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The Future of Games

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Cross Media Café Radio

Cross Media Café Radio
iMMovator Cross Media Network
13 maart 2007 Hilversum
Mark Overmars, The Future of Games

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The Future of Games The Future of Games Presentation Transcript

  • The Future of Games Mark Overmars Universiteit Utrecht
  • What are Computer Games
    • 1970
    • Small
    • 2-dimensional
    • Reaction speed
    • Individual
    • Hard-core gamers
    • Now
    • Large
    • Virtual environment
    • Strategic insight
    • Groups
    • General public
  • The Players
    • Young and old
      • Average age is 29
    • Male and female
      • Study in California: 45% gamers is female
    • Shooters are NOT the most played games
    • Gaming slowly replaces television
      • Back to the old days
    • Gaming is a social activity
      • In groups, clans, online communities, …
      • Forums, chat groups, …
    • Gaming is a “way of life”
  • Serious gaming
    • Education
    • Training and simulation
    • Decision making
    • Marketing
    • Art
    • User interface
  • Why Use Games
    • Games provide motivation
      • Storylines, challenges, rewards
    • Games can adapt to the players abilities
      • Reduces frustrations and boredom
    • Games provide direct feedback to decisions and actions
      • Better learning process
      • Better insight in consequences
    • Games can be played at any time (and place)
      • Use of unused hours
      • Home use
      • Leads to more time spend on learning process
  • Trend: Automatic Content Creation
    • 3D Worlds
      • From images and video
      • From Geographic Information Systems
    • Character behavior
    • Scenarios
      • Based on the player/learner
  • Trend: User Created Content
    • Level design
    • Characters/Avatars/Cars
    • Bots
    • Worlds
      • Second Life
    • Challenges
    • Full Games
      • www.yoyogames.com
  • Trend: Physical Interaction
    • Dance Dance Revolution
    • Eye Toy
    • Wii
    • Full body motion
    • Also applications in rehabilitation
  • Trend: Brain Machine Interaction
    • Steering directly by thinking
    • First steps are promising
    • Big Dutch project
    • Also biometric tools
  • Trend: Location Based Gaming
    • Use PDAs with GPS
    • Location plays an important role in the game play
  • Trend: Combining Media and Devices
    • Games that play both on consoles and on mobile devices
    • Games that combine TV and gaming
    • Games that combine real-life events and virtual events
  • Research: AGS
    • Center for Advanced Gaming and Simulation
    • Partners
      • Utrecht University
      • TNO
      • Utrecht School of the Arts
    • Organization
      • Virtual center with central location in Utrecht
      • About 70 people
      • Multidisciplinary
      • www.gameresearch.nl
    • GATE project
      • 10 MEuro grant from government
      • Research, Knowledge transfer, Pilots
    • UGLI
  • Conclusions
    • Games are an important part of life
      • Influence and impact will increase further
    • Serious games will have large impact
      • On how we learn
      • On health
      • On how we live
    • The future will lead to hard to imagine new possibilities
      • Full body and brain control
      • Mixed reality in which real and virtual world blend
      • User centered learning
      • The world in your hands
    • It is only beginning …