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ETCentric StaffMarch 27, 2024
Spotify is launching a test for video-based learning courses in the United Kingdom. Users are invited to test two-free classes before deciding whether to subscribe to a course series, studying topics from DJing to Microsoft Excel. The company has partnered on content with educational tech companies BBC Maestro, PLAYvirtuoso, Skillshare and Thinkific on series averaging $25 to $100 per course (£20 to £80). Topics are organized into four main categories: make music, get creative, learn business and healthy living. Pricing is the same for premium and free members. No word on when the test might expand beyond the UK. Continue reading Spotify Testing Paid Subscription Learning Courses in the UK
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Debra KaufmanJanuary 7, 2022
Much has been written on how gaming can be an incentive to change behavior. But can it also be used to clinically improve health outcomes? Lygeia Ricciardi, founder and chief executive of AdaRose — “a community of powerful women who are maximizing self care, health and wellness” — gathered executives at CES who said their companies have successfully used gaming to improve health for numerous use cases including pain reduction, aid in concentrating, lower drug reliance and more medical compliance as well as generally improved levels of well-being. Continue reading CES: Case Studies on How Gaming Tech Can Improve Health
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Debra KaufmanJune 18, 2021
Amazon’s live-streaming platform Twitch was a haven for musicians during the COVID-19 pandemic, attracting “an average of 30 million visitors a day,” who watched 1+ trillion minutes of content last year. More importantly, its economic model, unlike that of Apple Music, Spotify and YouTube, allows musicians to monetize fan interactions. Musicians cultivate a loyal base that, in turn, patronizes them, to the tune of several thousand dollars a month. In contrast, last year, 97 percent of Spotify’s artists earned less than $1,000. Continue reading Twitch’s Business Model Lets Musicians Monetize Fan Loyalty
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Debra KaufmanMay 24, 2021
Fashion lovers now have games designed just for them, including “Drest,” which debuted in 2019, the brainchild of former editor-in-chief of Harper’s Bazaar UK Lucy Yeomans. Louis Vuitton collaborated with Riot Games on prestige skins for the League of Legends World Championship Finals and Riot is now teaming with Japanese casual wear retailer UNIQLO. High-fashion outfits from Marc Jacobs and Valentino have appeared in the video game series “Animal Crossing.” Luxury fashion brands are increasingly drawn to partake in the game industry, which made $175 billion in 2020. Continue reading Fashion Industry Leverages Games, Apps and Virtual Shows
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Debra KaufmanMay 22, 2020
Apple and Google unveiled jointly developed contact tracing technology to help the government track the spread of COVID-19. The app notifies a user if she has been exposed to someone who tested positive for the coronavirus. The technology’s protocol relies on the phone’s Bluetooth signal to identify those who have been near an infected person. So far, North Dakota, Alabama and South Carolina in the U.S. and 22 countries have asked for and received access to the technology. The app was previously released in beta. Continue reading Apple and Google Offer Contact Tracing Tech to Developers
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Debra KaufmanNovember 27, 2019
Facebook, the University of Lorraine and the University College London published a paper that detailed how they researched a way to use artificial intelligence to create complex game worlds. Building video game environments has always been time-consuming, but this group’s approach — using content from the fantasy text-based multiplayer adventure “LIGHT” — demonstrated how machine learning algorithms can learn to “assemble different elements, arranging locations and populating them with characters and objects.” Continue reading Facebook and Academics Use AI to Generate Game Worlds
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Debra KaufmanAugust 26, 2019
X2 Games released “St. Noire,” an AI murder mystery board game that integrates Amazon’s Alexa voice assistant. “St. Noire” ($40 on Amazon) lets players become private eyes and explore the eponymous, shady town to determine the culprit in a recent murder. Players ask Alexa to “examine” locations such as Black Saint Bar or Greasy Spoon, or to pretend to be a suspect during interrogation. The game, which requires the use of Alexa, is similar to the board game “Clue” in that it evolves by the process of elimination to determine the specifics of each crime. Continue reading X2 Games Integrates Alexa to Update Board Game Format
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Debra KaufmanApril 13, 2018
During a Destination NXT presentation at NAB Show, Media Sherpa managing director John Canning moderated a panel on “redesigning the consumer experience” with “AR Adventures, Gamified Gatherings and VR Vacations.” Canning asked the panelists what drew them to creating immersive media. Fulldome.pro chief operating officer Stephen Powers sees this “new media as having the unique power” to “lift the human spirit.” For Vari Parks chief executive Louisa Spring, it’s her love of VR and desire to bring the experience to more people. Continue reading NAB 2018: Immersive Leisure With AR, Gamification, and VR
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Rob ScottAugust 8, 2017
Road to VR is featuring a guest article this week by Alvin Wang Graylin, China president of Vive at HTC, who sings the praises of Ernest Cline’s best-selling novel Ready Player One. The story depicts an existence in which “VR is intertwined into every aspect of our daily lives,” writes Graylin. He believes there are positive lessons to be learned from such a “VR-First future.” The book details tech “that has the potential to create truly transformative impact on our future lives, culture, and world,” which is why he makes sure every member of his China Vive team has a copy. In his article, Graylin outlines what he sees as the 16 key takeaways from Ready Player One.
