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Joystick vs. Mouse & Remote: the Games Experience

Joystick vs. Mouse & Remote: the Games Experience. Dr. Thanos M. Demiris Development Programs Dept. Area Leader Digital Content Management Intracom S.A. Outline. Games History and Culture Timeline, Genres, Profiles of Gamers, Sociology of Games Games Economics

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Joystick vs. Mouse & Remote: the Games Experience

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  1. Joystick vs. Mouse & Remote: the Games Experience Dr. Thanos M. Demiris Development Programs Dept. Area Leader Digital Content Management Intracom S.A.

  2. Outline • Games History and Culture Timeline, Genres, Profiles of Gamers, Sociology of Games • Games Economics Market Shares, Support of Economy, Support of Research • Games Technology HW/SW parts of Games, 3D Graphics, Animation • Games meet Broadcasting and Telcos Case Studies: PISTE and MELISA • Games’ Future (Conclusion)

  3. 1. Games: History and Culture…

  4. 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

  5. 1961: Spacewar 1971: Magnavox develops Odyssey (Pong as TV Plugin) 1976: 1st single circuit computer: Apple 1 1983: Apple rel. Lisa 1989: Sega rel. Genesis 1966: Sega rel. Periscope 1974: Atari rel. Home Pong 1981: IBM rel. PC with MS DOS 1.0 1985: Nintendo Entertainment System 1989: Nintendo rel. Gameboy Timeline (*) 1960 1970 1980 1990 (*) From IDSA 2001 Report

  6. 1991: Nintendo 16bit Super NES Mario Bros 3 1994: Sega Saturn & Sony Playstation Rel. in Japan 1995: Sony rel. Playstation in US 1996: Nintendo 64 Rel. in the US 1997: Entertainment SW Reaches $4.4bn 1991: S3 rel. single-chip Graphics accel. For the PC 1993: Panasonic rel. 3DO, 32-bit video Game device 1994: Cyan rel. Myst, Bestselling CG 1995: Entertainment SW Reaches $3.2bn 1996: Entertainment SW Reaches $3.7bn 1994: MM PC sales take off 1996: First Barbie Game 1998: Zelda generates more revenue than Hollywood Timeline (*) 1990 1995 2000 1997: 3D accel. For PCs enter Market in big volumes (*) From IDSA 2001 Report

  7. 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

  8. 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

  9. 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…

  10. 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

  11. 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

  12. How long do they play?

  13. 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

  14. 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

  15. What games are played? • 21,35% Strategy/RPG • 17,42% Action • 14,95% Sports • 10,08% Racing • 7,44% Family Entertainment • 5,23% Children’s Entertainment • 23,53% All other games

  16. 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

  17. 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.

  18. 2. Games: Economics

  19. Market Shares

  20. Sales…

  21. 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

  22. 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

  23. 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)

  24. 3. Games: the Technology behind

  25. Games: Bits and Bytes… • Most common subcomponents of a game: • Graphics (rendering, video, platform API) • Sound • User Input • Game Logic / AI • Networking

  26. 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

  27. Hardware • PC Games • Consoles • Dreamcast • Playstation 2 • GameCube • XBox • Mobile phones • Internet

  28. Console wars (1/4) • Dreamcast: • $99 with a controller • Pirate-prone • Many titles available, some best-selling • CD-Rom

  29. 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

  30. Console wars (3/4) • Xbox • Geforce 3 • 700MHz processor • DVD Player • Broadband module • Local storage • Xbox games look like PC Games

  31. Console wars (4/4) • Gamecube • Classic titles • 1,5GB capacity, but Video-disc and DVD support in separate versions possible

  32. 4. Games: Intrusion into Broadcasting and Telcos

  33. 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

  34. 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

  35. PISTE: Immersive Sports TV

  36. AR Broadcasting Enhanced Content Creation MPEG-4 and MPEG-7 over DVB Enhanced Content Manipulation Conventional Capture

  37. 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)

  38. MELISA: In-play betting

  39. 5. Games: The Future

  40. The market development

  41. 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

  42. Conclusion • Gaming is a highly complex area, bringing together • Art • Business • Computer Science • Psychology • Advances in gaming will influence the Entertainment of the future

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