Ben & Jerry’s Samples The Double Rainbow. Blippy Calls “FIRST!”

Earlier this month, we pointed out that social shopping site Blippy had pretty much the best 404 page ever. It was a double rainbow all the way. Tonight, Blippy co-founder Philip Kaplan felt like he had some deja vu. Check out Ben & Jerry’s homepage.

Now, do we really think a giant national ice cream chain is copying a small startup’s 404 page? I don’t know. But between the grass, the sky, and, well, the rainbows, they are pretty similar.

But there is one key difference. “The reason the colors on our rainbow are reversed is because it is technically accurate. Ben & Jerry’s version is not technically accurate,” Kaplan notes. Okay then.

More importantly, hasn’t this double rainbow meme passed already? It’s been like three weeks (and almost 12 million views on YouTube).

Information provided by CrunchBase


Wikinvest Launches On The iPhone

Wikinvest today launches its mobile initiative with its iPhone app, now live in the Apple store. As brokerages and the finance industry in general are usually late to the mobile and Internet game, the Wikinvest app is one of the first that allows iPhone users mobile access to their personal portfolios as well as the latest investment news.

From Wikinvest CEO Michael Sha:

“We’ve amassed an incredibly rich set of portfolio data that, when complemented with our unique user generated content, will provide a much better way to manage your investments than what’s found today on traditional finance portals like Yahoo Finance.”

Wikinvest pulls in user-generated stock info as well as aggregate information from a user’s brokerage and investment accounts. Aside from portfolio specific content, the app will provide market data, quotes, charts, news, and currency info, including that of international exchanges and over 60 brokerages.

Wikinvest has done well in its web incarnation, tracking over $3 billion dollars in assets. And the launch of an iPhone app is the next step in the company’s growth, which is moving away from the user-generated wiki aspect.

According to Sha, “Our portfolio tracker has been so incredibly successful that much of our product roadmap is focused on building technology to help people track their portfolios and make better investment decisions.”

You can download the app here.

Information provided by CrunchBase


Okay, Now Facebook Has Officially Made It. They Have A Turkish Music Video

Facebook is big — massive, really. But I don’t care if a social network has 100 million users, 500 million users, or a billion users — and I don’t care if there’s a major Hollywood movie coming out about it. You haven’t made it until you have a Turkish pop music video about your service. That’s exactly what “Cilgin” by Ismail YK is.

I have basically no idea what is going on in this video, but it’s awesome nonetheless. It appears to take place in two IKEA showrooms that have been completely whitewashed. In these rooms, a man and woman seem to stalk one another on Facebook, and then start chatting. Are they using WebTV? I’m not sure, but I’m not ruling it out.

Actually, those are Mac keyboards — maybe it’s the first sighting of the new iTV product?!

Then the main characters put on colorful shirts and go dance in another completely white room. And then they invite some friends to dance too — and use their computers. Then the action moves outside in what I can only describe as a version of TLC’s “Waterfalls” with men in ski masks. Yep.

Not speaking Turkish, the only word I can understand is “Facebook” — though I think I caught an “Internet” in there. Someone please clue us in.

The video is actually a bit old — from January, but BuzzFeed just picked it up a couple days ago and it’s now traveling around the Internet as it should have the first time. Enjoy it below.

Update: Commenter Mesut below has provided us with some lyrics:

I went to internet cafe
Logged in to my Facebook page
I called my self “Crazy” (Cilgin)
I’m a member as of now
I met with a sweetheart
We’ve been writing each other everyday
It’s like a medicine to my heart
I become a loving person

She deserves to be be loved
And has beautiful eyes
It’s hard to find someone like her
Everyone is asking how I found

Facebook Facebook I’ve been seeking everyday
Facebook Facebook where I found her
Facebook Facebook It’s a love at first sight
Facebook Facebook I think I’m falling for her

[thanks Sarah]

Information provided by CrunchBase


HighStranger Is Chatroulette, For Stoners

So I’ve been waiting for the new Chatroulette to go up for three days now and no dice. In the meantime I’ve been getting a slew of emails and tweets from people trying to get me to switch over to their to their random “chat with strangers” services (Hi Omegle!). However none have been particularly compelling, UNTIL NOW.

