Computer Games and Academia

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Computer Games and Academia - SSE Symposium - London - 26 Mar 14

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Computer Games and Academia

  1. 1. Andy Fawkes Computer Games and Academia SSE Symposium London – 26 March 2014
  2. 2. Outline • BISim Academic Liaison • Games Market • UK Higher Education and Computer Games • Typical Courses • Wider Application • Related Technologies
  3. 3. Bohemia Academic Liaison • VBS Licence for Academic Usage for No Fee • Industry Interface for Student/Academic VBS Projects • Channel for Intern/Employment at BISim
  4. 4. Big Business • Grand Theft Auto V – five years' work by a team of over 1,000 people – game's combined development and marketing budget over US$265m – US$1 billion sales within first 3 days • Candy Crush Saga – Daily Revenue est. US$826k – Daily Installs 30,090 – Daily Active Users 8,031,750 – On Facebook and Smartphones Source – Wikipedia/Think Gaming (Mar 14)
  5. 5. Worldwide Video Game Market Revenue ($Bn) (Gartner Oct 13) 0 10 20 30 40 50 60 70 80 90 100 110 120 2012 2013 2014 2015 $bn PC Games Mobile Games Handheld Video Games Video Game Console UK is 3rd Largest Market in the World (Wikipedia)
  6. 6. UK Higher Education Computer Games Courses (Undergraduate) 323 Courses 117 Providers
  7. 7. Typical Courses • National Film and Television School • MA in Games Design and Development – Game Design – Game Production – Game Art/Animation • University of Hull • MSc in Games Programming – Advanced Rendering and AI for Games – C++ Programming and Design – Development Project – Game Development Architectures – Real-time Computer Graphics – Simulation and Concurrency
  8. 8. Colleges Recently Visited • Bournemouth University • Defence Academy/Cranfield University • Imperial College London • Queen Mary University of London • Staffordshire University • University of Hull • University of Portsmouth • Wiltshire College
  9. 9. Exploiting Games/Simulation in Wider Academia • War Studies • High Performance Computing • Visual Recognition Systems • Robotics and Autonomy • Psychology • Healthcare • ….
  10. 10. Innovation New Low Cost Consumer Devices are Inspiring Innovation
  11. 11. New (Inexpensive) Interfaces
  12. 12. Wearable Computing, Tracking and Sensors
  13. 13. Beyond Simulation? – AI - Robotics
  14. 14. Exciting Times! Psychology Simulation Robotics Computing Virtual Reality Internet Mobile Artificial Intelligence Performance Arts Games Training Education Sensors Telepresence
  15. 15. Thoughts • Big Business! • Untapped by Simulation Community? • Academia very keen to work with Industry • Takes time to build Relationships • Academia have their own Priorities and Timescales • Innovation through Emerging Low Cost Consumer Products
  16. 16. Questions?

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