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Games Roadmap
This publication reflects the views only of the author/project consortium, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
Structure
Background to Games Industry Cre-AM Project Objectives Timeline of Activities The Questionnaire Choice of Meta-Categories Roadmap Visualisation Conclusions Drawn Implications for Sustainability and Exploitation
Video Games Industry
From Space Invaders to Assassins Creed
The quality and functionality and immersiveness of video games has been transformed by technology
Project Objectives
D5.8 Objectives
To acquire relevant views, visions and aspirations To test the validity of the roadmap methodology To establish a cross-sector roadmap methodology format To generate roadmap visualisations To interpret roadmaps and draw conclusions To contribute to exploitation and sustainability
Timeline of Activities
Sept to Dec 2015 Interviews
EGX 2015 Birmingham Swiss Embassy Future Video UKTI Video Games Expo
ICT 2015 Lisbon DMLL Innovation Workshop Jam Today Barcelona
Forty Face to Face Interviews mostly on location – some Skype
Jan 2016 Roadmap Collaboration
Meeting at Ravensbourne to develop common meta-categories & processes
The Questionnaire
Questionnaire
Video Games Wall of Fame
Choice of Meta-Categories
Meta-CategoriesNormalised Current Scenario
Consumption 65 60 80 45 48 45 63 53 52 74
Distribution 45 40 60 25 28 25 43 34 32 48
Marketing 39 34 54 20 22 20 37 28 27 41
Replication 53 48 68 33 36 33 50 41 40 58
Production 58 53 73 38 41 38 56 46 45 65
Design 85 80 100 65 68 65 83 73 72 100
Ideation 39 34 54 19 22 19 36 27 26 40
Processes ↑
Technologies →
78 71 100 50 54 50 75 62 60
OutS Comms HostedSHardware O/S Application InputP InputS OutP
Aim to identify common meta-categories applicable to all creative sectors
Roadmap Visualisation
Roadmap VisualisationNormalised Current Scenario
Consumption 65 60 80 45 48 45 63 53 52 74
Distribution 45 40 60 25 28 25 43 34 32 48
Marketing 39 34 54 20 22 20 37 28 27 41
Replication 53 48 68 33 36 33 50 41 40 58
Production 58 53 73 38 41 38 56 46 45 65
Design 85 80 100 65 68 65 83 73 72 100
Ideation 39 34 54 19 22 19 36 27 26 40
Processes ↑
Technologies →
78 71 100 50 54 50 75 62 60
OutS Comms HostedSHardware O/S Application InputP InputS OutP
Visual illustration of technology/process focus of attention
Roadmap Visualisation
1 Personalised Games / Experiences App 2862 User Tracking App 2243 Immersive Experiences Output Sensory 2164 Multiplayer 3D Environments / Games Output Sensory 1805 Co-working /Collaboration Tools App 1756 Interface Devices Input Physical 1727 Mood and Emotion Detection Input Sensory 1688 Mixed Reality Output Sensory 1609 Motion Detection Hardware Input Sensory 16010 Artificial Intelligence AI O/S 15611 Intelligent interface devices Input Sensory 15012 Sensors Input Sensory 15013 Augmented Reality (AR) Output Sensory 14514 Motion Detection Software App 12815 Touch Output Sensory 11216 VR Form Factors (add to barriers) Output Sensory 10517 VR Visors (add to virtual reality) Output Sensory 10518 Connected Devices Comms 10419 Smell Output Sensory 10420 Virtual Reality Output Sensory 10421 Adaptive (Aware) Games App 10022 VR Headsets (add to virtual reality) Output Sensory 9923 Haptic Devices Input Sensory 9024 High Fidelity Output Sensory 8825 Multiple Physical Locations Comms 84
Ideal Scenario, Key areas of Focus
Rank Keyword or Phrase Category Total
Conclusions Drawn
Conclusions Drawn
Current focus of attention
Conclusions Drawn
Envisaged Developments
Conclusions Drawn
Desired Futures
Conclusions Drawn
Roadmaps identify technology trends Shift in focus from developer tools to consumer tools Potential to explore characteristics of future artefacts
(intelligence, adaptability, personalisation, ambience) “Democratisation of creativity” and effect on business models Skills and resources needed for desired futures
Implications for Exploitation
Implications for Exploitation
Roadmap methodology could provide platform for sustainable exploitation
Multiple stakeholder benefits-Policy Makers-Games Developers-Education Sector-Researchers