We’ve been running in stealth for the past few months, as we’ve negotiated deals and developed software (that’s done), but it seems you’ve broken the seal on the jar of kind bud, so we’re announcing on TechCrunch:

http://HighStranger.com
“Chatroulette for High People!”

Peace,
Dude

PS: We’re in LA and we’re looking for our head of marketing, PR, and social media. Maybe a hot designer, too 🙂

The above comment is from (where else?) last night’s “Dude I Am So High Right Now” post, the venue where Dude, who I am assuming is the HighStranger founder, has chosen to announce his “Chatroulette For High People!.”

But wait, isn’t Chatroulette a “Chatroulette for high people”? I’ve emailed Dude for further information, and have not yet received a response, which is not surprising.

A quick trip to the homepage reveals that HighStranger is currently in beta (if not a complete practical joke) and will be launching officially on November 2nd. And they’re hiring!

While Chatroulette spinoffs are a dime a dozen, this one seems noteworthy if only for the inevitable cheesy pot jokes that will ensue in the comments.

Like, “This might be the first employer to require that you fail a drug test,” or whatever. I’m sure you guys can come up with something better. They basically write themselves.


Twitter Reverts Its Facebook App As Facebook Continues Friend Blockade

Remember back in June when we wrote about Twitter’s update to their Facebook app that allowed you to see which of your Facebook friends were also using Twitter? Remember when Facebook blocked that functionality about five minutes later? At the time, both sides noted that they were working to resolve the “issue.” Well, two months later, you can forget about that resolution as Twitter has just updated their app once again, removing that functionality.

To be clear, the Twitter app on Facebook still works — it just works basically as it did before. That is, allowing you to post tweets to your Facebook Wall (for both your profiles and pages) and to sync your profile photo.

For the five minutes the friend look-up feature was alive, it was actually a very useful way to find Facebook friends also on Twitter and follow them with one click (though they had to have the Twitter app installed for you to be able to find them). And my understanding is that Twitter was using the Facebook API the same way that any other third-party app might. So the only conclusion I can draw is that Facebook didn’t like Twitter building their social graph on top of their own.

Facebook has yet to respond to my inquiry into this. Meanwhile, Twitter has this to say:

Several weeks ago, Twitter released an update to its Facebook application: The ability to see which of their Facebook friends have attached their Twitter and Facebook accounts and choose which of those friends to follow on Twitter.

Facebook blocked the ability to access a user’s list of friends within the application. As we’ve not yet been able to come to terms on a solution, we have removed references to the update in the application to avoid user confusion.

Come to terms on a solution? Again, ridiculous. The solution is to let users do this as long as it’s not in violation of the API.

This seems reminiscent of the whole Facebook/Google Friend Connect debacle of 2008. In that situation, Facebook began blocking Friend Connect from accessing their data due to it redistributing the information without a users’ knowledge. Or something. It couldn’t have been because Facebook had just launched the similar Facebook Connect. No.

Obviously, Facebook and Twitter have a somewhat tumultuous history. Ever since Facebook tried and failed to acquire the messaging startup in 2008, relations have been strained. In a recent interview, Facebook CEO Mark Zuckerberg admitted that he “paid too much attention” to Twitter for several months as Facebook evolved its core product to be more about sharing.

It’s also a bit ridiculous that while you can push tweets into Facebook, you can’t pull status updates out to use as tweets. While you can do this from Facebook Pages, you can’t from your actual profile. Facebook has been thinking about enabling this for sometime — and was even testing it — but ultimately decided against turning it on.

While Twitter and Facebook are obviously two different services, they’ve both been making moves in recent months to become more like each other. Why? Both want to be the center of sharing on the web. They are two large rivals on a collision course. I, for one, think Facebook has to become even more like Twitter with the ability to have “followers” alongside your friends.

It would just be nice if the two could get along for the sake of the users of both.

[photo: flickr/monkeypuzzle]


SkyFire for iPhone To Be Submitted To Apple Next Week?

