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Current BW Magazine Table of Contents

July 2, 2007 BW Magazine Table of Contents

July 2, 2007 The Info Tech 100 Table of Contents



The IT 100 Companies
1 Amazon.com
2 America Movil
3 Telefonica
4 Hon Hai Precision Ind.
5 Telenor
6 Apple Computer
7 AT&T
8 Nintendo
9 Microsoft
10 China Mobile
11 Research In Motion
12 VimpelCom
13 BT Group
14 Bharti Airtel
15 Mobile Telesystems
16 Accenture
17 Nokia
18 Millicom Intl. Cellular
19 Google
20 Cisco Systems
21 International Business Machines
22 Oracle
23 Tata Consultancy Services
24 Anixter International
25 Verizon Communications
26 COSMOTE MOBILE TELECOM.
27 Koninklijke KPN
28 Wistron
29 Asustek Computer
30 Infosys Technologies
31 Telekomunikasi Indonesia
32 MEMC Electronic Materials
33 Grupo Iusacell
34 Siemens
35 Hewlett-Packard
36 NVIDIA
37 Applied Materials
38 Liberty Global
39 Softbank
40 ASML Holding
41 SMART Modular Technologies
42 Nanya Technology
43 High Tech Computer
44 Rogers Communications
45 Lam Research
46 TD AMERITRADE Holding
47 Amkor Technology
48 Avnet
49 Wipro
50 NII Holdings
51 Canon
52 DIRECTV Group
53 Siliconware Precision Industries
54 KDDI
55 LM Ericsson
56 VTech Holdings
57 Hynix Semiconductor
58 Fidelity National Information Svcs.
59 Taiwan Semiconductor Mfg.
60 Varian Semiconductor Equipment
61 CDW
62 Comcast
63 Compal Electronics
64 Windstream
65 Autodesk
66 Amphenol
67 Powerchip Semiconductor
68 Toshiba
69 SAIC
70 Cognizant Tech. Solutions
71 Alltel
72 CommScope
73 Satyam Computer Services
74 L-3 Communications Holdings
75 Digital China Holdings
76 HCL Technologies
77 Inventec
78 Qimonda
79 Arrow Electronics
80 Elpida Memory
81 Tokyo Electron
82 Telus
83 Turkcell Iletisim Hizmetleri
84 Harris
85 Quanta Computer
86 Nikon
87 Automatic Data Processing
88 EMC
89 Qualcomm
90 SES
91 Shaw Communications
92 Acer
93 Alliance Data Systems
94 Priceline.com
95 KLA-Tencor
96 Advanced Semiconductor Engineering
97 Fiserv
98 Adobe Systems
99 D-Link
100 Logitech International



JULY 2, 2007
THE FUTURE OF TECH -- GLOBAL YOUTH

Web Games That Cast A Wider Net

In early February, in a chilly forest 100 miles north of London, park rangers were dismayed to spot dozens of young people tramping through the trees carrying shovels and digging holes in the soggy ground. Turned out, it was the tail end of a 15-month-long global treasure hunt staged by the makers of an online game called Perplex City. The game had sucked in more than 50,000 players from 92 countries. Some of them teamed up to pool their resources, and the teams that deciphered clues leading to the location of a buried talisman called the Receda Cube dispatched pals who lived nearby to find it. The Cube was ultimately dug up by Londoner Andy Darley, who worked alone. His prize: $200,000.


Perplex City is the handiwork of a British startup called Mind Candy Inc. that designs so-called alternative-reality games. These games typically take place both on the Internet and in real locations. (One real-world Perplex City event featured a menacing black helicopter that spirited off an actor who left behind a knapsack full of clues.)

The games' details trickle out through an array of media pipes—from social-networking Web sites, to homemade videos, to wikis, to blogs, to mobile-phone messaging, to clues planted in newspaper classified ads. A number of players even collaborated to write a book, Tales from Earth, which has sold more than 100,000 copies in electronic and paperback versions.

Alternative-reality games are crafted to appeal to a sizable population of digitally savvy, puzzle-loving young people who are scattered worldwide. The core audience ranges from 16 years of age up to the late 20s. Marketing experts believe entertainment like this could provide rich opportunities for brands to cement relationships. "It's a very exciting new area," says James Cherkoff, director at London consultancy Collaborate Marketing. "In the big picture, it's still very geeky, but it will be constantly evolving as the network and Web culture grows."

The idea undergirding Perplex City is that consumers are most engaged when they're involved in entertainment as participants, not just passive recipients, and that level of immersion will draw them back over and over again. "We believe the interactive experiences we're providing will be an important part of entertainment and advertising going forward," says Mind Candy Chief Executive Michael Smith, a two-time Internet entrepreneur who always seems to look as if he just rolled out of bed.

Mind Candy made money on the first Perplex City game by selling clue cards and fan magazines. Its second-generation games, designed to last a more manageable one to six weeks, are to be supported by corporate sponsors and subscriptions. The BBC sponsored a mystery game that just ended, and Smith says he's in sponsorship talks with a wide variety of global brands, including Microsoft (MSFT ), Google (GOOG ), Sprint Nextel (S ), and Sony (SNE ).

For hardcore Perplex City players, who call themselves Perplexians, the games are addictive. One of the most avid players is Oliver Keers, a 16-year-old student from London. In spite of all the hours he logs online, Keers belies the classic stereotype of the computer nerd. He's a rock climber and member of the Combined Cadet Force, a British national defense youth group. He had been eyeing a career as a physics or chemistry professor but is now considering going to work for an online game company. In the meantime, he's spending much of his free time in Perplex City.
 READER REVIEWS





By Steve Hamm

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