Monday Muddle
- Using Flickr for moblogging games: "...people are going to start moblogging their virtual worlds just as much as the real world."
- Balls from the Guardian blog, equating high ARPU with expensive. The analogy with petrol and cars just doesn't hold: high ARPU can be a result of extremely usable interfaces. For instance, I remember hearing a statistic a few years back that users of Nokia handsets texted twice as much as users of other handset - and this was put down to the usability of the product.
- The Friday-Ad (Sussex's answer to Loot) seems to get mobile. And their content is perfect: bite-size chunks of gloriously unsexy advertising that *really matters to real people*.
- The new game from Will Wright: "Spore could end up being quite literally the biggest and most ambitious game ever attempted. Although it begins at the microscopic level, with players taking control of a monocellular organism in a tidal pool, the scale changes as the creature evolves and grows. The end result: A massive adventure spanning an entire galaxy with player-driven gameplay and design shared seamlessly online among the entire Spore community."
- Changes in advertising: "they may well start to divert their advertising dollars away from TV broadcast if thet feel this medium becomes less effective". Presumably if an even half-effective, vaguely accountable form of advertising became available, it would get adopted in favour of some of what we have today.
- The US is ripe for mobile gaming: "(1) the larger population and (2) the percentage of game content is already much larger on mobile in the US than the percentage in Japan."
- Vodafone extends its mobile TV offering
- Approaches to handling multiple phases of development in Scrum.