SkyFire. Heard of it? It’s the smartphone browser that was chewing through Flash video and other rich media long before any of the built-in browsers were supporting such things — and on a number of platforms, it’s still the only option.

We’ve known that SkyFire Labs was crackin’ away at an iPhone port for some time now — the company confirmed it after Opera got a surprise App Store thumbs up. But when would it be done? More importantly, when would it be submitted for that oh-so-important stamp of approval?

Soon, say our sources.

Read the rest at MobileCrunch >>


Keen on … Net Neutrality: Is America Losing its Edge? (TCTV)

Is America losing its edge? This was the rather depressing subject of this year’s Aspen Forum, the annual event put on by the DC-based Technology Policy Institute. Attracting speakers as illustrious as former HP CEO Carly Fiorina, Intel CEO Paul Otellini, Verizon EVP of Public Policy Tom Tauke, Intuit CEO Brad Smith, the author the National Broadband Plan Blair Levin and Linkedin co-founder Reid Hoffman, the event focused on the public policy side of technology, addressing the political challenges of making American technology companies more competitive in the 21st century global economy.

It’s perhaps appropriate that the event was held at Aspen’s St Regis hotel up in the breathlessly high altitude of the Rockies. For all the broad public policy challenges facing the technology industry, the persistent issue in many of the discussions here – what Verizon’s Tom Tauke described as the “elephant in the room” – is the unresolved Network Neutrality issue. As Tom Sugrue of TMobile remarked, the network neutrality issue is “sucking the energy out of all the other issues. Sugrue is correct. This issue – defined by the often byzantine and seemingly endless public debate between the carriers, the FCC, Congress, technology companies and the pro network neutrality lobby – is threatening to derail the longer term challenges to American edge in the global technology marketplace.

At Aspen, I interviewed a number of leading policy makers, entrepreneurs and senior figures in the telecom industry to discuss technology policy, American competitiveness, broadband policy, and, of course, network neutrality. Most of these conversations were frank and, at times, depressing. If America is indeed losing its edge, it’s clear that policy makers aren’t exactly sure how to reestablish this competitiveness in a 21st century global economic environment entirely foreign to that of the 20th century.

Blair Levin, the author of the National Broadband Plan, on the future of broadband in the US.


Scott Wallsten, Senior Fellow at the Technology Policy Institute, on why we can get Network Neutrality sorted out.


Reid Hoffman, Partner at Greylock, on how Silicon Valley can help DC resolve the Network Neutrality wars.


Tom Tauke, EVP of Public Policy at Verizon on the background of the Google-Verizon agreement. This video was recorded in a location with a loud background noise. We apologize for the poor audio quality, but believe the content is worth watching.


Blair Levin, Senior Fellow at the Aspen Institute, on how Woody Allen has the best explanation for the Network Neutrality impasse



GroupMe, Born At TechCrunch Disrupt, Secures Funding And Launches

On May 22 this year 300 hackers converged in New York at TechCrunch Disrupt for a day and half long hack day before the conference itself started. At least one of the projects created at the hack day has now become an actual business, and has raised an angel round of funding from top tier investors.

GroupMe launches today. What is it? It’s a dead simple way to create a private SMS group with your friends. Just go to the site and type in your mobile number (U.S. phones only at this point). You’ll then get a text message from a unique phone number assigned to your new group that says “You just created a new group on GroupMe! Now add some friends by replying #add with your friends’ names and numbers.”

To add another person just add them via text message and they’re part of the group. Any text messages any member send go to all other members. And there are a variety of commands to mute groups, change topics, list other members, etc.

And the fun doesn’t stop there. Members can also initiate a group conference call to all members at any time. Just call the group number and everyone’s phone will ring.

GroupMe is working with Twilio, who was a sponsor of the hack day, to power the SMS and calling. And they are also working with Location Labs to integrate location/presence features in the future.

The company was founded by Jared Hecht (previously Tumblr) and Steve Martocci (previously Gilt Groupe).

