8 research outputs found
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Beyond Bedlam: How Consumers and Brands Alike Are Playing the Web
The new marketing order, as played out on media platforms like YouTube, Twitter and Instagram, is so unlike the order it is displacing that it might seem like bedlam, an asylum of sorts for ideas intelligible only to their creators. And yet, surely, something systematic is going on. It must have purpose; all the vigorous uploading, posting, commenting, and sharing must be generating results. We claim that the new order is, in fact, rule-governed, and the rules are the rules of play
Situating approaches to museum guides for families and groups
In this paper, we analyze the current state of museum guide technologies and applications in order to develop an analytical foundation for our future research in an adaptive museum guide for families. We have focused our analysis on three critical areas of interest in considering group and social interaction in museums: tangibility, the role of tangible user interfaces; interaction, visit types and visit flows; adaptivity, user modeling approaches
Situating approaches to interactive museum guides
This paper examines the current state of museum guide technologies and applications in order to develop an analytical foundation for future research on an adaptive museum guide for families. The analysis focuses on three critical areas of interest in considering group and social interaction in museums: tangibility the role of tangible user interfaces; interaction visit types and visit flows; and adaptivity user modeling approaches. It concludes with a discussion of four interrelated trajectories for interactive museum guide research including embodied interaction, gameplay, transparent and opaque interaction and the role of personal digital assistants
Beyond Bedlam: How Consumers and Brands Alike Are Playing the Web
Effective social brand engagement can result from marketers “getting in the game” by playing with consumers. Play can take many different forms and can refer to different aspects. It can produce winners and losers, for example when marketers conquer the consumer’s wish to be let alone. It can refer to the collaboration among players to achieve, if not exactly a common purpose, at least separate purposes with joint resources. Or it can refer to conduct that bemuses and befuddles, leaving even the marketer unsure about the purpose of the game, except that he will be better known. It is apparent that people want to play with brands, and their managers must therefore decide if they want to actively offer participation and surrender to whatever form consumer play may take. However, brand managers should be prepared for surprising turns. Attention and consumer engagement are the prizes at stake for taking the venture, awards that are increasingly difficult to gain with more traditional communication campaigns