In Connectivity Which Are You? Always On to Detached…
OfCom has some research out that looks at the types of communicator you might be:
‘Always on’ (22% of adults) The youngest group, with half (50%) aged under 35, they communicate a lot, especially with their friends and family.
- They are almost twice as likely to use services such as Twitter (28%) than the national average (16%).
- More likely to own a mobile phone and have access to a computer than average – always on communicators use new technology to keep in touch.
- They use their mobile phones especially for texting (90%) and calls (88%) and are more comfortable about sharing information online.
‘Enlightened’ (19% of adults) A younger group, with 44% aged under 35, enlightened communicators like to keep up to date with the latest technology.
- They are more likely to say they are knowledgeable about the internet and are careful about sharing personal information online.
- Enlightened communicators use text and email to keep in touch with friends and family, and around a third say their use of email has increased in the past two years.
‘Middle-of-the-road’ (22% of adults) Generally aged 35-54, their levels of communication are much more in line with the general population.
- Middle-of-the-road communicators tend to use a range of methods to keep in touch, with face to face (78%) their favourite.
- They are most likely to be hesitant about sharing personal opinions on social media and will tend to let others try out new services first before they give them a go themselves (11% say they are the first to try new products and services compared to 21% overall).
‘Conventional’ (21% of adults) The oldest group, with almost half (47%) aged over 65, conventional communicators tend to be retired and live on their own.
- Conventional communicators are more likely to have a landline phone (81%), rather than a computer (39%) or mobile phone (73%).
- Their top preferred methods of keeping in touch with friends and family are meeting face to face (75% compared to 67% nationally) or calling them on their home phone (16% compared to 10% nationally).
- On special occasions such as birthdays, they are more likely to send their friends or family a card or present in the post (69%) than the overall population (58%).
‘Detached’ (16% of adults) More likely to be men across a wide range of ages, communication isn’t a priority for them.
- They are least likely to choose to meet someone face to face, with only 42% saying it is their top preferred method of communicating with friends and family compared to 67% nationally.
- They are more likely to use newer quick form text methods of communication, such as Twitter than the overall population (19% v 16%).
So of course I’m thinking, what applies to me? Always On is more me but I am more guarded about sharing online information. Sure work stuff here about games but I tend to keep my private life, well private. Still interesting to know…
(Hat-tip to Sabien for the link!)
Cthulhu Thursday: The Cthulhu Bundle & Votes for Cthulhu
Two bits of Cthulhu Thursday news for you this time! Firstly we’re part of this great bundle:
The Cthulhu Bundle Rises from the Watery Depths – for
FiveThree More Days OnlyRed Wasp Design have teamed up with IndieGala and the Lovecraft eZine to bring you the Cthulhu Bundle. The bundle, which is live now, consists of:
– Call Of Cthulhu: The Wasted Land (Android DRM Free)
– Cthulhu Christmas Calendar (Android DRM Free)
– Call Of Cthulhu: The Wasted Land (PC Version on Gamers Gate)
– The Cthulhu Lovecraft eZine #1 to #9 from 2011 for Kindle and Nook DRM Free
– The Call Of Cthulhu: The Wasted Land original audio game soundtrack (.wav)The Pay What You Want deal means at minimum you’ll get The Call Of Cthulhu: The Wasted Land Android DRM Free version and the Cthulhu Christmas Calendar for Android. Pay more than $3.99 and get also the PC version of the game on Gamers Gate, The Call Of Cthulhu: The Wasted Land original audio game soundtrack (.wav) and The Cthulhu Lovecraft eZine #1 to #9 from 2011 for Kindle and Nook DRM Free.
Not only that but the top 5 donors will get one of a limited set (8 in total) of exclusive action figure tests by Red Wasp Design of the Dark Young monster from the game. The Dark Young or Thousand Young are the hideous offspring of the Mythos deity Shub-Niggurath who is first mentioned in Lovecraft’s revision story “The Last Test”.
The Cthulhu Christmas Calendar is an advent app that counts down to Christmas but with a Cyclopean twist! Each day features an original image which is unlocked in the December count down to Christmas. Call of Cthulhu: The Wasted Land is a turn-based strategy/role-playing game based on the award winning Call of Cthulhu RPG. Developed in conjunction with Chaosium and based their multi-award winning Call of Cthulhu RPG. Set in the midst of World War One, the game pits your team of investigators and soldiers against an ancient enemy, one older than humanity itself. The Lovecraft eZine collects some of the best contemporary voices in Lovecraftian fiction for readers in search of page-turning insanity.
The bundle is active for another
53 days only – you can get it here: http://bit.ly/cthulhubundle
Secondly, did anyone else notice that in the huge list of people who did a ‘write-in vote’ in the US election of Anti-Science Republican Paul Broun (who was unopposed)? In protest some 4000 people wrote the name Charles Darwin into their ballot paper, but cooler than that – some also voted Cthulhu! Why vote for a lesser evil?
