- Goldberg hinted at possibly being in WWE 2K14. When a user tweeted that they want him in the game more than anyone, the former WWE and WCW World Champion replied, "Careful what you ask for ...RT @jaay_dasilva98: @WWEgames I want more than anyone @Goldberg"
- Speaking of WWE 2K14, Take-Two yesterday reported better-than-expected financial results for fiscal first quarter 2014, ended June 30th. The company also increased its financial outlook for fiscal year 2014, partly due to the release of WWE 2K14.
"With Grand Theft Auto V launching on September 17th, followed by the releases of NBA 2K14 and WWE 2K14, fiscal 2014 is poised to be one of our best years ever," said Take-Two CEO Strauss Zelnick. "Looking ahead, we are well-positioned to capitalize on the opportunities presented by the upcoming launches of the next-generation consoles. We have an extensive development pipeline, highlighted by proven franchises and groundbreaking new intellectual property. As a result, we expect to continue to deliver Non-GAAP profits in fiscal 2015 and for the foreseeable future."
- Gravity Jack, Inc. issued the following press release about the release of SlamCam, an app commissioned by WWE for a test program in the Canadian market:
WWE®, Gravity Jack Announce 'SlamCam' Mobile Augmented Reality Experience for iPhone and iPad
LIBERTY LAKE, Wash., July 30, 2013 -- Gravity Jack, Inc. announced the iOS release of 'SlamCam', an interactive sweepstakes and multimedia-filled mobile application commissioned by WWE for a test program in the Canadian market. Users of The SlamCam app can scan any of WWE's 'SlamCam infused' marketing materials, like billboards, Facebook cover photos, and more, and instantly take part in a virtual scavenger hunt, gain access to exclusive WWE digital content and be entered in the WWE SlamCam sweepstakes. The SlamCam experience makes use of augmented reality technology that has revolutionized the way that both the in and out-of-home marketing and advertising industries approach both consumer engagement and the fan experience, alike.
"Consumers are living in an extremely digital world and are exposed to unprecedented levels of marketing everyday," says Gravity Jack CEO, Luke Richey. "Augmented Reality breaks the mold and offers brands and consumers, alike, truly interactive, incredibly engaging experiences."
"WWE is committed to providing our fans with the richest interactive experience in entertainment," said Ed Wells, WWE SVP and Managing Director, International. "The SlamCam augmented reality initiative is an exciting evolution in fan engagement, allowing our fans to unlock original content, participate in sweepstakes, and seamlessly continue on to the official WWE app to discover a virtually endless amount of up to the minute information about their favorite Superstars."
Augmented reality and visual search are often used hand-in-hand and allow a computer device (like a smartphone, tablet or high-tech glasses) to scan a real-world scene, using the device's camera. The device analyzes what it is seeing, constantly searching for recognized details, features or objects within the real-world field of view. When the device recognizes something within the scene (a logo, a building, a billboard, etc...), it instantly begins to stream relevant, digital content merged seamlessly into the user's view. This content can range from streaming video, to 3D models of a product, or even hidden, touch-to-interact content and has resulted in unprecedented levels of engagement and consumer interaction. Gravity Jack, began creating this technology in 2009, with the mission of bringing this technology to the masses, while providing real ROI for brands and marketers.
"We don't believe that brands who have worked for years to establish an identity should need to compromise that by using someone else's platform or app," says Ryan Darbonne, the company's Director of Marketing. "We created an engaging technology, but then backed it with extensive analytics and ROI for brands like the WWE. Then, we packaged it up, so it can be added to any app, whether we created it or not. It's an amazingly fun experience for the consumer, which translates to a massive increase in engagement and return for the brands. That is where the value is."