Recently in Gamification Category

Join us for the Social Gambling & Gaming Summit!

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Pillsbury attorney, James Gatto, is presenting a session at the Social Gambling & Gaming Summit titled, "Gamblification! Interaction between Social Games and Online Gambling."

Pillsbury is sponsoring the Social Gambling & Gaming Summit, a two-day conference focused on the intersection of casino-style social games, mobile gaming, virtual goods, and the bridge between mainstream and social gambling and gaming. This event unites established industry leaders and developers in free-to-play mobile games and social casino games to discuss the future of real-money gaming, cross-platform integration, game design, and player conversion.

For more information and to register, please visit the event page.

Healthcare Gamification - Regulation of Wellness Programs

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Gamification has become pervasive in many every day activities, including health and wellness programs. For companies involved in these activities, you should make sure you are aware of the final Affordable Care Act ("ACA") regulations on wellness programs. These come into effect in 2014.

Gamification refers to the use of game mechanics for non-game purposes. It is often used to provide incentives for people to take certain actions. The mecahnics often include a combination of things such as rewards, status, levels, exclusive content or other incentives to shape user behavior. Airline frequent flyer programs are a great example - to gain repeat business and customer loyalty, airlines provide points (redeemable for flights and other things), status (priority boarding), premier or executive levels, exclusive content and offers, etc.

Many health and wellness programs use similar mechanics to incent users to engage in healthy activities and/or refrain from unhealthy ones.

Gamification in general can create a host of legal issues of which companies should be aware. The recently finalized ACA regulations, summarized in Pillsbury's recent Client Alert entltled "Final Wellness Regulations Create New Program Categories and Complications," identify some specific to wellness programs.

If you have any questions on this or other gamification issues, our Social Media and Games Team has extensive experience in this space.

James Gatto on the Legal Issues of Gamification (GSummit SF 2013)

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Jim Gatto, founder and leader of Pillsbury's Social Media & Games team, recently spoke at the Gsummit event in San Francisco. This event - the largest to date - brought together top experts in engaging design. In 2013 Gamification will continue its meteoric ascent, becoming a key executive strategy for the enterprise, human resources, loyalty and marketing. Over the next year in the gamification space, we'll see many more acquistions, thousands of new certified gamifers, hundreds of new startups, and even more dramatic innovations across all industries.

At the event, Jim covered some of the key legal issues relating to the use of Gamification. Gsummit interviewed Jim to capture some of these key topics. Check it out below:

gsummitX - Gamification in Washington, DC

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James Gatto will be speaking on the topic of legal issues related to gamification during the gsummitX - Gamification in DC event on June 5, 2013 between 6:00pm and 9:00pm.

gsummitX - Gamification in DC is a meetup for anyone involved in and/or interested in the topic of gamification, engagement and/or loyalty. The community is invited to come together to hear a speaker from the gamification space, 1-2 demos from companies using gamification in their business model and to participate in a unique workshop-like game called "Play for a Cause" which is a brainstorming session to help solve a challenge for a non-profit.

SPEAKERS
James Gatto, Leader, Social Media, Entertainment & Technology, Pillsbury
Gabe Zichermaan, Expert, Author, Speaker & Writer on the subject of Gamification and Engagement Mechanics

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Around the Virtual World: May 20-24, 2013

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A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.

 

 

Walmart Hopes 'Gamification' Can Engage Employees and Turn Things Around
In a move that echoes what other major employers are doing, the nation's largest retailer is working with a Boston-based marketing and consulting organization to improve more of its internal processes by lending them a digital-gaming aspect. In turn, greater "employee engagement" is supposed to lead to improving the experiences of Walmart customers.

Nintendo Wants Review of Patent Claim Ruling in Wii IP Row
Nintendo Co. Ltd. argued Wednesday that the U.S. International Trade Commission's chief administrative law judge had not properly considered its arguments to invalidate a patent claim by an interactive game company accusing Nintendo's Wii products of infringing three patents.

Atari Seeks OK For Plan to Sell Off Assets Piece By Piece
The U.S. branch of French holding firm Atari SA on Wednesday asked a New York bankruptcy judge to greenlight its plan to sell off its assets piece by piece, after it failed to garner acceptable offers from potential stalking horse buyers to bid on the game maker's entire business.

When Rights of Publicity Trump 1st Amendment
In a recent 62 page decision by the Third Circuit obviously intended to give guidance in an unclear area of the law, the rights of publicity of a college athlete in a video game trumped the First Amendment arguments of the video game manufacturer.