(Cthulhu Thursday is a dose of Mythos to brighten darken your week. More on the idea can be found here and a list of posts thus far, here. Also for more Cthulhu news, sign up to the cthulhuHQ twitter feed. Enjoy!)
Game The News: Glow Racer!
Inspired by the fascinating story of smart roads, we wondered what it would be like to drive on such a surface that glowed in the dark. In GlowRacer, below, it’s 2013 and you need to swerve left and right to drive as long as possible. Avoid the other vehicles and collect the bonuses — especially the batteries to keep your car connected to the smart road. When your battery drops to zero, the road switches off. You can also save battery power by switching it off yourself (space is on/off). See how long you can drive for!
The Biology of THQ and Activision’s Strategies
There is a good article – on GamesIndustry.biz about gaming strategies:
The wider context, though, reveals that this is very much a story about transition. It’s a story about survival strategies – what it takes for a corporation to thrive when its environment is in flux. A peculiar hybrid of evolutionary biology and economic theory suggests three possible survival strategies. You can specialise, focusing intently on a single niche in which you have few, if any, direct competitors – and hope that the wider environmental changes don’t destroy your specific niche. You can adapt rapidly, being an agile, flexible organism (or corporation) that deals with change well. Or you can simply be dominant – an apex predator, perhaps, a master of your food chain so utterly successful that even environmental change doesn’t impact you unless it’s really severe.
This is akin to the ideas of gaming and evolution I explored here.

Cthulhu Thursday: He Watcheh Over Us
I kindly was sent a prototype of these amazing Cthulhu statues by David Kirkby – and it now watcheh over my street….
(Cthulhu Thursday is a dose of Mythos to brighten darken your week. More on the idea can be found here and a list of posts thus far, here. Also for more Cthulhu news, sign up to the cthulhuHQ twitter feed. Enjoy!)
Game The News: Solar Power Nation, The Game
So it begins! We (at Auroch Digital) are going to be spending a month working with Wired.co.uk – turning their news into games, and I’m incredibly happy to say that our first one is out!
Inspired by this story, we have created a game that plays with the economics of this exciting choice. The nation needed to spend a lot of cash to install the solar infrastructure but now it is done gets cheap energy from here onwards. In Coconut Sunshine you are in charge of the nation’s finance and energy policies. You need to build more solar and also coconut oil plants to earn money from selling excess energy. You need to do all this to earn enough cash to pay of the debt before the year is out else the voters will kick you from office.
Good luck, President (for now anyway…)!
The Next Generation of Technology Users: Magazines are Broken iPads
This is a fascinating video – a 1 year old girl handles an iPad fine and yet when she encounters magazines, wonders why they don’t work the same? Both are shiny surfaces with pictures – but only one is interactive.
Sadly the scheduled speaker at ExPlay on tomorrow morning 10am till 10.30am is unable to make it (hope things are ok!), so I’ve offered to step in and give a talk about game design and marketing from the example of Call of Cthulhu: The Wasted Land:
Red Wasp Design launched ‘Call of Cthulhu: The Wasted Land‘ on iOS, Android and PC this year and got coverage for this from a huge range of media outlets from Wired.com to io9. The game itself is based on the cult horror RPG, Call of Cthulhu, which is itself based on the writings of cult horror writer H.P.Lovecraft. Both the RPG and the works of Lovecraft are much loved and have become a powerful meme. From South Park to cuddly toys, from horror fiction to fan-made films; the Cthulhu-meme has becomes all powerful. While its a bonus to be making a game based on such as well known idea, it also makes it a huge challenge. Existing fans have their own expectations and yet the mobile phone has its own limitations on memory. This talk sees Red Wasp Design talk about the challenges and opportunities of adapting a paper-based game into a digital space whilst trying to keep fans happy and spreading the word about what they had created!
Wellcome Trust ExPlay Game Jam Shortlist Announced!
The Shortlist is out and if you’re at ExPlay – come along to find out who is going to win at 2.30pm Friday 2nd November!
On the 5th and 6th of October this year we held the Wellcome Trust ExPlay Game Jam. This event, over two locations, the Science Museum in London and the Pervasive Media Studio in Bristol, saw over 100 developers create 22 games around the theme of Deception. The theme was presented to the group by Professor Bruce Hood.
The judging panel, Professor Hood, John Williams – Head of Neuroscience and Mental Health at the Wellcome Trust and Dan Effingham – Creative Director at Aardman Digital, reviewed the games, and eight out of 22 were then shortlisted to be shown at the ExPlay Festival on the 2nd November. Prize-winners will also be announced at the event for first and second place and a Wildcard place too. The judging was based around the balance of the gameplay and the science so the judges looked for great games that integrated the science into the gameplay. The games needed to be fun to play; they were not looking to develop a ‘worthy’ game, it needed to be fun in its own right. The aim was to make the combination of the science and the gameplay engage the player; those that did scored well.
