A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.
Virtual Fairs Offer Real Jobs
As companies find themselves swarmed with applicants, struggling to
match workers with the right skills to job openings, many are turning to
virtual career fairs. Employers say these online forums--accessed by companies
and job seekers from anywhere in the world--can save them time and money, as
well as broaden the candidate pool.
Deal United's Facebook "Credits
Rewards" Lets Clients Incentivize Signups and Purchases With Virtual Currency
German offer provider Deal United
today announced it is entering the virtual currency incentives industry with
the launch of "Credits Rewards". The new service allows brands to reward to
users with Facebook Credits when they make purchases, registrations, signup for
newsletters, enter contests, fill out surveys and more. Because virtual
currency is so cheap to distribute and Facebook users may value Credits higher
than their actual cost in dollars, they can be a cost effective way for
businesses to reward users for following their call actions.
Children's book publisher heads into
virtual world
Given that virtual worlds are driven
by strong narratives, it comes as little surprise that more book publishers are
eyeing opportunities in the space. The latest example comes from Finnish
publisher DramaForum, which is transitioning its Petra's Planet book series
into a virtual world through UK development studio Dubit.
Three ways virtual environments are
changing how companies conduct business
One of the more popular
attractions at major theme parks is the "motion ride." Through the
use of visual, audio and other sensory cues (along with some pretty slick
technology), visitors are given the opportunity to go places and do things they
never could in the real world. Whether it's flying through the jaws of a
dinosaur in Doc Brown's Delorean, visiting a galaxy far, far away, or taking a
tour through the inner workings of the human body, these virtual environments
engage visitors with a sensory experience that moves them in a way ordinary
roller coasters can't.
Samsung Launches the Industry's
First Gamified Corporate Website
Samsung Electronics America today announced the
launch of Samsung Nation, its first social loyalty program. Available on the
Samsung U.S. website, the program rewards consumers by enhancing their online
experience with Samsung.
The
Not-At-All-Distant Future of Green Gamification
Games are like ketchup: widely loved and diversely
applied, with an appeal rooted in childhood. In fact, a new report reveals that
over 90 percent of U.S. kids aged 2-17 are gaming today. Yet the
gaming generation has been on the rise for three decades, leading to not only
an army of young gamers, but also an influential adult segment. It is small
wonder, then, that "gamification" is the most disruptive force to
impact marketing since the arrival of social media.
Macy's
Introduces Augmented Reality Experience in Stores across Country as Part of Its
2011 "Believe" Campaign
For the first time, customers
mailing their letters at Believe Stations in Macy's stores will have an
opportunity to take a photo with the campaign's animated stars Virginia and
Ollie from the animated holiday special "Yes, Virginia." Using new augmented
reality technology, customers with IOS and select Android smartphones can
download the "Macy's Believe-o-Magic" application that allows them to unlock
the magic to see and interact with Virginia, Ollie and their friends.