GroupMe is pretty interesting from the start, but the founders have plans for a lot more. Says Hecht: “We think we’ve got a great direction for GroupMe as a group communication platform. We’re pursuing some very interesting data in/data out plays (eg, think about what happens when you invite Madison Square Garden into your group with a #MSG command). We plan on taking our hack day demo of contextual group advertising to help drive decision making and building it out, too. There are also some neat app-to-app and group buying plays.”

Hecht and Martocci caught the eyes of investors fairly quickly. They’ve closed an $850,000 round of financing from Betaworks, SV Angel, First Round Capital, Lerer Ventures and a number of prominent angels.

We’ve got a guest post coming up from the founders talking about their experience at Hack Day.

Information provided by CrunchBase


Facebook Places Designer: Any Foursquare Logo Similarities Were Not Intentional

In response on to a question on Quora yesterday afternoon about why the Facebook Places logo looks like it contains a “four” in a “square,” Facebook Design Strategy lead Aaron Sittig confirms our belief that any similarities between the two logos were accidental.

“We sure got a laugh from the news stories, but could only wish we’d been so clever.”

You know what’s cool? That I seriously do post these things to get people to laugh (and think). Rumor has it that a link to TechCrunch’s “Facesquare” post has made the rounds of at least one Facebook Product Designer’s wall, along with the note “Wish we could actually say this was intentional.”

Hmmm … Wonder what that means for the folks over at Foursquare.

Update: SearchEngineLand’s Danny Sullivan and others have pointed out the logo also seems like it borrows from the Google Places pin as well. No word yet from Sittig on whether that particular appropriation was on purpose.

Information provided by CrunchBase


Playboy Tries To Put The Sexy Into Online Video Games

What is it with the combination of video games and hot chicks? Oh yeah, they both appeal to young, sweaty men. Playboy.com is getting into the online video game business through a partnership with Bigpoint Games. The first game will be Poisonville, which is kind of like a browser-based version of Grand Theft Auto, except that the characters are “beautiful, Playboy-caliber women.”

Poisonville is a 3D, massively multiplayer game where you are part of a gang of Playboy models who shoot the cops and blow things up. Yeah. Enjoy the trailer below.

I don’t think they got the formula quite right. What Playboy should do is team up with GameCrush, and charge their young, sweaty customers a gazillion dollars to play Poisonville against real live Playboy bunnies.


Inside Google’s Mysterious Voice Pods, Five Are Ready For Action (TCTV)

This morning, Google officially unveiled its Voice/Gmail integration, which will allow users to make Google Voice calls from the browser. It’s a pretty nifty service that is gaining traction in the TechCrunch SF newsroom. Another product we’re eyeing? That shiny London-esque phone booth with the “vintage” 1957  phone that makes free domestic and long distance Google voice calls.

Of course, as the Google Voice team explained this morning, the kitschy phone booth is not available for purchase but the company will be installing these functional billboards at several universities and airports later this fall.

I dropped by Google’s SF office to get a full tour from Jason Toff, the product marketing manager for Google Voice who spearheaded the phone booth project. (See video tour above). According to Toff, Google has already manufactured five phone booths and is zeroing in on several high-trafficked venues. No contracts have been finalized yet but he expects Arizona State University will be one of the first (with its student body of 54,000 strong).

The booth itself is bare bones. The exterior is comprised of a sturdy metal frame that is designed to be less vulnerable to phone-booth-tipping (logical for college campuses). Meanwhile, the phone itself is designed to look like a 1950s throwback, with futile coin slots and a rotary formation for the keypad. There are some hidden surprises, the interior light is run by a solar power panel (assuming it’s available outside) and calls will time out at 20 minutes to discourage phone hogs.

Free Goog-wear alert: Google has also given us 7 Voice T-shirts for readers who have always wanted to look like a living, breathing Google icon. We have several tees in size M and L. Give me a good reason to send you one in the comments section (be sure to use your real e-mail address) and we’ll ship them off.


SCVNGR’s Secret Game Mechanics Playdeck

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Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit.

SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products.

