Games experience

.…………………………………………………..
…………………………………………………………………………
Joystick
vs. Mouse & Remote:
the Games Experience
………………
Dr. Thanos M. Demiris
Development Programs Dept.
Area Leader Digital Content Management
Intracom S.A.
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Outline
1. Games History and Culture
Timeline, Genres, Profiles of Gamers, Sociology of Games
2. Games Economics
Market Shares, Support of Economy, Support of Research
3. Games Technology
HW/SW parts of Games, 3D Graphics, Animation
4. Games meet Broadcasting and Telcos
Case Studies: PISTE and MELISA
5. Games’ Future (Conclusion)
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
1.
Games: History and Culture…
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
The early days
• 1959: Tennis???
• 1961: Spacewar
– Stephen Russel, Harvard
– Based on the science-fiction-saga Skylark
– Later classified as Action Game
• 1972: Pong
– Bushnell conceives the possibility of introducing it in
bars
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Timeline (*)
1971:
Magnavox
1976:
develops
1st single circuit
Odyssey
computer: Apple 1
(Pong as TV Plugin)
1961:
Spacewar
1960
1970
1966:
Sega rel.
Periscope
1974:
Atari rel.
Home Pong
1983:
Apple rel.
Lisa
1980
1981:
IBM rel.
PC with MS DOS
1.0
1989:
Sega rel.
Genesis
1990
1985:
Nintendo
Entertainment
System
1989:
Nintendo rel.
Gameboy
(*) From IDSA 2001 Report
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Timeline (*)
1991:
Nintendo 16bit
Super NES
Mario Bros 3
1994: Sega Saturn
1995:
& Sony Playstation
Sony rel.
Rel. in Japan
Playstation in US
1990
1991:
S3 rel. single-chip
Graphics accel.
For the PC
1997:
1996: Nintendo 64
Entertainment SW
Rel. in the US
Reaches $4.4bn
1995
1993:
Panasonic rel.
3DO, 32-bit video
Game device
1994:
Cyan rel. Myst,
Bestselling CG
1994:
MM PC sales
take off
2000
1995:
1996:
Entertainment SW Entertainment SW
Reaches $3.2bn
Reaches $3.7bn
1997: 3D accel.
For PCs enter
Market in big
volumes
1998:
1996:
Zelda generates
First Barbie Game more revenue
than Hollywood
(*) From IDSA 2001 Report
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Timeline - 2000
• Sega releases Dreamcast, the 1st 128
bit console
• Sony releases PS2
• MS announces X-Box
• Nintendo announces Game Cube
(*) From IDSA 2001 Report
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Genres
• Action Games
– From Pong to Doom
– Fast Reflexes and Coordination Ability
• Adventure Games
– From Lord of the rings (1976) to Asheron’s call
– Logical thinking and persistence
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Genres
• Strategy
– From Hammurabi to Dune II
– Balance between resources and various elements
• Simulation
– SimCity and the Sims
– Real world situations
• Today:
– Many more sub-genres…
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Who plays games?
• In the US
– 43% Women, 57% Men
• Computer Games Player
– 42% over 35
– 30% between 18 and 35
– 28% under 18
• Video Games Player
– 42 % under 18
– 37% between 18 and 35
– 21% over 35
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
General Preferences…
• IDSA’a polled more than 1600 US households
about fun activities:
–
–
–
–
–
–
–
35,5% Playing computer/video games
18,2% Watching TV
15,3% Internet Surfing
13% Reading Books
11,1% Going to movies
6,5% Renting movies
0,5% Pay-per-view TV
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
How long do they play?
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
The Korean Case
• In December 2001 "World Cyber Games"
(Sponsored by Samsung close to 10 million
EUR)
– 400 players from 37 different countries
• The matches are broadcast on giant screens
for the audience, and live on one of Korea’s
two cable TV channels devoted to the
Olympics: Ongame or GemBC.
• The 2002 in Taejon from Oct. 28 October to
November 3 with 8 additional countries
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
The Korean Case (2)
• National sport
• Close to 1000 pro players
• For the most part employees of leading Korean manufacturers
– Samsung, South Korea Telecom, Korea Telecom Freetel, Hanaro
Telecom, IAPs Netian and Intz.com and software developer Web Net
Korea
• Professional league created in January 2000: the Korea Internet
Game League (KIGL)
• Sponsors provide the players with a vehicle and a flat.
• They spend an average 10 hours a day playing
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
What games are played?
•
•
•
•
•
•
•
21,35%
17,42%
14,95%
10,08%
7,44%
5,23%
23,53%
………………
Strategy/RPG
Action
Sports
Racing
Family Entertainment
Children’s Entertainment
All other games
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Top Titles in 2000
• Pokemon (Nintendo) as a Video Game
vs.
• The Sims (EA), Who wants to be a
millionaire (Disney Interactive)
Based on units sold
Source: NPD interactive entertainment SW Services
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Online Games
• All about avatars
• Communication and chat between
players forms a new medium of social
interaction
• Gamers display social action patterns
comparable to the physical world
– Risk-averse, fairly rational etc.
