ADUTAINMENT: Advertising as Entertainment
JellyBasket.com - JELLY by the CASE or as a GIFT BASKET.
Republicans and Sex

Best Email Advertising of 2008 to Be Named by Web Marketing Association
The Best email advertising in 86 industries will be judged as part of the 2008 Internet Advertising Competition awards. Companies or agencies wishing to nominate their work for consideration may do so at IACAward.org (http://www.iacaward.org?gad=CNvQkJkDEgjMICey2iA0NRi6nML_AyCb88Qv) before the deadline of January 31, 2008.

Consorte Media Announces New Email Marketing and Video Advertising Solutions
New product offerings from leading Hispanic digital marketing company give publishers additional ways to monetize traffic and help advertisers connect with Hispanics online

Viral Videos: Lethally Effective Advertising Carriers
Are you one of those millions out there hooked on the viral video craze? This article describes the opportunities that viral videos offer to internet marketers.

Internet Marketing - How to Make your Online Advertising Business Produce Money on Internet Marketing
The success or failure of your Internet marketing business depends largely on the Internet users. If they are interested on the products and services that you are offering for sale, definitely you can expect hundreds to thousands of dollars in revenues from your online business. On the other hand, if they are just too lazy to hear what you want to say and what you are offering, better shut down your personal computer unit and find some other ways of earning money.

Viral Marketing:10 High-Impact, Viral Marketing Strategies,To Explode Your Sales
Hello, do you have any website that is not bringing in a lot of sales?Would you like to know a few smart and sharp viral marketing secrets to turn it around and explode your sales?If yes, may I offer you 10 high impact viral marketing strategies to increase your sales!Viral Marketing is allowing people to giveaway and use your free product or service in order to multiply your marketing quickly over the internet. The idea behind viral marketing is that you include your ad with the freebie people giveaway or use.

Viral Marketing - The Future Of Advertising?
To understand viral marketing you need to be familiar with social memetics ? the idea of viral marketing is to create a product or advert that encourages the end user and potential customer to also become your promoter.

How to Incorporate Viral Marketing Techniques to Your Internet Marketing Arsenal
Viral marketing is not the last disease found, nor a virus to your desktop

Social Advertising Changing Internet Marketing: Moving From Forced Advertising To Opt-In Ads
SplashCast CEO Helps Define The Emerging New Marketing Field At L.I.S.A Conference - First Forum Dedicated To Social Advertising

Video Email And Its Impact On Internet Marketing
Email is a revolutionary means of communication facilitated by the advances in information technology. With the acceleration of e-commerce as a consequence of these same technological innovations, email is now a significant means of marketing products and services through the internet. Through email, myriad companies and businesses have a convenient means of reaching potential consumers. Through email, marketing copies get delivered directly to a person?s inbox; companies no longer had to wait for consumers to come across their ads in the internet.

Viral Video Evolved - Startup LonelyBloggers.com Launches With Viral Marketing Case Study
LonelyBloggers.com is proud to announce a 7 episode, 40 minute viral video series called LBTV that can be watched in it's entirety on YouTube right now. Despite recent reports that a viral video now cost up to $250,000 to produce, LonelyBloggers was able to produce our viral video series with only a $5000 budget. Internet marketers need to understand the growing importance of adding video to your marketing mix as people flock to video sharing sites like YouTube. This means potentially free website traffic as a result, all the time presenting your brand in an exciting manner. Viral Marketing has to be considered as a key part of your future marketi...

SIPA's 32nd Annual Conference Showcases Latest Internet Advertising Trends And Email Marketing Through Client Newsletters
The Specialized Information Publishers Association Will Feature Leadership Keynote Speakers (http://www.newsletters.org/Events/Annual/2008/index.htm), Jay Berkowitz, Josh Macht, Bob Bly, Chris Schroeder And Fredrick Marckini On June 1, 2008 In Washington, DC

Free Web Advertising: Chat Room Marketing Secrets Of Internet Marketing Gurus Exposed
Have you ever been to a chat room?Have you ever posted a message?If yes, now you may learn some free web advertising secrets on how to market your products and services in chat rooms.Chat Room Marketing is the use of online chat rooms to promote your product or service.

Mortgage Marketing - Viral-Email, Referral Marketing Strategy
This is a devastatingly powerful way to extend your marketing reach. For this to work right you need a website that promotes your business.

Internet Advertising: Viral Ads
Viral ads are called so because they are sent through emails, from account to account, spreading like viruses. The negative connotation of the name is merely due to its dispensational nature and not necessarily to any potential ill-effect brought on by its presence or any possible disruptive intent of the Viral Ad?s designer.

Using Viral Advergames For Worldwide Advertising and Marketing
Branded online games are being used more and more as an advertising medium by everyone from small businesses to big worldwide brands, but can branded games really help as part of your marketing efforts Branded online games (or Advergames as they are commonly known) can be one of the most effective viral marketing agents, if used correctly

Really Good News About Your Children's Video Games


Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has positive effects – enhancing student's visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: video games are not the enemy, but the best opportunity we have to engage our kids in real learning.

