Online business games – undiscovered, ‘behind the curve’, or of limited value?

I recently wrote a post about Zynga, an online social games developer (here).  Zynga is growing quickly, wth games that they develop having tens of milions of subscribers/players.  In that post I speculated that there could be a huge opportunity for a business to develop (or co-develop) a successful ‘social business game’.

In the meantime, I came across various examples of online business games, including ‘Energyville‘, an online game developed between Chevron (the energy company) and The Economist (the magazine), which was launched in September 2007 (press release). Energyville isn’t in fact a ‘social game’, but rather just an online game, but I thought that this would be a good opportunity to take the thoughts further, given its backing by two well known companies

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Reflecting on the Noughties – a decade of “reckless consumption”?

In response to an article written by Nick Coleman in the current issue (Volume 3, Issue 1, Autumn 2009) of The Economist’s “Intelligent Life” magazine (which, by the way, I find to generally be a very good read).

iStock_000004652423XSmallThe article by Nick Coleman, titled ‘The i-Decade‘, talks about what styles and items have defined the past 10 years, with the end of the decade almost upon us.

Responses were collected from various people, and while diverse views were presented, ranging from electronics to fashion, from social media to cars, and handbags to cycling, a common theme mentioned by many commentators focused on an observation of an increase in consumption and consumerism. This was defined by one particular commentator as ‘reckless consumption‘.

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