by admin | Nov 13, 2013 | Design, Gamification |
By Paul McGhie Guess who’s back? Back again? Shady’s back, tell a friend… about his new gamification marketing campaign. Okay, not quite so catchy as the original song, at least, not lyrically, but as October 29th, Eminem launched what can only be...
by admin | Nov 13, 2013 | Games, Lectures, Market Research |
On 17th September, our CEO and Founder Betty Adamou gave a lecture with NewMR.org on an Introduction to Gamification Reseach with a case-study taken directly from a major project we worked on here at RTG with our academic client, IMPRINTS Futures. In this lecture,...
by admin | Nov 7, 2013 | Innovation, Market Research, User Experience |
By Paul McGhie The Immersive Cocoon is a concept product designed by NAU. The company states that the goal of the project is to ‘push the envelope and provoke a new conception of interface technology’. The Immersive Cocoon is a digital environment which NAU describes...
by admin | Oct 31, 2013 | Design, Games, Innovation, Market Research |
By Paul McGhie It’s no secret that I am a horror fan – I’m currently making a horror film, for starters. So when I was asked to put together a gamified ad campaign for Research Through Gaming earlier this year, I found my love of horror coming to the...
by admin | Oct 30, 2013 | Avatars, Engagement |
By David Wisniowski Bitstrips is an application which allows users to create an avatar of themselves and add that avatar into a series of comic strips, greeting cards, even Facebook status updates. The company itself is registered with The Cartoon Network, and, as one...
by admin | Oct 23, 2013 | Design |
By David Wisniowski Data visualization and storytelling have always been key pillars of the market research industry. As a student, many of my classes were focused on interpreting data into a story, and visualizing that story for prospective clients. There are some...
by admin | Oct 21, 2013 | Design, Engagement, Games, Market Research, Role Playing |
By David Wiszniowski This is the third and final entry of a series of blogs in which I focus on the semiotics associated with the different generations of Microsoft’s Xbox. This blog concerns the latest Xbox to hit the market, the Xbox One. If you haven’t read the...
by admin | Oct 20, 2013 | Creativity, Design, Engagement, Games, Market Research |
By David Wiszniowski This is the second entry in a trilogy of blogs (first one posted here) examining the different generations of the Xbox through a semiotic lens. This entry in concerned with the Xbox 360. Part Two: The Xbox 360 The Xbox 360 was released November...
by admin | Oct 19, 2013 | Design, Engagement, Market Research, User Experience |
By David Wiszniowski I’d like to preface this entry by stating that this is the first of a three part blog discussing the changes of the Xbox, Xbox 360 and now the Xbox One. I would like to thank Dr. Charles Leech (Ph.D. Semiotics), Partner at ABM Research Ltd, for...
by admin | Oct 18, 2013 | Creativity, Gamification, Innovation, Market Research |
bY David Wiszniowski I’d like to start this entry by saying that I’m not a huge fan of AMC’s ‘The Walking Dead’. While I do enjoy a good zombie now and then (and can often relate to their lethargic demeanor) I was never captivated by the show. That said, I do...