Online Gambling Bets on Return to U.S.
Until a year ago, the U.S. Justice Department considered online gambling illegal, but PokerStars, arguing against that interpretation of the law, kept taking bets until the government filed a civil action against it. Now, the legal landscape has taken a surprising shift, and states like Nevada and New Jersey have passed laws allowing some forms of online gambling. PokerStars, which reached a $731 million settlement with the government but admitted no wrongdoing, wants back in.

Games Business & Legal Affairs Event - Register Now!

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Pillsbury attorney, Sean F. Kane will be a featured panelist at the upcoming Video Game Bar Association's inaugural Game Business & Legal Affairs conference. The conference will provide an in-depth analysis of the prevalent and pertinent legal and business issues within the video game industry. Founded in 2011 as an international membership organization, its mission is to provide a forum to promote the interaction of licensed attorneys whose primary practice is within the video games/interactive media industry, for lawyers are in-house counsel at game companies, and lawyers in private practice who represent game-industry clients. Mr. Kane will be serving as a panelist during the "Adventures in Finance" session which will take place on Tuesday, May 21st at 9:00am PT.

Register now: Gamification Summit Register

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Join us at the Game Developers Conference!

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Pillsbury is teaming up with Covert & Co. to host an exclusive VIP reception during the Game Developers Conference (GDC) on March 27, 2013 at the W Hotel in San Francisco.  This will be the highest quality private event at GDC, attended by 200 leaders in the game/media sector.  The event will include an exciting "fireside chat" with CEOs of the hottest game companies:  Naoki Aoyagi (CEO of GREE), Ilkka Paananen (CEO of Supercell) and Torsten Reil (CEO of Natural Motion). 

[event is invite-only]

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Covert & Co. is a next-generation investment bank providing premium M&A and financing services to media and tech companies globally.  My team and I have a track record that includes landmark M&A transactions such as Aeria Games/Gamepot, Club Penguin/Disney, SRS Labs/DTS, Hearst-UGO/News Corp-IGN, Grouper/Sony, MusicMatch/Yahoo!, MySpace/News Corp., NevenVision/Google, and DailyCandy/Comcast; as well as equity financings for Wildtangent, Realtime Worlds, Meebo, Move Networks and LegalZoom.

 

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Google Ventures is a radically different kind of venture-capital fund. The Google Ventures hands-on teams work with portfolio companies full-time on design, recruiting, marketing, and engineering. Google Ventures also offers Startup Lab, a dedicated facility and educational program where companies can meet, learn, work, and share. Google Ventures invests hundreds of millions of dollars each year in entrepreneurs with a healthy disregard for the impossible.

 

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Pillsbury is a full-service law firm with a keen industry focus on technology. Based in the world's major financial, technology and energy centers, Pillsbury counsels clients on global regulatory, litigation and corporate matters. Pillsbury works in multidisciplinary teams that allow them to anticipate trends and bring a 360-degree perspective to complex business and legal issues--helping clients to take greater advantage of new opportunities and better mitigate risk. This collaborative work style helps produce the results clients seek.

Game Business & Legal Affairs Conference

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VGBA.pngSean F. Kane will be a featured panelist at the upcoming Video Game Bar Association's inaugural Game Business & Legal Affairs conference. The conference will provide an in-depth analysis of the prevalent and pertinent legal and business issues within the video game industry.

Sean will be serving as a panelist during the "Adventures in Finance" session which will take place on Tuesday, May 21st at 9:00am.  Working capital drives development, and this panel looks at the finance landscape, including new trends and legal details for crowdfunding, raising venture capital, structure of exits, and where tax credits for development and research can be maximized across an organization.

The panel will include the following:

 

MODERATOR

Steve Goldstein, Chair, Interactive Entertainment and Video Games Practice at Stubbs Alderton & Markiles

 

PANELISTS

Justin Bailey, VP of Business Development at Double Fine Productions

Sean F. Kane, Attorney at Pillsbury Winthrop Shaw Pittman

Mark Stevens, Partner at Fenwick & West

Pillsbury Rocks Social Media Week in NY and DC - Game On!

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Thank you to everyone who joined us in both New York and Washington, DC for our Social Media Week events - Game On!

Special thank you to all of our panelists: Randy Leibowitz, Mike Scafidi, Tim Ettus, Lou Kerner, Peter Corbett, Jim Gatto, Sean Kane, Lauren Lynch Flick and Tina Kearns (many featured in the picture and video below).  

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As promised, we recorded our DC program Social Media Promotions, Contests and Sweepstakes and Social Media Audits. Check it out!

