Girls Change The Game 2008

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overview of IBM and the game industry

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Girls Change The Game 2008

  1. 1. Games & Interactive Entertainment GIRLS Marcel Baron, Emerging Business 24 May 2007 © 2007 IBM Corporation
  2. 2. Games & Interactive entertainment Movie File insert leaf1_edit.wmv © 2007 IBM Corporation Emerging Business 24 May 2007
  3. 3. Games & Interactive entertainment AGENDA  Game Tomorrow  Gaming Grows up  Game Technology  Girls, Get in the Game © 2007 IBM Corporation Emerging Business 24 May 2007
  4. 4. Games & Interactive entertainment Game Tomorrow Who? Target E-learning Serious Group? Game Girls/ Boys? Business Model PC, Entertainmen t Console, Subscription PrePaid Mobile Console, Play For Free Phone MMOG RPG, Shooter, Strategy COMMERCE Technical Simulation, Action, Adventure ADVERTISEMENT Choices Gameplay Chipset IBM Cell Develop story Design PS3 Business Process Characters Xbox Powerchip (IP) Program Host or Build WII Game c++ Infrastructure © 2007 IBM Corporation Emerging Business 24 May 2007
  5. 5. Games & Interactive entertainment Game Tomorrow Game Market Opportunity and who’s playing © 2007 IBM Corporation Emerging Business 24 May 2007
  6. 6. Games & Interactive entertainment © 2007 IBM Corporation Emerging Business 24 May 2007
  7. 7. Games & Interactive entertainment Gaming Grows Up The Greatest Hits  Electronic Games Arcade Space Invaders (1978)  Computer  Console Games MICROSOFT XBOX 360 1. Gears of War 2. Dead Rising Donkey Kong (1980) 3. Saints Row 4. Battle for Middle Earth 2 5. Prey Pac-Man (1980) SONY PLAYSTATION 3 1. Resistance: Fall of Man  Spacewar (1962) 2. Ridge Racer 7 3. Rainbow Six: Vegas  Doom (1993) 4. Call of Duty 3 5. Tony Hawk Project 8  Myst (1993) NINTENDO WII Odyssey/Pong (1972)  Pokemon (1996) 1. Legend of Zelda 2. Warioware: Smooth Moves  Grand Theft Auto (1997) 3. Rayman Raving Rabbids 4. Trauma Center: Second Opinion  The Sims (2000) 5. Downhill Jam © 2007 IBM Corporation Emerging Business 24 May 2007
  8. 8. Games & Interactive entertainment Gaming Grows Up Game Makers File insert - Game Makers & Women.wmv Game Makers & Women.wmv © 2007 IBM Corporation Emerging Business 24 May 2007
  9. 9. Games & Interactive entertainment Gaming Grows Up Game Makers  Top selling computer games take up to 3 years to complete and can cost as much as $25 M to produce Our solutions are all built on open standards Microprocessors Hardware Middleware Services Partners OGSI © 2007 IBM Corporation Emerging Business 24 May 2007
  10. 10. Games & Interactive entertainment Gaming Grows Up Massive, Multiplayer, online, IBM References Attitude Studios © 2007 IBM Corporation Emerging Business 24 May 2007
  11. 11. Games & Interactive entertainment Game Technology © 2007 IBM Corporation Emerging Business 24 May 2007
  12. 12. Games & Interactive entertainment Six Zone Games Infrastructure Architecture Lobby Zone: The entry point into the game provider’s site Community Zone: Gamer-accessible Lobby Zone services and information outside Security the game itself Security Game Zone: Servers and infrastructure to support the game Community Zone Game Zone Infrastructure Zone: Middleware and Security Systems for the complete infrastructure Back-Office Zone: Business-related systems Infrastructure & Storage Zone Security Development Zone: Systems and tools to develop and test the game Security Back-Office Zone Development Zone © 2007 IBM Corporation Emerging Business 24 May 2007
  13. 13. Games & Interactive entertainment Game Technology – 3D & Virtual Worlds  Once upon a time, virtual worlds were the domain of gamers … The Future Virtual IBM Business Center Times have changed and virtual worlds are expanding in subscriptions and beyond traditional games … © 2007 IBM Corporation Emerging Business 24 May 2007
  14. 14. Games & Interactive entertainment Immersive Worlds + 2-D Web Evolve to a 3-D Net © 2007 IBM Corporation Emerging Business 24 May 2007
  15. 15. Games & Interactive entertainment Imagine the Internet with Highly Immersive, Visual Components and Social Interactions  3-D online spaces where your “avatar” can walk around in a real life setting  Build virtual buildings and machines, socialize and exchange ideas with others – even do business …satisfying two key aspects of being human: our innately social and visual natures … © 2007 IBM Corporation Emerging Business 24 May 2007
  16. 16. Games & Interactive entertainment Early Virtual Worlds Business Applications Collaboration Commerce and Events Education Other and Training Emerging Applications © 2007 IBM Corporation Emerging Business 24 May 2007
  17. 17. Games & Interactive entertainment Girls, Get in the Game  DIVERSITY@IBM © 2007 IBM Corporation Emerging Business 24 May 2007

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