the future of gaming
PARSONS The New Sc hool for Desig n | Ana l yzing Trends | Fall 2013 | Cláudia Alves and Cláudia Sami...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

FORCES
SOCIAL MEDIA
...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

social media

A rece...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

MOBILE
An increasing...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

BRAIN SCIENCE
Virtua...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

THEMES
Social/Team
i...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

SOCIAL/TEAM

new for...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

Interface

different...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

gaming as research

...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

SUBCULTURE:
Quantifi...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

Quantifies Self Move...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

Client: SONY
Corpora...
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

Client: SONY
THE FUT...
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The Future of Gaming

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final project to the Analyzing Trends class at PARSONS The New School for Design. The Future of Gaming.

Published in: Technology, Business

The Future of Gaming

  1. 1. the future of gaming PARSONS The New Sc hool for Desig n | Ana l yzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
  2. 2. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico FORCES SOCIAL MEDIA mobile BRAIN SCIENCE
  3. 3. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico social media A recent study conducted by PopCap Games found that women were the most active gamers o n social ne tworking site s, makin g up over 55% of ga me rs. Source: Meme bu rn.c om http://memeburn.com/2012/01/a-womans-world-how-social-media-has-changed-gaming/ Sony’s makin g scr een shot and video sharing a central component of the PlayStation 4 — not to mention streaming — it’s clear that the company sees social as a growing segment of the gaming ma rket. Source: Spr outSoci a l http://sproutsocial.com/insights/social-media-video-games/
  4. 4. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico MOBILE An increasing number of people are using their smartphones for ga ming. Juniper Resea rch expects the numbe r o f mobile ga me downloa ds t o t r ipl e in the next five ye ars, and said that mobil e d evices “wil l bec ome the primary scre e n for gamers.” Source: Inve s t orpla ce.c om http://investorplace.com/2013/09/how-apple-and-sony-are-changing-mobile-gaming/#.UqOfGI3SaJs Compa nies t h a t st op t h inki ng in te rms o f “mobile game s vs. console games” are the ones that will profit the most. Sony’s upc omin g PS Vit a TV s er iou sly complicate s the distinction between mobile gaming and console gaming. Source: Inve s t orpla ce.c om http://investorplace.com/2013/09/how-apple-and-sony-are-changing-mobile-gaming/#.UqOfGI3SaJs
  5. 5. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico BRAIN SCIENCE Virtual Reality op en for Brain-Compute r Interface s – use r adaptation and learning. Brain-Computer Interfaces as assistance systems for th e disabled. Source: fgcs i c.e s http://www.fgcsic.es/lychnos/en_en/articles/Brain-Computer-Interface Increasing natural intelligence through genetic engineering or brain-c omput er in t erfacing. The possibility o f superhuman intelligence. Source: Wikipe dia.c om http://en.wikipedia.org/wiki/Technological_singularity
  6. 6. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico THEMES Social/Team interface GAMING AS REASEARCH
  7. 7. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico SOCIAL/TEAM new forms of users relating to each other in a wider scenario instant ENGAGEMENT Snapchat Ga min g for good (Climat e Defense) Vine Everything is fast and instant nowadays. Social medias like snapchat and vine: photos and videos with only a few seconds Games that unite people after the same goal. Games that engage people to social problems.
  8. 8. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico Interface different forms of interaction between users and devices. gesture Softkinect 3D camera that will be embed to the television. No need for remote controls anymore. Control of eletronics with simple daily gestures AUGMENTED REALITY Oculu s Rift Device that simulates a game where user interacts not only with reality but also with virtual reality at the same time. PREDICTIVE Google Now After colect data, Google Now gives suggestions to the user so he/she can have a better day. Examples: Traffic suggestions according to his/her everyday path to work/school etc.
  9. 9. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico gaming as research Gaming technology collaborating to brain science development and improvement. fusion Brain Computer Interface Brown University created the first wireless, implanted brain-computer interface. In the future could help people with Parkinson’s disease or others neurological problems. Body Hackers People are using their bodies like computers. They’re collecting data on the “inputs and outputs” of their bodies to optimize physical and mental performance.
  10. 10. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico SUBCULTURE: Quantifies Self Movement
  11. 11. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico Quantifies Self Movement Incorporate technology into data acquisition on aspects of a person’s daily life in terms of inputs, states and performance. codes Self-improvement control sTORY-TELLING
  12. 12. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico Client: SONY Corporation primarily focused on electronics, game, entertainment and financial services sectors. Innovation: PlayStation 4 – screenshot and video sharing, controller features a new button designed to let players share whatever they want on the fly: The Share Button. Social as a segment.
  13. 13. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico Client: SONY THE FUTURE of gaming Self-improvement control sTORY-TELLING Based on our research, we suggest that Sony use their technology to permit more control of the user’s data. Help users to improve their skills and augment their intelligence; create an enviroment that enable sharing and allow users to express themselves.
  14. 14. thank you!
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