The shortlisted games (in no particular order) are:
Alien Laser Bunnies (Unity) – video link
A two-player game about hiding within the crowd. Players must figure out which of the identical bunnies is them, then collect objects and use their laser to kill the other player before they can do the same. The movement of the other bunnies is based on an algorithm that records the movements of the players and re-uses them for movement of AI controlled bunnies. The developers wrote of their game; “Winning at Alien Laser Bunnies requires people to exercise social mimicry. They must imitate the movements of previous players in order to best deceive their opponent. In this respect it provides a strong framework for various tactics of deception. Further, the game tends towards a state of homeostasis as the mimicry creates a feedback loop of behaviours.”Qualit-eye Control (iPad) – video link
Based around the structure of the human eye and using the inspiration of the Thatcher Illusion, where it becomes hard to detect changes in an upside-down face. In this puzzle game, the player must select if a given object is really the same as its mirrored counterpart. The developers wrote of their game; “Given the theme of deception in science, we began thinking about how the human eye is an astoundingly amazing tool – yet deceptive. The human brain has to process a lot of data continually, so will occasionally make assumptions and take shortcuts, meaning we occasionally interpret false images in line with our expectations… So we developed Qualiteye Control, a game that puts the player in the position of a miniature scientist acting as a controller between the eyeball and the brain of Prototype X1.”InCogNeto (Android)
A two-player game in which each player must connect cogs to a top wheel and at each turn select it to mask their actions or advance their plans. The developer wrote of their game, “…inspired by the idea of subterfuge, how we deceive ourselves and create false realities when we don’t have all the information… Strategy and tactics play an important role as you read your opponent’s body language, listen for audible clues (i.e. the rack moving) and use spatial memory to spot changes in the playspace. While your body is performing quality control of a widgetoid factory – you must decide what widgetoids are correct, and which ones are being falsely interpreted and need to be rejected quickly.”HIVe (Java) – video link
In HIVe the deception moves to a molecular level, where one player is a HIV infected cell disguised as a normal cell, seeking to infect other cells. The second player is an antiretroviral seeking to find and destroy the infection. The developers write, “The objective of the HIV player is to infect as many cells as possible before being caught by the antiretroviral drug player. We felt that the lifecycle of a virus is a constant battle of deception with the body and our game tries to capture this whilst at heart still being a game and being fun. We felt using HIV as the virus was important for its relation to scientific research and global social issues.”DupliCity (Unity) – video link
This action game sees the player running along trying to avoid objects, but with a twist, as the game itself sets out to confuse and deceive. The developer states: “You and your shadow run simultaneously in mirror worlds populated by obstacles. Why? To escape. Also because there’s fireworks at the end! Through the use of asymmetry, transparency, repetition and subliminal signs, the game helps you overcome the obstacles but also misleads you. A briefly flashing arrow directing you; a sign on a truck; a crate that looks real but isn’t – things that you notice and take for granted even if you aren’t paying attention.”Doors of Deception (Flash)
In this game we have to ask ourselves to question the truth of what the game is telling us. Can the game deceive us more that we can progress? The game is a five level puzzle game of truth, lies, deception, illusions and more. You can only progress if you figure out how to solve the puzzles in spite of the seemingly helpful narrator.The Art of Deceit (Web-Comic) – video link
A web-comic about deception, the developers write, “The Art of Deceit is an interactive science fiction comic for children that explores the role of falsehood and misinformation in the intelligence services. Set on a distant asteroid, the player takes on the role of a spy with a vital top secret mission… Success is dictated by the player’s ability to correctly spot and interpret optical illusions. As a whole the game highlights that visual perception cannot always be trusted. The components of an object can distort the perception of the complete object. Our mind is the final arbiter of truth.”Blood Stream Bandits (Android) – video link
In this action game, we again return to the molecular level, “Working together with a neurobiologist, we came up with a game inspired by viruses that enter the bloodstream and deceive body defences by pretending to be harmless cells. In our game you control triangular shapes, which can be combined to form squares. There are two types of monsters, one eats triangles and the other eats squares, and each can be deceived by arranging your units in the corresponding opposite shape. The game requires reflexes and quick thinking to arrange your units to deceive as many enemy cells as you can.”Remember, each of these games had a maximum of 24 hours of development and given many teams elected to catch a few hours sleep, most of them had less. So a huge well done to all the teams who competed, not just those shortlisted; the judges had a tough time with their selections!
#ExPlay Panel: What can games offer science and society?
I’m chairing a panel on Thursday 1st November at the ExPlay Festival, so come along!
10:30pm – 11:15pm
Panel: What can games offer science and society?
Moderator: Tomas Rawlings, Games Consultant, Wellcome Trust
Panelists:
- Martha Henson, Multimedia Producer, Wellcome Trust
- Phil Stuart, Creative Director, Preloaded
- Nick Dymond, Force Of Habit

