Rght now, that should be a lot of people. Every six months or so, a set of features sweeps across the Web and every site and app feels the pressure to adopt it. We’ve seen this with social, geo, and now game mechanics. Of course, all games on the Web have some sort of game mechanics—those elements of game play which make them fun and addictive. But game mechanics are spreading to all kinds of apps, most famously Foursquare (which makes you check into places for badges and rewards). At our Social Currency CrunchUp in July, we had a panel which explored how game mechanics are invading everything. (One of the CEOs on the panel was SCVNGR’s Seth Priebatsch). Every site from Mint to the Huffington Post now has some sort of game mechanics.

SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. Some elements are as basic as “achievements,” “status,” and “virtual items.” But there are also more complex ones such as the “appointment dynamic” (a player must return at a specific time and perform an action to get a reward, like in Farmville), “free lunch” (a player gets something because of the efforts of other people,like in Groupon), “fun once, fun always” (a simple action that maintains a minimum level of enjoyment no matter how many times you do it, like Foursquare’s check-ins), and “cascading information theory (give out information in the smallest dribblets possible to keep players guessing and moving forward). SCVNGR employees are instructed to memorize the flash cards. Now you can too. There will be a quiz.

SCVNGR Game Dynamics Playdeck

Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. Many of them have clear applications within the SCVNGR game layer (progression dynamic, actualization), many of them don’t… yet (status, virtual items). Many of them are just interesting for your general education on game dynamics theory (epic meaning, social fabric of games). Many of these game dynamics concepts are well known and are sourced from all over the internet and from researchers such as Jane McGonigal, Ian Bogost and Jess Schell and articles on gamasutra (which I highly recommend reading). Others are used exclusively internally here and won’t make any sense outside of HQ. Along with a link to this document, you will have received these dynamics in a set of flash cards. Please memorize those. If you’re on the engineering / game-design team you can access our internal game dynamics visualizer (with the most up to date dynamics) through your account. Download the SCVNGR app for iPhone& Android (if you haven’t already) and start playing. Find places where these game dynamics exist or places where you could implement them by building on the game layer using our tools, or others.

1. Achievement

Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves.

Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward.

2. Appointment Dynamic

Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics.

Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don’t something bad happens.

3. Avoidance

Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule.

Example: Press a lever every 30 seconds to not get shocked.

4. Behavioral Contrast

Definition: The theory defining how behavior can shift greatly based on changed expectations.

Example: A monkey presses a lever and is given lettuce. The monkey is happy and continues to press the lever. Then it gets a grape one time. The monkey is delighted. The next time it presses the lever it gets lettuce again. Rather than being happy, as it was before, it goes ballistic throwing the lettuce at the experimenter. (In some experiments, a second monkey is placed in the cage, but tied to a rope so it can’t access the lettuce or lever. After the grape reward is removed, the first monkey beats up the second monkey even though it obviously had nothing to do with the removal. The anger is truly irrational.)

5. Behavioral Momentum

Definition: The tendency of players to keep doing what they have been doing.

Example: From Jesse Schell’s awesome Dice talk: “I have spent ten hours playing Farmville. I am a smart person and wouldn’t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.”

6. Blissful Productivity

Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work.

Example: From Jane McGonical’s Ted Talk wherein she discusses how World of Warcraft players play on average 22 hours / week (a part time job), often after a full days work. They’re willing to work hard, perhaps harder than in real life, because of their blissful productivity in the game world.

7. Cascading Information Theory

Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.

Example: showing basic actions first, unlocking more as you progress through levels. Making building on SCVNGR a simple but staged process to avoid information overload.

8. Chain Schedules

Definition: the practice of linking a reward to a series of contingencies. Players tend to treat these as simply the individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player.

Example: Kill 10 orcs to get into the dragons cave, every 30 minutes the dragon appears.

9. Communal Discovery

Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.

Example: DARPA balloon challenge, the cottage industries that appear around McDonalds monopoly to find “Boardwalk”

10. Companion Gaming

Definition: Games that can be played across multiple platforms

Example: Games that be played on iphone, facebook, xbox with completely seamless cross platform gameplay.

11. Contingency

Definition: The problem that the player must overcome in the three part paradigm of reward schedules.

Example: 10 orcs block your path

12. Countdown

Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.