Any observer knows that the attitude of today's children to video and computer games is the very opposite of the attitude that most of them have toward school. The amount of time they spend playing computer and video games – estimated at 10,000 hours by the time they are twenty-one, often in multi-hour bursts – belies the "short attention span" criticism of educators. And while years ago the group attracted to video and computer games was almost entirely adolescent boys, it is now increasingly girls and all children of all ages and social groups. One would be hard-pressed today to find a kid in America who doesn't play computer or video games of one sort or another.

The evidence is quickly mounting that our "Digital Native" children's brains are changing to accommodate these new technologies with which they spend so much time. Not only are they better at spreading their attention over a wide range of events, as Green and Bavelier report, but they are better at parallel processing, taking in information more quickly (at "twitchspeed"), understanding multimedia, and collaborating over networks.

What attracts and "glues" kids to today's video and computer games is neither the violence, or even the surface subject matter, but rather the learning the games provide. Kids, like and all humans, love to learn when it isn't forced on them. Modern computer and video games provide learning opportunities every second, or fraction thereof.

On the surface, kids learn to do things – to fly airplanes, to drive fast cars, to be theme park operators, war fighters, civilization builders and veterinarians. But on deeper levels they learn infinitely more: to take in information from many sources and make decisions quickly; to deduce a game's rules from playing rather than by being told; to create strategies for overcoming obstacles; to understand complex systems through experimentation. And, increasingly, they learn to collaborate with others. Many adults are not aware that games have long ago passed out of the single-player isolation shell imposed by lack of networking, and have gone back to being the social medium they have always been – on a worldwide scale. Massively Multiplayer games such as EverQuest now have hundreds of thousands of people playing simultaneously, collaborating nightly in clans and guilds.

Today's game-playing kid enters the first grade able to do and understand so many complex things – from building, to flying, to reasoning – that the curriculum they are given feel like they are being handed depressants. And it gets worse as the students progress. Their "Digital Immigrant" teachers know so little about the digital world of their charges – from online gaming to exchanging, sharing, meeting, evaluating, coordinating, programming, searching, customizing and socializing, that it is often impossible for them to design learning in the language and speed their students need and relish, despite their best efforts.

An emerging coalition of academics, writers, foundations, game designers, companies like Microsoft and, increasingly, the U.S. Military is working to make parents and educators aware of the enormous potential for learning contained in the gaming medium. While "edutainment," may work for pre-schoolers, it is primitive when it comes to the enormous sophistication of today's games. We need new and better learning games, and these are finally beginning to appear. Microsoft has sponsored a "Games-to-Teach" project at MIT which is building games for learning difficult concepts in physics and environmental science on the X-Box and Pocket PC. Lucas Games has lesson plans to help teachers integrate its games into curricula to teach critical thinking. A UK study by TEEM (Teachers Evaluating Educational Multimedia) has shown that certain games can help youngsters to learn logical thinking and computer literacy. Given the almost perfect overlap between the profiles of gamers and military recruits, the US Military uses over 50 different video and computer games to teach everything from doctrine, to strategy and tactics. "America's Army, Operations," a recruiting game released for free in 2002, now has almost 2 million registered users, with almost a million having completed virtual basic training.

Academic research into the positive effects of games on learning, which not so long ago sat unread on the shelf, is being noticed by national media. Theoretical and practical guides such as "What Video Games Have To Teach Us About Learning And Literacy" by Professor of Education James Paul Gee, and my own "Digital Game-Based Learning," are now on bookshelves. Experts, such as former Stanford CFO William Massey, who created the learning game "Virtual U." are working with game designers to build games that communicate their knowledge and experience. Foundations like Sloan, Markle and others are funding these efforts. The Woodrow Wilson school has begun a project called "Serious Games" to increase the use of gaming in public policy debates, picking up an effort that begin 10 years ago with "Sim Health" from Maxis.

Yet despite all the findings, research, and cries for help from the kids in school, many parents and educators still tend to think of video and computer games as frivolous at best and harmful at worst. The press often encourages this with headlines about "killing games" when in fact two thirds of the games are rated "E (everybody)," and sixteen of the top 20 sellers are rated either "E" or "T (teen)". To counteract this "name prejudice," users and funders of today's "new" educational games often refer to them by "code" names, such as "Desktop Simulators," "Synthetic Environments," or "Immersive Interactive Experiences."

Yet what these new, highly effective learning tools really are a combination of the most compelling and interactive design elements of the best video and computer games with specific curricular content. The tricky part is doing this in ways that capture, rather than lose, the learner's interest and attention. We are now becoming much better at this. The money and will is there to do it, and our students are crying for it.

About The Author

Marc Prensky is an internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning. He is the author of Digital Game-Based Learning (McGraw-Hill, 2001). Marc is founder and CEO of Games2train, a game-based learning company, and founder of The Digital Multiplier, an organization dedicated to eliminating the digital divide in learning worldwide. He is also the creator of the sites and . Marc holds an MBA from Harvard and a Masters in Teaching from Yale. More of his writings can be found at . More of Marc's writings on the positive effects of video games can be found at www.marcprensky.com/writing/default.asp.

marc@games2train.com

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