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Games Industry Adaptive Roadmap CGAT 2017

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This presentation was delivered at CGAT 2017 in Singapore. This conference on Computer Games and Allied Technologies was organised by Global Science and Technology Forum. The presentation shares the results of the Cre-AM European Project which sought to develop technology roadmaps for the creative industries.

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Games Industry Adaptive Roadmap CGAT 2017

  1. 1. Games Roadmap This publication reflects the views only of the author/project consortium, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
  2. 2. Structure  Background to Games Industry  Cre-AM Project Objectives  Timeline of Activities  The Questionnaire  Choice of Meta-Categories  Roadmap Visualisation  Conclusions Drawn  Implications for Sustainability and Exploitation
  3. 3. Video Games Industry
  4. 4. From Space Invaders to Assassins Creed The quality and functionality and immersiveness of video games has been transformed by technology
  5. 5. Project Objectives
  6. 6. D5.8 Objectives  To acquire relevant views, visions and aspirations  To test the validity of the roadmap methodology  To establish a cross-sector roadmap methodology format  To generate roadmap visualisations  To interpret roadmaps and draw conclusions  To contribute to exploitation and sustainability
  7. 7. Timeline of Activities
  8. 8. Sept to Dec 2015 Interviews EGX 2015 Birmingham Swiss Embassy Future Video UKTI Video Games Expo ICT 2015 Lisbon DMLL Innovation Workshop Jam Today Barcelona Forty Face to Face Interviews mostly on location – some Skype
  9. 9. Jan 2016 Roadmap Collaboration Meeting at Ravensbourne to develop common meta-categories & processes
  10. 10. The Questionnaire
  11. 11. Questionnaire
  12. 12. Video Games Wall of Fame
  13. 13. Choice of Meta- Categories
  14. 14. Meta-Categories Normalised Current Scenario Consumption 65 60 80 45 48 45 63 53 52 74 Distribution 45 40 60 25 28 25 43 34 32 48 Marketing 39 34 54 20 22 20 37 28 27 41 Replication 53 48 68 33 36 33 50 41 40 58 Production 58 53 73 38 41 38 56 46 45 65 Design 85 80 100 65 68 65 83 73 72 100 Ideation 39 34 54 19 22 19 36 27 26 40 Processes ↑ Technologies → 78 71 100 50 54 50 75 62 60 OutS Comms HostedSHardware O/S Application InputP InputS OutP Aim to identify common meta-categories applicable to all creative sectors
  15. 15. Roadmap Visualisation
  16. 16. Roadmap Visualisation Normalised Current Scenario Consumption 65 60 80 45 48 45 63 53 52 74 Distribution 45 40 60 25 28 25 43 34 32 48 Marketing 39 34 54 20 22 20 37 28 27 41 Replication 53 48 68 33 36 33 50 41 40 58 Production 58 53 73 38 41 38 56 46 45 65 Design 85 80 100 65 68 65 83 73 72 100 Ideation 39 34 54 19 22 19 36 27 26 40 Processes ↑ Technologies → 78 71 100 50 54 50 75 62 60 OutS Comms HostedSHardware O/S Application InputP InputS OutP Visual illustration of technology/process focus of attention
  17. 17. Roadmap Visualisation 1 Personalised Games / Experiences App 286 2 User Tracking App 224 3 Immersive Experiences Output Sensory 216 4 Multiplayer 3D Environments / Games Output Sensory 180 5 Co-working /Collaboration Tools App 175 6 Interface Devices Input Physical 172 7 Mood and Emotion Detection Input Sensory 168 8 Mixed Reality Output Sensory 160 9 Motion Detection Hardware Input Sensory 160 10 Artificial Intelligence AI O/S 156 11 Intelligent interface devices Input Sensory 150 12 Sensors Input Sensory 150 13 Augmented Reality (AR) Output Sensory 145 14 Motion Detection Software App 128 15 Touch Output Sensory 112 16 VR Form Factors (add to barriers) Output Sensory 105 17 VR Visors (add to virtual reality) Output Sensory 105 18 Connected Devices Comms 104 19 Smell Output Sensory 104 20 Virtual Reality Output Sensory 104 21 Adaptive (Aware) Games App 100 22 VR Headsets (add to virtual reality) Output Sensory 99 23 Haptic Devices Input Sensory 90 24 High Fidelity Output Sensory 88 25 Multiple Physical Locations Comms 84 Ideal Scenario, Key areas of Focus Rank Keyword or Phrase Category Total
  18. 18. Conclusions Drawn
  19. 19. Conclusions Drawn Current focus of attention
  20. 20. Conclusions Drawn Envisaged Developments
  21. 21. Conclusions Drawn Desired Futures
  22. 22. Conclusions Drawn  Roadmaps identify technology trends  Shift in focus from developer tools to consumer tools  Potential to explore characteristics of future artefacts (intelligence, adaptability, personalisation, ambience)  “Democratisation of creativity” and effect on business models  Skills and resources needed for desired futures
  23. 23. Implications for Exploitation
  24. 24. Implications for Exploitation  Roadmap methodology could provide platform for sustainable exploitation  Multiple stakeholder benefits -Policy Makers -Games Developers -Education Sector -Researchers

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