Example: Bejeweled Blitz with 30 seconds to get as many points as you can. Bonus rounds. Timed levels

13. Cross Situational Leader-boards

Definition: This occurs when one ranking mechanism is applied across multiple (unequal and isolated) gaming scenarios. Players often perceive that these ranking scenarios are unfair as not all players were presented with an “equal” opportunity to win.

Example: Players are arbitrarily sent into one of three paths. The winner is determined by the top scorer overall (i.e. across the paths). Since the players can only do one path (and can’t pick), they will perceive inequity in the game scenario and get upset.

14. Disincentives

Definition: a game element that uses a penalty (or altered situation) to induce behavioral shift

Example: losing health points, amazon’s checkout line removing all links to tunnel the buyer to purchase, speeding traps

15. Endless Games

Definition: Games that do not have an explicit end. Most applicable to casual games that can refresh their content or games where a static (but positive) state is a reward of its own.

Example: Farmville (static state is its own victory), SCVNGR (challenges constantly are being built by the community to refresh content)

16. Envy

Definition: The desire to have what others have. In order for this to be effective seeing what other people have (voyeurism) must be employed.

Example: my friend has this item and I want it!

17. Epic Meaning

Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.

Example: From Jane McGonical’s Ted Talk where she discusses Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings.

18. Extinction

Definition: Extinction is the term used to refer to the action of stopping providing a reward. This tends to create anger in players as they feel betrayed by no longer receiving the reward they have come to expect. It generally induces negative behavioral momentum.

Example: killing 10 orcs no longer gets you a level up

19. Fixed Interval Reward Schedules

Definition: Fixed interval schedules provide a reward after a fixed amount of time, say 30 minutes. This tends to create a low engagement after a reward, and then gradually increasing activity until a reward is given, followed by another lull in engagement.

Example: Farmville, wait 30 minutes, crops have appeared

20. Fixed Ratio Reward Schedule

Definition: A fixed ratio schedule provides rewards after a fixed number of actions. This creates cyclical nadirs of engagement (because the first action will not create any reward so incentive is low) and then bursts of activity as the reward gets closer and closer.

Example: kill 20 ships, get a level up, visit five locations, get a badge

21. Free Lunch

Definition: A dynamic in which a player feels that they are getting something for free due to someone else having done work. It’s critical that work is perceived to have been done (just not by the player in question) to avoid breaching trust in the scenario. The player must feel that they’ve “lucked” into something.

Example: Groupon. By virtue of 100 other people having bought the deal, you get it for cheap. There is no sketchiness b/c you recognize work has been done (100 people are spending money) but you yourself didn’t have to do it.

22. Fun Once, Fun Always

Definition: The concept that an action in enjoyable to repeat all the time. Generally this has to do with simple actions. There is often also a limitation to the total level of enjoyment of the action.

Example: the theory behind the check-in everywhere and the check-in and the default challenges on SCVNGR.

23. Interval Reward Schedules

Definition: Interval based reward schedules provide a reward after a certain amount of time. There are two flavors: variable and fixed.

Example: wait N minutes, collect rent

24. Lottery

Definition: A game dynamic in which the winner is determined solely by chance. This creates a high level of anticipation. The fairness is often suspect, however winners will generally continue to play indefinitely while losers will quickly abandon the game, despite the random nature of the distinction between the two.

Example: many forms of gambling, scratch tickets.

25. Loyalty

Definition: The concept of feeling a positive sustained connection to an entity leading to a feeling of partial ownership. Often reinforced with a visual representation.

Example: fealty in WOW, achieving status at physical places (mayorship, being on the wall of favorite customers)

26. Meta Game

Definition: a game which exists layered within another game. These generally are discovered rather than explained (lest they cause confusion) and tend to appeal to ~2% of the total gameplaying audience. They are dangerous as they can induce confusion (if made too overt) but are powerful as they’re greatly satisfying to those who find them.

Example: hidden questions / achievements within world of warcraft that require you to do special (and hard to discover) activities as you go through other quests

27. Micro Leader-boards

Definition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where you want many micro-competitions or desire to induce loyalty.

Example: Be the top scorers at Joe’s bar this week and get a free appetizer

28. Modifiers

Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a series of challenges or core functions.

