Des jeux en ligne suisses à la conquête du Japon. Plusieurs producteurs helvétiques ont participé au Tokyo Game Show.
Un événement qui a attiré plus de 250 000 personnes en quatre jours. Plus de 420 entreprises de 32 pays différents. Le Tokyo Game Show, qui s’est déroulé entre le 18 et le 21 septembre, a attiré plus de 250 000 visiteurs. Le boom des jeux pour smartphone est clairement la tendance de cette édition. Dans ce secteur, le Japon est incontournable: c’est le plus grand marché du monde en matière de revenus. A lire! Le Courrier Neuchâtelois parle... - Alp ICT - Powering Business Innovation. The Firm : un premier titre de Sunnyside sur iOS - S2Pmag. Nous vous avions parlé, il y a quelque temps déjà, du studio lausannois Sunnyside, toujours au travail sur le titre pour mobiles Towaga qui devrait arriver cet automne.
Amateurs de défis, les membres de la petite équipe se sont lancés dans un pari créatif: réaliser un titre en une trentaine d’heures. The Firm était né. Il vient de débarquer sur l’AppStore… Apelab is Creating the Gaming Experiences of the Future. Apelab, the Swiss gaming studio is redefining with technology and storytelling the way you will play and experience games and stories in the future.
With the support of Pro Helvetia, Swissnex and Alp ICT, the creative studio headquartered in Geneva started in March a roadshow in the United States to showcase their technology and know-how at some the best known gaming and entertainment events. The tour started at the Game Developers Conference 2014 in San Francisco. Since then the Swiss Creative studio has been impressing at every major event, the public, gamers and media with their IDNA Interactive series and the unique experience it provides combining spatial storytelling and virtual reality. If you read the New York Times articles mentioning Apelab’s IDNA you will understand better the raising interest in the swiss company project. IDNA – interactive mobile series by apelab. We are a young research / interaction design lab based in Geneva, Switzerland.
We love storytelling, new technologies, and interactivity. IDNA: A sci-fi interactive graphic novel for mobile and VR by apelab. Oculus-rift-and-morpheus-take-games-to-a-new-dimension. Photo Critic’s Notebook By CHRIS SUELLENTROP SAN FRANCISCO — The notion of virtual reality has been tantalizing since at least the 1980s, when William Gibson’s novel “Neuromancer” and the holodeck on “Star Trek: The Next Generation” popularized the idea of transporting people into a three-dimensional computerized environment.
Oculus-rift-and-morpheus-take-games-to-a-new-dimension. IDNA. Oculus-rift-and-morpheus-take-games-to-a-new-dimension. WitchLake: Crafting Enchanting Adventures in Gaming. WitchLake, the company based in Peseux (Neuchâtel) loves video games and it shows in in their latest creation, the very promising “Sam’s Chronicles” Sam’s Chronicles is an original, fun, action-packed platform game.
It is the story of Sam, a strong but gentle teddybear who must protect a child from nightmares. Games: Fit for a wrist? Build it, and they will port Tetris to it.
Whether it's a cellphone, calculator or even a wristwatch, if a piece of hardware is remotely capable of possibly playing a game, it will find a game-maker. Vacarme_20131211_full_vacarme_05149461-4346-43e9-9009-9a22e8c79244. Moonga connected cards by Shaban Shaame. Welcome to Moonga, the first card game played in both virtual and real worlds.
Create your guild to conquer new territories and use the NFC technology to switch between your digital and physical environment. To summarize, the purpose of this campaign is to get your support to complete the development of Moonga’s gameplay and create new game possibilities that will combine virtual and physical aspects, finance the production of NFC cards and finally market this awesome game. So what’s Moonga and why would we upgrade it? Moonga is an immersive and strategic online trading card game that was successfully released three years ago by us, the EverdreamSoft’s team, in three languages (French, English and Japanese). The game was massively improved during the first years and has now reached a high level of quality approved by more than 250’000 players so far. From the game mechanics to the cards complexity, Moonga combines the best of modern gaming with a powerful dose of nostalgia. Tourism Professional Meeting. TpM2016 "Smart Mobility: New business models for the tourism and transport industry" (2.
