May 2011 Archives

May 31, 2011

National Endowment for the Arts to Provide Grants for Video Games

While the National Endowment for the Arts ("NEA") is traditionally known for providing grants for various "traditional" artistic endeavors, a recent change in its eligibility requirements expands its coverage to certain categories of digital media as well. Specifically, the NEA has modified its mandate to include providing grants for innovative work in the video game design field.  Grants will be made available for the development, production, and national distribution of innovative video games about the arts and video game projects that can be considered works of art on their own.

The eligibility changes are due in part to the NEA's understanding that people can experience art in a number of ways outside traditional arts venues, including through video games. However, video games will need to comply with the same standard of artistic excellence and merit as works in any other medium.  While those are somewhat subjective standards, the NEA has asserted that its panels will have knowledge and experience in the relevant field to judge any applicants.

Grants may range from $10,000 to $200,000 (or more in some extraordinary instances), based on the platform, complexity and scope of the project.  However, applicants must be a 501(c)(3) nonprofit arts organization, or affiliated with one, to qualify for a grant of any size.  The application deadline date is September 1, 2011, for projects that start on or after May 1, 2012.  For more information visit the NEA's website at link.

May 9, 2011

Video Game Helps Drive Time Warner Earnings

star wars images.jpegTime Warner's recent earnings report shows that a video game helped drive its earnings, according to a recent report by Investor Place.

According to the report, the video game LEGO Star Wars III: The Clone Wars, is based on George Lucas' long-running science fiction brand, and enables players to control Star Wars characters built out of iconic Lego building blocks. Here is a link to the game site.

This result for Time Warner is another powerful example of how brands are leveraging games for enhanced consumer engagement and to drive revenues.
May 6, 2011

Around the Virtual World

A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.

BIA/Kelsey Forecasts Social Media Ad Spending to Reach $8.3 Billion in 2015

Social media advertising revenues will grow from $2.1 billion in 2010 to $8.3 billion in 2015, representing a compound annual growth rate of 31.6 percent, according to BIA/Kelsey's U.S. Local Media Annual Forecast (2010-2015).

YetiZen Starts an Incubator for Game Startups

The game industry is hot, with lots of companies chasing the success of social game darlings such as Zynga and mobile game successes such as Ngmoco. That's why YetiZen is forming a new incubator to help launch game startups.

Gamification: Hype or Game-Changer?

Gamification is already shaping up to be one of the buzzwords of 2011. Educators, brands, charities and government are all looking at how to use gamification to improve engagement, make money or change behaviors.

Virtual Currency Lifts Social TV Guide to New Heights

With new startups jumping into the fray, the social TV space is suddenly very competitive. But one site is celebrating its third anniversary today with two big milestones. The internet TV guide Yidio said it hit 1.5 million registered users and 500,000 Facebook fans, making it the most popular social TV guide on Facebook.

Network Breaches, Social Media, Smartphones Worry Administrators: Survey

In the latest What Keeps Network Administrators Up at Night survey from Amplitude Research, 41 percent of respondents named security breaches to their network and another 40 percent said they are worried about what their end users are doing.

How to Use Game Mechanics to Reward Your Customers

Your customers hoard airline miles and covet their status-symbol black American Express. What was once called "consumer incentives" is now known as "gamification"--and here's how to integrate it into your company and win consumers' hearts and minds while you're at it.

U.S. Military Finds More Uses for Video Games, Virtual Worlds and Smartphones

Video games, virtual worlds and smartphones are an excellent way to train U.S. troops, say advocates of the technology within and outside of the military. Evidence of the growing interest in the technology can be seen from a recent GameTech convention held in Orlando, Fla. GameTech had 775 participants and 29 vendors.