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
………………
2.
Games: Economics
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
………………
Market Shares
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
………………
Sales…
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Growth and Crime
• Growth numbers (15% between 97 an 2000)
are up to 3 times higher than then national
ones
• The Games market outnumbers the box office
(cinema)
• $3bn lost to crime in 1999 in the US (highest
category)
As opposed to
• $1.2bn lost to residence burglary
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Resources
• The game publishing industry in the US
employed:
–
–
–
–
219600 people in total
$7.2bn in wages ($1.7bn in taxes)
29500 people in the IT sector
$2.5bn in wages ($592ml in taxes)
• Sectors affected by computer games
– Information, Trading, Transportation
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Games and Research
• Game Companies invest in research
more than other sectors
• Indicative numbers:
– Sony spent $1bn on the “emotion engine chip for
PS2”
– Microsoft committed further $2bn to Xbox projects
(May 2002)
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
3.
Games: the Technology behind
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Games: Bits and Bytes…
• Most common subcomponents of a
game:
–
–
–
–
–
Graphics (rendering, video, platform API)
Sound
User Input
Game Logic / AI
Networking
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
From Robert Montgomery’s
…………………………………………………………………………
“Lady in the Lake” 1946
3D Games
• 1st fully texture-mapped 3D game in
1992
– Looking Glass Technologies: Ultima Underworld
– Id Software: Wolfenstein 3D (introducing the genre
of 1st person shooters)
– HW acceleration in 96 with Voodoo Graphics 3dfx
and proprietary API (Glide)
– Riva TNT by NVIDIA denotes the turning point where
PC graphics are equal to expensive graphics WSs
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Hardware
• PC Games
• Consoles
–
–
–
–
Dreamcast
Playstation 2
GameCube
XBox
• Mobile phones
• Internet
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Console wars (1/4)
• Dreamcast:
–
–
–
–
$99 with a controller
Pirate-prone
Many titles available, some best-selling
CD-Rom
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Console wars (2/4)
• Playstation 2
– $399.- with a controller
– Hard to develop for (3 vector units need to be optimally
deployed to achieve good graphics)
– DVD player
– Many titles, backward compatible to PS1
– 33m units sold worldwide
– Gamers call some titles “killer apps” (reasons to buy the
console for)
– Broadband module released
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Console wars (3/4)
• Xbox
–
–
–
–
–
–
Geforce 3
700MHz processor
DVD Player
Broadband module
Local storage
Xbox games look like PC Games
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Console wars (4/4)
• Gamecube
– Classic titles
– 1,5GB capacity, but Video-disc and DVD support in
separate versions possible
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
………………
4.
Games: Intrusion into
Broadcasting and Telcos
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
The evolution of games
into reality
• Current games:
– Do all the work offline
– Try to simulate the kinetics of specific athletes (the
athlete’s “body-signature”)
– Use extremely expensive equipment of
methodologies
– Repeat movements in a movement cycle
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Sports: the evolution
of reality into games
• Analogy to Medicine
– Non invasive visualization systems are asked for
– Glossy Visualizations of in-vitro images deliver ideal
learning material
– Algorithmic research is still underway (and has been
for decades now…) for processing of in-vivo images
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
PISTE: Immersive
Sports TV
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
AR Broadcasting
Enhanced Content Creation
MPEG-4 and MPEG-7 over DVB
Conventional Capture
………………
Enhanced Content Manipulation
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Betting:a different
type of Game…
• 16% of ALL Europeans are betting on a daily
basis
• People spent time
– Collecting information
– Discussing odds
• They prefer to bet very close to the event
• Introduction of iTV betting in the UK
increased the amount of players (the
Ladbrokes “neighbourhood-shop” case)
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
MELISA: In-play
betting
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
………………
5.
Games: The Future
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
The market development
2001
2002
2003
2004
2005
2006
2007
8,894.2
10,356.4 7,701.5
5,602.1
3,673.8
5,444.5
7,849.9
software 11,215.7 13,343.5 12,478.3 8,718.4
5,906,6
7,792.3
10,516.1
8,936.9
Console market
Console
market
PC software market
6,904.7
9,357.7
9,841.4
Total
27,014,6 31,054.5 28,061.9 22,730,0 18,517.3 22,594.5
28,207.3
………………
7,354,6
7,882,0
8,409.5
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Current Research Focus
• Advanced Immersion (mainly be means
of HW)
• Embedding in real-world context (mixed
reality)
• Emotionally advanced
• Innovation in the interaction with the
user
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002
.…………………………………………………..
…………………………………………………………………………
Conclusion
• Gaming is a highly complex area,
bringing together
–
–
–
–
Art
Business
Computer Science
Psychology
• Advances in gaming will influence the
Entertainment of the future
………………
IST E3 Concertation Meeting – Brussels 10th and 11th September 2002