Phantom Compass  
 
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Our development efforts are guided in part by ongoing research into trends, systems, artifacts and people at the intersection of business, technology, culture, and play.


As part of our investigations, we publish "Clickable Culture," a public blog containing related short-form articles, research notes and commentary. The rest of our research is conducted behind the scenes.

 

General areas of inquiry include:

 

Games

  • Who are today’s gamers and how do they compare to yesterday’s gamers?
  • How does mainstream society view games and gamers?
  • If games are teaching tools, what could/should/must they teach us?
  • In what ways can games span multiple media?
  • Can game play inspire positive social change?

Productive Play

  • How are games similar to work?
  • What kinds of game-like elements are part of the contemporary workplace?
  • Can the workplace be made more playful and more productive?
  • Can game play generate useful work products?

Virtual Worlds

  • What is “virtual,” really?
  • Who are the residents of virtual worlds, both “out” world and “in” world?
  • In what ways do virtual worlds intersect with the real world?
  • How may various virtual worlds interoperate?
  • In what ways can virtual worlds serve as productivity platforms or tools?
  • Do virtual worlds reduce or increase real-world resource-consumption?