Example: A X2 modifier that doubles the points on the next action you take.

29. Moral Hazard of Game Play

Definition: The risk that by rewarding people manipulatively in a game you remove the actual moral value of the action and replace it with an ersatz game-based reward. The risk that by providing too many incentives to take an action, the incentive of actually enjoying the action taken is lost. The corollary to this is that if the points or rewards are taken away, then the person loses all motivation to take the (initially fun on its own) action.

Example: Paraphrased from Jesse Schell “If I give you points every time you brush your teeth, you’ll stop brushing your teeth b/c it’s good for you and then only do it for the points. If the points stop flowing, your teeth will decay.”

30. Ownership

Definition: The act of controlling something, having it be *your* property.

Example: Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends.

31. Pride

Definition: the feeling of ownership and joy at an accomplishment

Example: I have ten badges. I own them. They are mine. There are many like them, but these are mine. Hooray.

32. Privacy

Definition: The concept that certain information is private, not for public distribution. This can be a demotivator (I won’t take an action because I don’t want to share this) or a motivator (by sharing this I reinforce my own actions).

Example: Scales the publish your daily weight onto Twitter (these are real and are proven positive motivator for staying on your diet). Or having your location publicly broadcast anytime you do anything (which is invasive and can should be avoided).

33. Progression Dynamic

Definition: a dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.

Example: a progress bar, leveling up from paladin level 1 to paladin level 60

34. Ratio Reward Schedules

Definition: Ratio schedules provide a reward after a number of actions. There are two flavors: variable and fixed.

Example: kill 10 orcs, get a power up.

35. Real-time v. Delayed Mechanics

Definition: Realtime information flow is uninhibited by delay. Delayed information is only released after a certain interval.

Example: Realtime scores cause instant reaction (gratification or demotivation). Delayed causes ambiguity which can incent more action due to the lack of certainty of ranking.

36. Reinforcer

Definition: The reward given if the expected action is carried out in the three part paradigm of reward schedules.

Example: receiving a level up after killing 10 orcs.

37. Response

Definition: The expected action from the player in the three part paradigm of reward schedules.

Example: the player takes the action to kill 10 orcs

38. Reward Schedules

Definition: the timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. Three main parts exist in a reward schedule; contingency, response and reinforcer.

Example: getting a level up for killing 10 orcs, clearing a row in Tetris, getting fresh crops in Farmville

39. Rolling Physical Goods

Definition: A physical good (one with real value) that can be won by anyone on an ongoing basis as long as they meet some characteristic. However, that characteristic rolls from player to player.

Example: top scorer deals, mayor deals

40. Shell Game

Definition: a game in which the player is presented with the illusion of choice but is actually in a situation that guides them to the desired outcome of the operator.

Example: 3 Card Monty, lotteries, gambling

41. Social Fabric of Games

Definition: the idea that people like one another better after they’ve played games with them, have a higher level of trust and a great willingness to work together.

Example: From Jane McGonicgal’s TED talk where she suggests that it takes a lot of trust to play a game with someone because you need them to spend their time with you, play by the same rules, shoot for the same goals.

42. Status

Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status.

Example: white paladin level 20 in WOW.

43. Urgent Optimism

Definition: Extreme self motivation. The desire to act immediately to tackle an obstacle combined with the belief that we have a reasonable hope of success.

Example: From Jane McGonical’s TED talk. The idea that in proper games an “epic win” or just “win” is possible and therefore always worth acting for.

44. Variable Interval Reward Schedules

Definition: Variable interval reward schedules provide a reward after a roughly consistent amount of time. This tends to create a reasonably high level of activity over time, as the player could receive a reward at any time but never the burst as created under a fixed schedule. This system is also more immune to the nadir right after the receiving of a reward, but also lacks the zenith of activity before a reward in unlocked due to high levels of ambiguity.

Example: Wait roughly 30 minutes, a new weapon appears. Check back as often as you want but that won’t speed it up. Generally players are bad at realizing that.

