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Augmented Reality Gaming: 2012




                           Brian Selzer


                         ARE2012
AR Gaming 2012: The Good
AR Gaming Not a Fad
The World Itself Will Become The Final
Gaming Platform

True Interaction, Deeper Engagement,
Richer Context, Contextually Aware…

People, Places & Things become part of the
gaming experience around you, relevant to
your world.

Marketing initiatives lead AR dev creativity…
some success stories… brands becoming
content channels
AR Gaming 2012: The Good
AR Gaming 2012: The Good

Industry Growth          Numerous
Opportunities


Big Companies Making Investments

Free AR SDK’s available to game
developers

Many Game Studios Now Dabbling with
AR
AR Gaming 2012: The Good
 Good Mobile AR Games: Starting to Surfacing (show promise)




Sony, Ricochet (Use of Environment)   Ogmento, NBA: King Court (GPS/Sensors) Nintendo, Archery (Camera Angles)




Sony, Street Fighter (Pre-SLAM)         Nintendo, Face Raiders (Texture Grab) THQ, Falcon Gunner (Gyro/Sensors)
AR Gaming 2012: The Bad
It’s Still Early for AR Gaming
Too Early?
No breakaway hits yet

Better Reasons to Augment are Further
Out (hardware/software)                   1999-2009 2010-2014 2015-2025


Mass-Market still needs hand holding to
understand

Measure The Experience - Optimal
Environment Required?
AR Gaming 2012: The Bad
                                        WE ARE
Trough of                                HERE
Disillusionment
Wow-Factor Over

Marker Based AR = Barrier to     5-10 years to mainstream

Entrance for Entertainment


Tech Savvy move quickly to
next big thing


Solid , seamless, pain-free
performance key.
AR Gaming 2012: The Bad
Current State of AR Games
Struggle to Find Market     Mobile Gaming Snapshot
                            Reviews on iTunes (as of May 6th)
                            AR Games
                            Paparazzi (NFT):        0
                            AR Invaders (Gyro):     88
                            AR Defender (Marker):   277
                            AR Soccer (Edge):       418
                            Falcon Gunner (Gyro):   1,175
                            -----
                            Standard Games
                            Ski Safari:             5,690
                            Jetpack Joyride:        146,208
                            Fruit Ninja:            441,148
                            Temple Run:             1,114,198
AR Gaming 2012: The Ugly
Software Woes
Optimal Conditions Required
User-Experience Results Might Vary

   Detection
   Tracking (volume)                 Developer?
   Target acquisition Speed
   Target Occlusion
   Reacquisition
   Frame Rates
   Jitter
   Lighting / Reflections
   Angle
   Distance
AR Gaming 2012: The Ugly

Hardware Woes
My Arm is Getting Tired!

Smartphone is a stepping-stone

Glasses still years away

Hardware not where it needs to be
for AR gaming “mass adoption.”
AR Gaming 2012: The Ugly

Game Industry Woes
Pessimists, Realists, Optimists

Some Companies…. Avoiding due to
current AR experience level

Many Companies… Experimenting, but
cautiously….

Most Companies… Watching and
Waiting.
AR Gaming 2012+: The Awesome!
Evolutionary Leap - The jump from
virtual games to AR games is akin to
the jump from 2D to 3D…


Just Getting Started - Those in it for
the long haul will reap rewards, and be
at forefront of growing industry...


True Ubiquity - Become viable today;
design with eye for the future…


…the world is your playground
Thank You!
Brian Selzer
Email:brian@ogmento.com

Websites:brianselzer.com / ogmento.com

Twitter:BrianSe7en

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Mobile Augmented Reality Games 2012

  • 1. Augmented Reality Gaming: 2012 Brian Selzer ARE2012
  • 2. AR Gaming 2012: The Good AR Gaming Not a Fad The World Itself Will Become The Final Gaming Platform True Interaction, Deeper Engagement, Richer Context, Contextually Aware… People, Places & Things become part of the gaming experience around you, relevant to your world. Marketing initiatives lead AR dev creativity… some success stories… brands becoming content channels
  • 3. AR Gaming 2012: The Good
  • 4. AR Gaming 2012: The Good Industry Growth Numerous Opportunities Big Companies Making Investments Free AR SDK’s available to game developers Many Game Studios Now Dabbling with AR
  • 5. AR Gaming 2012: The Good Good Mobile AR Games: Starting to Surfacing (show promise) Sony, Ricochet (Use of Environment) Ogmento, NBA: King Court (GPS/Sensors) Nintendo, Archery (Camera Angles) Sony, Street Fighter (Pre-SLAM) Nintendo, Face Raiders (Texture Grab) THQ, Falcon Gunner (Gyro/Sensors)
  • 6. AR Gaming 2012: The Bad It’s Still Early for AR Gaming Too Early? No breakaway hits yet Better Reasons to Augment are Further Out (hardware/software) 1999-2009 2010-2014 2015-2025 Mass-Market still needs hand holding to understand Measure The Experience - Optimal Environment Required?
  • 7. AR Gaming 2012: The Bad WE ARE Trough of HERE Disillusionment Wow-Factor Over Marker Based AR = Barrier to 5-10 years to mainstream Entrance for Entertainment Tech Savvy move quickly to next big thing Solid , seamless, pain-free performance key.
  • 8. AR Gaming 2012: The Bad Current State of AR Games Struggle to Find Market Mobile Gaming Snapshot Reviews on iTunes (as of May 6th) AR Games Paparazzi (NFT): 0 AR Invaders (Gyro): 88 AR Defender (Marker): 277 AR Soccer (Edge): 418 Falcon Gunner (Gyro): 1,175 ----- Standard Games Ski Safari: 5,690 Jetpack Joyride: 146,208 Fruit Ninja: 441,148 Temple Run: 1,114,198
  • 9. AR Gaming 2012: The Ugly Software Woes Optimal Conditions Required User-Experience Results Might Vary Detection Tracking (volume) Developer? Target acquisition Speed Target Occlusion Reacquisition Frame Rates Jitter Lighting / Reflections Angle Distance
  • 10. AR Gaming 2012: The Ugly Hardware Woes My Arm is Getting Tired! Smartphone is a stepping-stone Glasses still years away Hardware not where it needs to be for AR gaming “mass adoption.”
  • 11. AR Gaming 2012: The Ugly Game Industry Woes Pessimists, Realists, Optimists Some Companies…. Avoiding due to current AR experience level Many Companies… Experimenting, but cautiously…. Most Companies… Watching and Waiting.
  • 12. AR Gaming 2012+: The Awesome! Evolutionary Leap - The jump from virtual games to AR games is akin to the jump from 2D to 3D… Just Getting Started - Those in it for the long haul will reap rewards, and be at forefront of growing industry... True Ubiquity - Become viable today; design with eye for the future… …the world is your playground