.………………………………………………….. ………………………………………………………………………… 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
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