Category: gaming

This is what e-merge is all about!

When I first devised the concept of e-merge Media (back in 2003!), my thought was that the landscape of entertainment would be forever changed by the adoption of digital media. We see it on our mobile devices everyday, and now there is increasing convergence of media devices with entertainment. Apple was the first with its wildly popular merging of iTunes with the iPod and, eventually, iPhone.

Today, we are seeing Amazon, initially a online retailer, using music again to promote a tech device. In this case, its Echo. It already has experience with the Kindle and ebooks, but this now puts it squarely in competition with Apple, Spotify and Pandora. But this poses a larger question…

Will it become necessary for device makers to create (or own) the content it provides? Microsoft tried it with the Xbox, and Sony tried it with the Playstation, but each has had varying degrees of success, and the outlook is still hazy.

I will be watching very carefully to see what happens with Verizon and Yahoo! I will also see what develops with AT&T and DirecTV. Now that Netflix is enjoying success with its original programming, and previous suppliers becoming reluctant to sell to a direct competitor, will the it become a takeover target for a television manufacturer or wireless provider?

I am very excited about the prospects of this merging of entertainment with technology… and I humbly (or not) say that i saw it coming way back in 2003.

All hail e-merge Media!

Is this the start of true VR content?

With the Oculus Rift now hitting shelves, and competing headsets either already here, or on the way, what is the future of virtual reality? Ever since seeing VR5 on Fox in the mid-1990s, and “The Lawnmower Man” with Jeff Fahey in 1992, I’ve longed for a story that matched the promise of virtual reality. And, according to AdAge, so are others out there.

You’ve probably seen the “Hardcore Henry” trailer recently, and I am fearful that this is the start of content specifically designed for virtual reality. In the same way that writing for video games differs from interactive television, which differs from sequential storytelling, there needs to be a compelling reason to see a story told via a special mechanism or appliance. I can’t tell you how often I was lured into 3-D movies with the red and blue glasses, only to be bored silly with the inane plots and exaggerated movements. Many of you will recall the “Choose Your Own Adventure” books, too, and they all point to the faddish nature of these efforts.

There is a lot of money invested, and at stake, in the next iteration of tech-based storytelling, and the first to crack that code will likely become very wealthy. But with the recent history of these kind of efforts, I will not hold my breath, because the many will try, but few will succeed – at least, for a while.