the Magners?", well we think you'll love "How do you get to Magners? Practice!"
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David Mortimer
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16:10
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Wednesday, 26 May 2010
Navigate-gate
There's a funny thing in the computer game world, where a trailer for a game looks completely different before and after you play the actual product. (Yes it's a post that vaguely links computer games to advertising - I've found my niche gosh darn it)
Before you play the game, a video of it looks amazing. Characters running around, performing outrageous actions - leaping, diving, shooting - you have complete control of a relentless killing machine.
The strange thing is, when you come back to a video after playing it (which admittedly rarely happens), you suddenly see those movements differently. He's no longer leaping, but some one's pressing 'X'. He's no longer diving, but initialising pre-set diving animation 1. Suddenly you see the strings and you're snapped right out of the moment.
Sometimes this can be how it feels with campaign sites. They can be wrapped in the most creative skin, but it still looks and feels like an average website. You still navigate and move around in the same way you would on a news site, or a site about lovely socks.
I think this is why the digital campaigns that I really remember fondly are those that weren't set up in the usual way. Cloverfield for instance - spreading bits of an introduction to the story across several sites and social media. People certainly got lost and couldn't find all the story, but I bet they felt more involved than they would have reading a full and thorough 'About' section.
Of course, this can't work for 99% of campaigns and usability is quite rightly regarded very highly. But sometimes, for certain brands, helping a user navigate is good, but helping them get lost is better.
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David Mortimer
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14:36
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Monday, 17 May 2010
Russian Standard
When you're trying to come up with new ideas for digital campaigns, it's easy to look for the latest technology, or the latest social network and try to be the first to take advantage of their sparkly new features.
So it's nice to have recently found two interesting twists on an old idea, from an old peice of technology. The first one looks at it from a new angle, while the second just makes it evil.
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David Mortimer
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12:36
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Monday, 26 April 2010
The internet's broken pottery
Visiting MySpace these days is a surreal experience. I bit like walking around in a post-apocalyptic Earth. Exactly like that.

Looking at all the profiles now though, It's like a bomb went off in 2007 and killed everything dead. In social media world, a month seems like a ridiculous amount of time to go without an update, and yet there I am on MySpace, apparently in the first year of university. As are most of the friends I have on there.
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David Mortimer
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13:28
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Saturday, 24 April 2010
I think I counted five, maybe six logos
Lovely short film called Logorama http://vimeo.com/10149605
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David Mortimer
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15:37
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