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Supple game episode 2
Supple game episode 2













Using Social Artificial Intelligence - the characters mimic human personalities - to power virtual beings (Virts) of unprecedented depth and realism this game embraces surprising social richness.

supple game episode 2

SUPPLE is like an interactive television sitcom where you control the star of the show. Robyn Tippins, a community manager at Yahoo Developer Network, says that "Female game characters are sad caricatures of females, and they do a gross injustice to the women playing these games."įrankly Forum is intrigued by this social gaming upswing, particularly that of women (I know who the males are: my boys), and therefore sited a female-oriented game one that does not include, as Tippins described, "giggling, flirtatious air-heads." Make way for SUPPLE, a very cool downloadable game, predominantly for females ( SUPPLE, a social stimulation game (in the genre of The Sims Game, one of the highest revenue-producing video games ever) has a very unique asset: the real-life looking characters actually speak English! No video-game gibberish, English. What women do not want are more buxom, nearly naked female characters who represent little more than either male character types with more curves and skimpier outfits or giggling, flirtatious, silly airheads. However, as the industry becomes more female inclusive, it runs the risk of getting caught up in designing "girlie" games. yep, you got it, that's where the advertisers are showcasing their brands (using the same "cost per thousand" formula advertisers get an integrated and sometimes interactive role for their brands). So, if more people, households, teens, women and men are playing more video games than are watching TV. Income-disposable Americans, particularly those from 13 to 35, are "in the game." And, more interesting is that the percentage of female gamers rivals that of male gamers (60/40). Electronic Arts (EA), the super video game developer, has a tagline: "It's In The Game." That couldn't be more appropriate that's where ad dollars are going, too. And brand advertisers are opening their eyes to this trend, too. Unlike the hula hoop fad of the '60s, a mere cultural blip, it is estimated that Americans now spend more time playing video games (about 75 hours per year) with massive variation among individuals, than watching the television and renting videos/DVDs. Now you see the packs' logos in movies, where they are intentionally placed.Įnter the video game industry. They found alternatives to reach consumers. But, when the smoke cleared, they saw that the ban helped them avoid mutually damaging and costly advertising campaigns and thus improved their profits. Because Congress banned the tobacco industry's ad campaigns, the tobacco companies initially thought this restriction would hurt them and fought against it.

supple game episode 2

#Supple game episode 2 tv

There was a time, pre-1968, when cigarette advertising on TV was as common as seeing an ad for Coke.













Supple game episode 2