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The Game of the Future

The Game of the Future

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The Game of the Future

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  1. The Game of the Future Mark Overmars

  2. The First Computer Game • 1958 Brookhave National Laboratory • Tennis for Two

  3. Anno 2008 Virtua Tennis 3 (PS3) Tennis on Wii

  4. Spot the Differences

  5. Spot the Differences • Better graphics • Adaptive computer opponents • Storyline/setting • Internet play • Interface

  6. Ingredients of a Game • Storyline • Gives global motivation • Discovery, surprise, emotion • Game play • Rules, challenges, rewards • Leads to continued interest • Simulation • Gives feedback on decisions and actions • (Does not need to be realistic) • Social elements • Collaborate and help each other • In a good games these elements are in balance

  7. Frustration challenges FLOW Boring abilities Why use Games • Games give motivation • Storyline, challenges, rewards • Games can adapt to the abilities of the players • Reduces frustration and boredom • FLOW

  8. Why use Games • Games give direct feedback on decisions and actions • Through simulation • Better learning process • Better insight in consequences • Games can be played always and everywhere • Use of lost hours • Use at home • As a consequence more time is spend on the learning process • Players help each other • Inside and outside the game

  9. Uses of Serious Games • To train the use of equipment • Flight simulators • Drive simulators • Simendo (endoscopy) • To train procedures (in particular the strategic level) • Safety training, … • Learning facts and abilities • Language and calculus • Entrepreneurship • ...

  10. Uses of Serious Games • To stimulate certain behavior • Remission, GlucoBoy • Political games • To get insight in processes • Social, communication • Inside companies • To distract people • Pain reduction for burnings • Snow World

  11. Uses of Serious Games • To keep people in contact • Patients • Elderly • Marketing • America’s Army • Operation Ibiza, Pool Paradise • Many other applications • Rehabilitation • Virtual tourism • ...

  12. Current and Future Trends • Automatic Content Creation • Virtual Worlds • Characters and behavior • Scenarios • Realism • Graphics • Animations • Behavior

  13. Current and Future Trends • Adaptive game play • Observe the player • Create a dynamic player model • Adapt the game play • More personalized experience • “Pleasurable Frustration” • Physical and other interaction • Dance Dance Revolution, Wii • Brain-Machine interfaces

  14. Current and Future Trends • Location-based gaming • Using devices with GPS • Location plays an important role in the game play • User generated content • Levels, characters, worlds (Second Life) • Challenges, scenarios • Complete Games • www.yoyogames.com

  15. Utrecht: AGS and GATE and … • Center for Advanced Gaming and Simulation • Utrecht University, TNO, Utrecht School of the Arts • Virtual organization with a center in Utrecht • About 80 researchers • Multidisciplinary • GATE project • 19 MEuro project • Research, Knowledge transfer, Pilots • Muse • Dutch Game Garden • Festival of Games • Expertise Center

  16. Final Remarks • Games form an important element of our lives • Influence and impact will increase further • Serious games will have a huge effect on • How we learn • How we communicate • Healthcare • How we live • The future leads to new possibilities that are hard to imagine • Control through body and brain • Mixed reality in which the real and virtual world blend • Student centered learning • The world in our hands • … • It is only the beginning …

  17. Thank You • Contact Mark Overmars markov@cs.uu.nl mark@yoyogames.com http://www.yoyogames.com http://gate.gameresearch.nl http://www.cs.uu.nl

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