(Part 1) Emerging Legal Issues in Social Media: Social Media Contests, Sweepstakes, and Promotions please click here
http://youtu.be/_Uts2BT542M

(Part 2) Social Media Audits please click here http://www.youtube.com/watch?&autoplay=1&v=_Uts2BT542M#t=2489s

If you would like any additional information about these topics or the events, please contact the Social Media, Entertainment & Technology team.

 

 

Around the Virtual World - January 14-18, 2013

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A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.

 

 

USPTO Dives Into Software Patent Debate With New Group
Amid a growing chorus of criticism that software patents are too vague and can hinder innovation, the U.S. Patent and Trademark Office on Thursday announced plans to create a new group to work with the software community to improve patent quality.

The Hidden Risks Behind Facebook's Login Tools: Part 1
Recently, a federal judge reportedly indicated tentative approval of Facebook's offer to settle a class action claim arising from its use of individuals' names and likenesses in connection with Sponsored Stories, a service it rolled out in January of 2012.

Ex-Zynga Software Engineer Sues Over Unpaid OT
Zynga Inc. was hit with a proposed class action Monday in California federal court by a former software engineer at the social media gaming firm accusing it of failing to give engineers proper overtime pay by misclassifying them as exempt from such wages.

Google Declares War on the Password
Want an easier way to log into your Gmail account? How about a quick tap on your computer with the ring on your finger?

Investment In Social Gaming Drops By $1 Billion In 2012
As recently as 2011, the expectation was that the social gaming industry was the future of big money in video games. Companies like Zynga were valued in the billions. In 2013, not so much. Investment in social game companies dropped by $1 billion in 2012.

Around the Virtual World - September 10-14, 2012

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A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.

 

  

Zynga loses more execs, gains lottery partnership with Scientific Games
Social game developer and online poker hopeful Zynga made waves last month with its hiring of former 888.com exec Maytal Ginzburg, but more top execs continue to flee Zynga's floundering ship.

Social casino game market worth $1.6bn, doubled since 2010
Yesterday, analyst firm SuperData released a report stating that the worldwide social casino game market will be worth $1.6bn in 2012, and projects it to grow to $2.4bn by 2015. This shows that not only is there a sizable market for casino games in the social space, but that it should continue to grow rapidly as more players look online to play casino-style games.

Proposed US online poker legislation revealed
In the United States, a summary of The Internet Gambling Prohibition, Poker Consumer Protection and Strengthening UIGEA Act of 2012 legislation has been released outlining what future federal online gaming regulation could look like.

NYPD Releases Guidelines for Social Media Use in Investigations: Report
The NYPD has released a memo that lays out rules for using social media during investigations, but critics say the new guidelines raise questions about privacy issues, according to a report.

Friendster Founder Jonathan Abrams Launches Nuzzel: A Fast, Simple, Social News Reader
Jonathan Abrams, whose resume as a founder or co-founder includes the Founders Den startup workspace, event service Socializr, social bookmarking service HotLinks, and Friendster  is launching his latest startup today: Nuzzel, a site for browsing the news that your friends have shared on social networks.

Game on: new technology just the ticket
The internet is changing everything, including the wait in line to buy tickets.

 

Around the Virtual World - June 11-15, 2012

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A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.

 

 

Mobile Game Fight Goes Global

A turf war is breaking out in the videogame industry and, for once, it has nothing to do with Nintendo, Microsoft and Sony. This fight is taking place on smartphones with names like Gree Inc. and DeNA Co. --a pair of Japanese firms little known in the rest of the world despite being the two most profitable companies in mobile games--taking on Zynga Inc. and potentially Apple Inc. and Google Inc.

Electronic Arts to focus on freemium gaming

Electronic Arts will shift its business away from premium mobile game sales to focus on the freemium model, calling free-to-play titles "the norm" moving forward. "We started to see that freemium was coming in, and it took us a long time to move over," Electronic Arts Senior Vice President and Group General Manager Nick Earl said in an interview with All Things D. "In all candor, we are behind."

A Little 'Like' Can Mean Big Trouble

Workers of America, be careful what you "like" and post on Facebook. A U.S. district court in Virginia recently found that a sheriff's office employee "liking" a Facebook page was "insufficient speech to merit constitutional protection." Several former employees claim they were let go after the sheriff found out about their support for a political rival through a Facebook "like," among other actions.

YouTube IP Decision Gives 9th Circ. Pause On Veoh Ruling

The Ninth Circuit, which is considering rehearing its finding that Veoh Networks Inc. is shielded from Universal Music Group Inc.'s copyright claims, asked the parties Thursday whether it should adopt the standards set by the Second Circuit in its recent YouTube ruling.

