Tuesday, 25 October 2011

The Future of Game Narrative

In terms of dynamic story telling Facade is a game that has come up pretty often in conversations and classes in the last few weeks, but that came out 6 years ago! However one of the creators Michael Mateas has just released a trailer of a spiritual successor they're developing at UCSC in Prom Week.

Here's the trailer: https://games.soe.ucsc.edu/project/prom-week
http://www.gamesetwatch.com/2011/10/prom_week_facade_follow-up_soc.php

It's essentially a more family friendly social take on facade with a bigger cast and where your actions have wider ramifications in the long term.

Some interesting talk on the subject with Michael here: http://www.gamasutra.com/view/news/34140/Future_Of_Games_Driving_Gameplay_Innovation_With_Technology_Research.php

2011 Horizon Report

The Horizon Report has been created annually since 2002 by The New Media Consortium and the EDUCAUSE Learning Initiative, to look at emerging technologies that are likely to shape our lives in the coming years. There might be some interesting stuff to peruse, it includes:

One Year or Less:
- eBooks
- Mobiles
Two to Three years:
- Game-Based learning
- Augmented Reality
Four to Five years:
- Gesture-Based Computing
- Learning Analytics

Here's a link to the online version and pdf file.

http://wp.nmc.org/horizon2011/

Monday, 17 October 2011

Defined "Augmented reality"

Augmented reality (AR) is a term for a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one.

Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world. The term augmented reality is believed to have been coined in 1990 by Thomas Caudell, working at Boeing.[1]

Research explores the application of computer-generated imagery in live-video streams as a way to enhance the perception of the real world. AR technology includes head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing sensors and actuators.

Friday, 14 October 2011

Lucky Numbers

A Bit Lucky's latest title was released at the end of last month and is aimed squarely at the hardcore gaming market, so much so that its developers describe it as "complex and overwhelming". The difference here is Lucky Space is a Facebook game, a format associated with farming simulations and casual play  GI Biz

The Big Tablet Debate: a bright new media platform arrives


Steve Jobs and Apple never knowingly under-hyped the brand’s new product launches, but the arrival of the iPad has created a new market (the launch of some 80 rival tablet devices were announced earlier this year in the US) and offered new op­portunities for publishers, advertisers, agencies and other players in the media industry. UBS estimates that, this year, 28 million tablets will be sold worldwide – in three years, more than 200 million tablets could be in consumers’ hands. Tablet Debate

Online gamers crack enzyme riddle


Online gamers have achieved a feat beyond the realm of Second Life or World of Warcraft: they have deciphered the structure of an enzyme of an AIDS-like virus that had thwarted scientists for a decade. ABC News

GDC Online: Bushnell On Future Opportunities In Game Storytelling

GDC Online: Bushnell On Future Opportunities In Game Storytelling

Monday, 10 October 2011

Newzoo Market Research

Newzoo is an international full service market research and consulting firm completely focused on the games industry. We aim to provide the best independent market data across all game platforms and business models as well as assist companies in finding the best international business partners. Our combination of activities gives us a deep understanding of the games industry and ensures we are always ahead of traditional market research companies.Newzoo.com

Monday, 3 October 2011

Games research and technology

Games Research Resources


This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between. 

Research Methods

Bridging the methodological divide in games research


The study of video game effects has been marked by two very different approaches. The first approach is represented by social scientists, who, with some exceptions, seek to understand the effects of games on users. The second approach is favored by humanists, who seek to understand the meaning and context of games. To date, these two groups have largely talked past one another due to their different goals and their different methodologies. Yet, for the advancement of science and understanding, both sets of scholarship are important and relevant. Each has contributions to make. However, unless these two groups come to possess at least
a cursory understanding of the other’s methodology, there will be little synthesis. This is a missed opportunity for scholars of every stripe, and ways are suggested to bridge these gaps.