The Tech Entrepreneurship Blog

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The Future of Gaming

This guest post comes from Simon Cave, one of our project leaders, and one of the driving forces behind Mirametrix Gaming

Lennart Nacke on Biometrics

As part of the Mirametrix Gaming team, I recently attended the Montreal International Game Summit (MIGS) to get the pulse of what’s next in gaming. There were tons of great sessions on video game production (how to write scripts, how to make a story realistic, how to create texture and realistic faces and so on), but what I was really interested in was the future of gameplay itself. What technologies can we expect to change gaming in the next 5 to 10 years?

Attending the biofeedback talk by Lennart Nacke, assistant professor at UOIT and head of their HCI and Game Science Group, was a no brainer for me. His talk explored the potential of biofeedback (using instruments that provide feedback on physiological functions) to improve game design and, in some cases, add new forms of interaction.

The main issue with biofeedback is that it mostly measures physiological states that are not easily controllable (e.g. EEG, pulse rate).  For these things, biofeedback can give game designers valuable insight into how users respond to their game experience, but would most likely be an ineffective way to interact directly with the game itself.  And yes, most of these technologies are too invasive at this point to expect the average gamer to use (captors placed on the cheeks and between the eyebrows, for example).  But I still believe that breakthroughs in these areas may very well broaden our definition of what gameplay is at some point.

Gaze tracking is an example of a technology making the transition from an analysis tool to an interaction technology. Emotional analysis doesn’t look like it may be that far behind.  The advantage these technologies have is that people have found ways to collect and analyse this information without any form of physical contact with users.  Emotion is also already tied to what is considered an important part of the gaming experience.  As one audiophile noted, composers are paid to put emotion into games (Apologies, we can’t remember who it was!); What if games could also adjust audio or other content to your current emotional state in addition to your point in the game? It remains to be seen what kind of benefit this will have for gamers, but who knows, the analysis tools of today might turn out to be the game changers of tomorrow. It’s something worth following.

And what of today’s game changers? They seem to have taken their cue from Halting State. Ingress and Canadian based Clandestine Anomaly promise to bring gaming to the everyday.  With the growth in mobile technologies, expect more on the social gaming and augmented reality front.

Why Large Co. has a Hard Time Disrupting the Market

By Anton Gravets

Everybody knows this story – Xerox, a massive company, builds the first personal computer that sits in a room collecting dust while Steve Jobs briskly walks past, yanks the idea and takes it to market. I really can’t speak to the accuracy of it, especially my oversimplified version of the story. However, it often serves as the example presenters use to explain the inability of big corporations to innovate. They also draw on the stories of Blockbuster, Kodak, Motorola, and Yahoo to make their case. This prompts a discussion on why big companies, with their abundant resources and expertise, are unable to bring disruptive technologies to market. Many list bureaucratic corporate cultures, leaders’ complacency, and a hesitance to cannibalize their own products with new offerings as the key causes.

But I’d like to add another little discussed disadvantage – probability. I believe that along with all the other reasons, a big company is less likely to disrupt the market because, in aggregate, startups have the probability advantage.

Picture that there is a market with a need – they need a way to send text based communication over the Internet. There are 50 companies that identify this as a need and take action.

Company 1, also known as “Goliath Co.“, is a big company, so they immediately assemble a team to address this need by developing a product. This team is very capable; they’ve got marketers, developers and a veteran project manager. They come up with product specifications of what the final result should look like and get going. Along the way, they deviate from the product specification but basically deliver what they initially promised. Unfortunately, their particular offering doesn’t quite address the needs of the complex market and they fail to create value for the consumer. All members of the team are fired and the project manager is forced to watch his Gantt charts burn on a pyre.

Companies 2-49 are small. However, they will go through basically the same process (minus the Gantt charts) and, sadly, produce similar results. They will each come up with a way to solve the problem, only to have the market reject it. They run out of cash and take jobs at Goliath Co. so they can pay back the loans they took out to pay for the startup costs.

Company 50 (aka “David Co.”) is also small and goes through the same process as Companies 1-49, but happens to get it right. Their final product is just what the consumer wanted. They immediately file for an IPO.

What are the stories that we’re reading in the news soon after these events?

“David tops our 50 most innovative companies list.”

“Goliath’s co-presidents step-down. New CEO promises to revitalize company with excellent marketing and PR campaign.”

It’s obvious what the conclusion is – startups are better at innovating. David defeated Goliath, but at what cost? David did it at the cost of the other David hopefuls. The startups, in aggregate, had 50 tries at it while Goliath had one. They stood on each other’s shoulders and had 5 feet on the other guy. What could Goliath have done differently then?