As 'Gamification' Trend Grows, Badgeville Banks $25M.

More businesses are embracing the idea of using game techniques-such as awarding status, access and rewards-to influence behavior both inside and outside their enterprises. Betting that this "gamification" trend will continue, investors have poured $25 million into Badgeville at a pre-money valuation well north of $100 million.

Online Activities to be Recorded by UK ISPs, Draft Reveals

If you were scared that your online activity was being tracked and possibly analyzed, let us inform you that you were very much accurate in your suppositions. No, this is not one of those conspiracy theories you hear on the news so often. The United Kingdom online monitoring law just got published showcasing some disturbing facts. The paper is 123 pages long and is actually a draft of the Communications Data Bill.

Around the Virtual World

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A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.





PlayStudios launches myVegas social casino games with MGM

Social casino game startups are the cliché of 2012. Everybody is either starting a new company in this hot market -- on the bet that the U.S. will allow online gambling sites again -- or spending a lot of money acquiring casino game startups. But PlayStudios believes it is different because it is a blend of Silicon Valley and Las Vegas. The company was founded by Andrew Pascal, a longtime Silicon Valley entrepreneur and former casino empire executive.

American Express launches FarmVille rewards card

American Express has created a card that rewards FarmVille users with virtual cash for their real-world purchases. Users of the hit social media game can begin signing up for the FarmVille card starting Tuesday. The card is part of American Express' prepaid Serve platform.

[Report] Marketing Goes Local

PwC, together with the Location Based Marketing Association (LBMA), has developed this white paper to educate the industry on location-based marketing and to provide a general overview for retailers, brands and their agents, mobile network operators, and service providers on the application of these services to drive customer engagement and brand awareness.

Gamification market to reach $2.8 billion in 2016

Gamification, the process of applying game mechanics to activities that aren't games, is rapidly becoming a big business, according to a new report by Wanda Meloni of M2 Research. She projects the market to reach $242 million in 2012 (more than double the 2011 total), and to climb to $2.8 billion in 2016.

Could Virtual Nanotransactions Solve the Mobile Payments Problem?

Very few people in the mobile industry will disagree that mobile payments are today's biggest challenge for developers. In the Apple universe, there is a strong solution to the problem: Apple simply requires users to register their credit cards before they can use any services. But this approach only works for a very small segment of high end users in the developed world.

Around the Virtual World

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A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.




Epic Games to make government training games

Of all the companies you'd expect to announce a big government partnership, a major video game studio is probably not at the top of your list. Nevertheless, Epic Games announced Tuesday that it has entered into a "long-term, multi-platform" deal with a division of Applied Research Associates to license the Unreal game engine for government use.

Royal Canadian Mint unveils MintChip virtual currency

Having revealed plans to ditch the Canadian penny last week, the Mint is continuing its assault on physical cash with MintChip, which it describes as the "evolution" of currency. The system brings all the benefits of cash into the digital age, claims a dedicated Web site, providing users with instant, private and secure access to their money.

Social Gaming Key for Advertisers in 2012

Did you know Internet marketers will spend upward of $271 million on social gaming ads in 2012? In-game advertising is the next big trend in the industry, with analysts expecting ad spend on social games to reach $900 million annually in less than three years. The stakes are higher than ever for brands as they budget ad spend on laptops, mobile devices, and consoles.

Gamification Platform BigDoor Raises $5 Million From Foundry Group

White label gamification platform BigDoor has raised $5 million in new funding led by existing investor Foundry Group, bringing BigDoor's total funding to $13 million. BigDoor's gamification platform essentially allows online publishers to add game mechanics to web interactions and engagements. BigDoor helps companies build game-like mechanics and loyalty programs into their sites or apps by enabling points, badges, levels, leaderboards, virtual currency and virtual goods.

Facebook, NRDC, Opower, & 16 Utilities Team Up to Create Social Gaming App

"With an initial reach of 20 million households, the effort is one of the most significant to date, enabling people to take action and become more energy efficient," NRDC said in a statement today. "Leveraging the Facebook platform, the app allows people to quickly and easily start benchmarking their home's energy usage against similar homes, compare energy use with friends, enter energy-saving competitions, and share tips on how to become more energy efficient."

Google Glasses Face Serious Hurdles, Augmented-Reality Experts Say

When Google officially unveiled Project Glass -- the company's bid to develop Terminator-style augmented-reality glasses -- we saw a provocative glimpse of the future. The video Google released yesterday showed us the point of view of someone wearing the glasses, with icons, maps and other graphical overlays appearing over the user's complete field of vision.

Around the Virtual World

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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.