Dez. 2016) Pour les pré-inscriptions du TpM2016: ici. TpM2015: Sharing Economy and New Digital Marketing Trends (4.12.2015) Les présentations et vidéos du TpM2015 sont ici. Il ne se passe pas un jour sans que les médias n’en parlent, l’économie du partage ou consommation collaborative, ne laisse personne insensible. Contexte de la conférence Par le développement des nouvelles technologies d'information et de communication (TIC), mais plus encore par l’essor des médias sociaux, le touriste est aujourd’hui au centre de toutes les préoccupations marketing tout en devenant également un acteur à part entière de l'économie touristique. Vidéo de la conférence Sharing Economy: AirBnB, Uber… "Utiliser plutôt que posséder", tel est le nouveau credo.
De tout temps, le secteur hôtelier a eu un regard critique sur les locations privées et sur les frontières juridiques floues les concernant. Le TpM Tourism Club. Swiss Games at Tokyo Game Show 2013. Swiss Games at Tokyo Game Show 2013 Switzerland made its debut in the international area of the Tokyo Game Show, with a Swiss Games Pavilion, introducing a selection of high quality games with clear economic potential.
The Tokyo Game Show (東京ゲームショウ), is the major video game convention held annually in the Makuhari Messe, outside of Tokyo, in Chiba, Japan. It is organized by the Computer Entertainment Supplier’s Association (CESA) and the Nikkei Business Publications, Inc. The first two days of the exposition, September 19 and 20, are reserved for people working in the game industry and the press. 3 things the mobile industry can learn about advertising from gaming. Diana LaGattuta is vice president of marketing at NativeX. On March 20, we rebranded our company to NativeX, a name that reflects the type of native in-app advertising we provide. As I expected, the evening of our launch, I received a message from a friend who works for a mobile ad technology firm. It went something like this: “Congrats! But you know native doesn’t scale, right?” I’ve spent the past eight years of my career trying to make mobile advertising work. During this search, the mobile industry has looked jut about everywhere for the answer: in carrier-grade media, algorithmic targeting, expensive ads with flashy landing pages for big brands, location awareness, and programmatic media buying platforms.
During this, they’ve churned more standard banners through exchanges, which are bid down to the penny to compensate for puny click-through rates. Nobody likes banner ads Freemium changes everything Nobody wants to pay for apps anymore. E3 2012: Game makers focus on second screens. LOS ANGELES – If the gaming industry agreed on one idea at this week's Electronic Entertainment Expo, it's that playing video games on just one screen is no longer enough. The top three publishers — Microsoft, Nintendo and Sony — each focused on new ways to spread games and other content across several screens at the gaming industry's annual trade show in downtown Los Angeles. While the publishers' systems rely on the same premise, namely using more screens to access more content, each is achieving multi-screen functionality through different means: Microsoft is tapping into existing phones and tablets; Sony is depending on its PlayStation Vita handheld device; and Nintendo is coupling an iPad-like controller with its new Wii U console.
"I don't know who has the best approach," said Martin Rae, president of the Academy of Interactive Arts and Sciences. How Mobile Technologies Are Shaping a New Generation - Tammy Erickson. By Tammy Erickson | 12:40 PM April 18, 2012 The cohort I like to call the “Re-Generation” began to take shape around 2008. Individuals at the formative ages of 11 to 13, those born after about 1995, were part of a substantively different world than the one that had shaped 11 to 13 year olds over the preceding fifteen or so years.
In an earlier post, I discussed the impact the Global Financial Crisis had on the formation of this new generation. Technology, of course, has also been a powerful influence on the Re-Generation, so much so that Bill Gates proposed that we call this next wave Generation I, for Internet. Gates has used the term to refer to children born after 1994, describing them as the first generation to grow up with the Internet. With due respect, most who study the generations would say that Generation Y (those born from 1980 to 1995) was our first generation of Digital Natives — unconsciously competent users of both computers and of the Internet.