Perhaps Goliath should have assembled five different teams to take different approaches to solving the problem? It’s highly unlikely that this will happen. First there’s the matter of ego, as in, “We’re massive and should be able to figure out the solution from the first try.” If there are no ego problems and they decide to try the diverse approach, then that firm would have to bear the cost of the other 49 failures. I’m assuming Goliath is also developing a few programs besides this one, which makes it a very heavy failure burden.

But what about the advantage of having more productive resources? Here’s where I want to again bring up the idea that Goliath Co. has many projects going on at the same time. This particular project may seem pretty interesting, but their finance people projected an NPV of 5 million for it. They put some good developers on it, but the best guys are working on the digital toilet project with an NPV of 10 million. Their lack of focus distributes the resources based on projections of gains. While this could marginally improve the probability of success for a particular project or two, as a whole, I believe the big company loses its productivity advantage when they put all their best bets on the “big winners.”

I don’t think I can provide a definitive answer to the question of why start-ups can disrupt markets, leaving Large Co.’s in the dust, but I would like to contribute a small piece of the puzzle by suggesting that the probability of a new product succeeding plays a significant role. It’s highly probable that novel ventures will fail, but start-ups distribute the costs of failing across many independent founders.  A single firm has to absorb the cost itself. Therein lays the aggregate advantage for startups to out-innovate the likes of Large Co.

Note from the Editor: You could easily replace “startup” in this article with “university research lab.” Microsoft Research is one of the biggest corporate R&D groups on the planet with ~100 PhD level researchers.  That sounds like a big deal until you realize that the computer science department at McGill University has roughly the same number of PhD level researchers (professors, post-docs, adjunct/associate professors, etc.).  And that’s one of around 20 similarly sized universities in Canada, over 100 in North America, and more than 1000 globally. That’s not even counting smaller universities, or those PhD students doing nothing but research for those professors.  The university world has the biggest computer science R&D entity beat by 1000x. Now if someone were just to figure out how to leverage all those academics efficiently…  :-)

Guest Post: From social media to workplace media

This post on what is new in the world of social media comes from Sean Yu, the current CFO of the GROU.PS social networking engine. Prior to joining GROU.PS, Sean was a Search & Services Fellow at Endeavor in Istanbul, where he advised a variety of high-growth Turkish start-ups with capital raising and international expansion. Before Endeavor, Sean worked at Gryphon Investors in San Francisco and Lehman Brothers in New York City.

Web 2.0 has enhanced most aspects of my social life. I obsessively use foursquare to tell friends my whereabouts, Instagram to share pictures of my gastronomic adventures, and Spotify to not fall too behind with music trends. I am constantly in touch with those I care about with regular updates, and I think my friendships are stronger as a result.

But when I’m not socializing, I’m working, and work is still a mostly solitary experience for me. I shoot off an email if I need to communicate, and once in a while grab colleagues into a meeting room if emails are not doing the job. But how do I know if a colleague in another department is working on a project that critically impacts mine? How do I track the progress of my development team in Istanbul when I am travelling in Palo Alto? What new revolutionary ideas are my colleagues thinking today and how can I provide them with feedback? While the internet has succeeded at making our work communication much faster, e-mail (one of the oldest internet technologies), is still our primary tool for work related web communication.  

This is why I believe that the next step for social media will be new communication technologies for the workplace that apply the same Web 2.0 concepts that revolutionized how friends communicate, to revolutionize how colleagues communicate. There are several companies working on these kinds of social media like work solutions, notably Yammer (enterprise focused), Google+/Apps (integration coming soon) and the start-up I work for, GROU.PS (general purpose). All of these ‘work media’ are centered on the idea that breakthroughs happen in collaborative environments when channels of communication are open and frequent.

Here’s what you can expect to see:

  1. Instead of email addresses as the single user identifier, users will have full blown profiles that better capture their identities, skills, and experiences. Profiles will be the interface where you communicate and store the interactions you’ve had with any particular user. Profiles will enable a host of other possible interactions, such as status updates (to update team members without spamming them), and following colleagues (whose actions might become relevant to yours in the future).
  2. Profiles will (naturally) be connected through networks that model team and corporate structures. Just as in social networks such as Facebook or Linkedin, networks will allow users to manage contacts, the colleagues they are following, or the privacy of information being shared. Additionally, networks will allow decentralized information to be searchable. Lastly, networks will channel communication to intended targets, such as when you want to communicate with a particular project team or an entire department.
  3. Communication can now be fine-tuned based on priority and intent. Not all communications are created equal. Sometimes you desperately need to get the attention of someone. Other times you have a thought that’s nice to share but don’t really know who will find it important. Work media technology allows users to select a range of methods of communication depending on your communication needs. You can send someone a message, or invite them to a chat if you need their undivided attention. You can wall post your latest actions to passively update your project team, or you can blog about your thoughts to your followers. Meanwhile, each piece of communication you share can be spread through likes and reblogs to help you reach the right audience.

                                      

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