Continue reading HTC Exec Shares Lessons From Novel For a VR-First Future
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Debra KaufmanJanuary 5, 2017
AIG executive vice president/chief executive of commercial Rob Schimek described some of the data contained in the company’s 2017 global survey on data sharing. AIG’s first report, in collaboration with CEA (now CTA), was published in 2015, followed by a 2016 report on case studies of large companies. The 2017 report, says Schimek, which includes a foreword by Mike Abbott of Kleiner Perkins Caufield & Byers, looks at data sharing innovation, technology and risk. “We’ve seen the benefits outweigh the costs and risks,” said Schimek. Continue reading AIG Report on Global Data Sharing: Benefits Outweigh Risks
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Debra KaufmanNovember 14, 2016
On November 11, at the USC School of Cinematic Arts, ETC’s AR Salon gathered a group of industry experts to discuss their experiences in augmented reality. ETC executive director/chief executive Ken Williams opened the event to welcome attendees, many of whom are already engaged in producing AR projects. Phil Lelyveld, ETC’s VR/AR program lead, spelled out the salon’s organization, which consisted of 10-minute presentations on the business of AR and the art and technology of AR, followed by discussion workgroups. Continue reading ETC’s AR Salon: Industry Experts Discuss Augmented Reality
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Erick MendozaMay 4, 2015
Jet, the e-commerce startup that plans to compete with Amazon on price rather than delivery time, recently made a beta version of its site available to the first 10,000 customers of the nearly 360,000 it has reportedly signed on for early access. Where other e-commerce companies are aiming to make online shopping more convenient through means of expedited shipments, Jet hopes to help customers save hundreds per year by offering lower prices on all its goods. Continue reading Jet Has Ambitious Plan to Take on Amazon with Lower Prices
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Erick Mendoza March 30, 2015
There is a new mobile app called Chosen that offers users a platform through which they can upload videos of themselves performing talented acts or simply judge and critique other performances, all while earning rewards for actively doing so. Chosen aims to recreate the talent show experience and competitive landscape of TV shows like “American Idol.” Users can quickly scan through various performances, vote for those they like and skip those they don’t with the swipe of a finger. Continue reading Chosen: iOS Talent App Aims to Attract Performers and Judges
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Lisette LeonardMarch 6, 2014
The Institute of Electrical and Electronics Engineers (IEEE) suggests that 85 percent of tasks in an average person’s daily life will include game elements by 2020. Gamification is already being integrated into social media, data collection, the healthcare industry and more. Social media sites including Foursquare, Yelp and Facebook are incorporating game and reward features. For example, they encourage users to check into restaurants by rewarding them with badges and titles, such as “mayor” of a restaurant. Continue reading IEEE Predicts That Our Daily Lives Will Be Gamified by 2020
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Cassie PatonJanuary 20, 2014
A new app from Samsung was developed with the intention of keeping drivers off their phones while behind the wheel. Startling statistics indicate that text messaging while driving makes you 23 times more likely to get in an accident. More startling yet is that more than 77 percent of young American adults believe they’re able to text while safely driving. To combat that, Samsung’s new Android app, “Eyes on the Road,” turns not texting into a game with tangible rewards for safe driving. Continue reading Gamification: Samsung App Rewards Drivers for Not Texting