Business & Strategy
Games are changing the TV landscape by altering distribution platforms, content programming and, finally, production environments.
Many of today's top companies are so fixated on their competition that they forget to focus on their single most important competitive advantage: their strengths.
What makes brand extensions into virtual worlds a success or a failure? Part 1: less successful examples of consumer brands.
A recent family vacation presented me with a great allegory of business life.
While distribution platforms are getting morphed by games consoles, the games themselves are becoming a source of programming for TV.
Americans love their cars. So what would it take for people to actually get rid of their vehicle?
It may sound entirely self-evident - "focus on the brand, stupid" - but I'm increasingly thinking that proposition is flawed, or at least in need of some retrofit.
"I don't remember being forced to accept compromises, but I've willingly accepted constraints." - Charles Eames
In addition to great picture and sound the next generation of Blu-ray disc players have something that is just starting to come into focus: network connectivitiy.
If at the heart of design is the endeavor to solve a problem, then in theory, there are as many opportunities for design as there problems to solve.
A start-up (read: you) can't afford to wait until after its product launches to get to know its customers.
Corporations (as well as schools) have too long shunned games as learning tools.
How can I tell if someone is going to be a good strategic thinker?
In our current world of un-conferences, regular meet-ups, and foo-camps, I easily forget about how unidirectional traditional conferences can be.
All signs are pointing in the same direction, and that direction is towards a substantial spending shift in advertising towards interactive media.
I will tell you without hesitation that interactive TV (iTV) is here today - we've just been looking at the wrong boxes.