45. Variable Ratio Reward Schedule

Definition: A variable ratio reward schedule provides rewards after a roughly consistent but unknown amount of actions. This creates a relatively high consistent rate of activity (as there could always be a reward after the next action) with a slight increase as the expected reward threshold is reached, but never the huge burst of a fixed ratio schedule. It’s also more immune to nadirs in engagement after a reward is acheived.

Example: kill something like 20 ships, get a level up. Visit a couple locations (roughly five) get a badge

46. Viral Game Mechanics

Definition: A game element that requires multiple people to play (or that can be played better with multiple people)

Example: Farmville making you more successful in the game if you invite your friends, the social check-in

47. Virtual Items

Definition: Digital prizes, rewards, objects found or taken within the course of a game. Often these can be traded or given away.

Example: Gowalla’s items, Facebook gifts, badges

Information provided by CrunchBase


$8450 Speaker Cables

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I’m not about to open the debate about expensive audio cables. There are definitely two camps when it comes to expensive cables; One run by Monster Cable and the other run by everyone else and these $8450 speaker cables prove which side is right!

These baby’s are made of “Solid PSS Silver” and feature “Dual Star-Quad Geometry”. WTF is that? Ohh, I know, it’s bullshit talk so that people with way too much money can be fooled into buying these. They are currently on sale at Amazon for $6800, maybe you should run out and buy two! Check out the following comment from a satisfied user on Amazon:

If there is one cable I would whole-heartedly trust to my Chimera-hunting needs, this would be the cable. No other cable has the tensile strength to properly and efficiently garrote a lycanthrope, asphyxiate an Esquilax or even gag a mermaid. Last week, using my trusty AudioQuest K2 (retrofitted with lead weights, bright orange latex paint and a generous coating of crushed glass stolen from the window of an abandoned church at midnight), I managed to snuff 3 golden unicorns in swift succession!

Pros: Quickly tears through scales, fur, bone, and adamantium with ease
Coils and uncoils from hip holster (optional) quickly and quietly
For a product fabricated from 1,000 Onyx Dragon fetuses, the price is unbelievably reasonable!

Cons: Shipping from the R’lyeh took far too long
Doesn’t come in 10? lengths (which would be perfect for hydra, cerberii and other multi-headed creatures)
After every use, I can feel 6 ounces of my soul slipping from my core into the ether. But this may be due to the fact that I prefer to work without gloves. YMMV.

Overall, I would recommend that any hunter buy one, nay, two, of these immediately, and experience the difference that upgrading to the K2 will make in your next quest!

If you want one you can get it here, otherwise, I’ll sell you a version that’s just as good for a mere $4000

tech.nocr.at$8450 Speaker Cables originally appeared on tech.nocr.at on 2010/08/26.

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Leaked iPod Touch Video

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We are only a few days away from Apple’s press event where it’s rumoured we’ll see an new iTV product and new iPod touch’s. Since it’s right around the corner the leaks just seem to be flying around.

At first glance the above picture might look like the front and back of an iPhone 4. but according to SmartPhoneMedic.com it’s the front and back from a 4th-gen iPod touch. If you belive the rumour then we now know that the new touch’s will have a retina display and glass back much like the iPhone 4 does.

A visual inspection reveals it to have the same fused design as on the iPhone 4, which naturally invites speculation that the retina display will be pulling some PMP duty as well.

Check the video out after the break and decide for yourself. Let us know in the comments what you think.

tech.nocr.atLeaked iPod Touch Video originally appeared on tech.nocr.at on 2010/08/26.

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VuQube Portable Dish

VuQube-Portable-Satellite-Dish-490x248.jpg

If you are a true satellite TV junkie and absolutely must have it everywhere you go then the VuQube is for you. I must warn you, it isn’t cheap.

This isn’t like you average folding dish that move RV and truckers use, this unit provides you with a signal even while your moving. The unit is also small and compact and can pretty much guarantee you a decent signal. The unit is compatible with pretty much any circular LNB provider like Dish Network, Express VU, and DirectTV.

So if you just can’t live without you DirectTV be prepared to spend $1699 getting it.

[Link to VuQube]

tech.nocr.atVuQube Portable Dish originally appeared on tech.nocr.at on 2010/08/26.

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