A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.
With the recent release of Google’s ‘Project Glass‘, the eyes of many consumers and marketers have drifted over to the idea of Augmented Reality. Augmented reality (AR) is a live, direct or indirect, view of a real-world environment that is digitally augmented by another device.
Wal-Mart knew it was in unknown territory when it launched “Get on the Shelf,” an Internet popularity contest in which inventors compete for a coveted shot at selling their creations through the world’s largest retailer.
OBJE Explores Social Gaming’s Next Big Trend: Education
As smartphone and tablet usage becomes more and more widespread among children and adults alike, app-based social games present a powerful new opportunity to boost learning and development–and Obscene Interactive plans to capitalize.
Web companies like Zynga ushered in a new era of “social” games on PCs and mobile devices that people can play online with their Facebook friends, forcing traditional console-game makers like Electronic Arts to join the fray to avoid being left behind. Now,
as Zynga ponders a way to enter the Internet gambling world,
the makers of real-world casino games are poised to enter Zynga’s turf, newly emboldened by a Justice Department opinion that indicated that many forms of online gambling could become legal.
The debate surrounding social media as a learning tool is unlikely to abate any time soon. Is it just a distraction, or do the interactive educational tools available outweigh any disadvantages? Social media platforms, such as Facebook and Twitter, are becoming steadily more integrated within a variety of apps targeted at learning. Real-time news feeds and instant accessibility make them a tool that can be used quickly and efficiently — but due to its changeable nature, it can be difficult for school systems to keep up and compensate.