The Future of Gaming
The future of gaming
First computergame: 1958 brookhave national laborotory: tennis for two.
- Better graphics
- Computer opponents (AI)
- Storyline (gaining experience, buying better equipment)
- Internet Play (no hotseat)
- Interface (1st interface very simple, then lots of settings and now back to simple controls).
Platforms :
- Consoles
- PC
- Handhelds
- Mobile Phones
Genres:
When we talk about games we talk about a variety of games. It is not only hardcore shooters.
- Puzzle
- Sports
- Strategy
- Shooters
- Etc.
NL Most popular games 2006:
Most popular games in the netherlands are relatively innocent games, only GTA could be considered as agressive.
- Braintrain (Nintendo)
- Fifa 2007
- New Super Mario Bros
- Grand Theft Auto
- FIFA Street.
Gamers:
- Average age 33, and growing older.
- 48% female
- Gaming is a social activity (like in the old days)
Gaming Industry
- Revenues: 30 billion a year.
- Making a good game: 10 million +
- 20 – 100 developers per game.
Serious Games:
- Education
- Training and Simulation
- Decision Making
- Marketing
- Arts & Culture
- User Interface
Why use games:
- Motivating
o Storyline
o Challenges
o Rewards - Adaptiveness
o Reduction of frustration
o FLOW - Direct Feedback on decisions
o Better cognitive learning process - Always and Everywhere
o Use of lost hours
o Use at home
o More time available for learning
Ingredients of a good game:
- Storyline
o Global motivation
o Suspense or disbelief - Gameplay
o Rules, rewards, challenges
o Lasting interest - Simulation
o Feedback on decisions
o Not necessarily realisticE.G. Learning to drive: necessity to watch the rearview mirror, play a shooting game where every assassin comes from behind, learn to watch your back… - Social Interaction
In a good game these ingredients are well balanced.
Fields of application :
- Training use of tools
- Flightsimulation
- Driving simulation
- Simendo (medical) - Training procedures
- Training facts and skills
- Stimulate behaviour (Remission, Glucoboy)
- Gaining insight in processes (Social, communication, businessprocesses)
- Distraction (Pain reduction, Snow World etc)
- Keep in touch (patients, elderly)
- Marketing (e.g. America’s Army)
- Etcetera
Making a serious game:
- Don’t think you can design off hand, use professionals
- It takes a lot of money
- Think about implementation process
- Train the trainers
- Evaluate
The better the graphics, the more attention you pay to realistic behaviour. You have more freedom to act outside the storyline, but then the world doesn’t act the way it should anymore. (E.G. Destroy a complete shop in Oblivion and there’s no reaction from the shopkeeper, steal a feather and you will get arrested.)
Trends:
- World Interaction
- Adaptive Gameplay
- Physical Interaction
- Brain – Machine interaction
- Location Based Gaming (GIS, GPS) – Frequentie 1550, Triangler (TNO, mobile gaming award 2006)
Labels: games, ngi, serious gaming