iperg integrated project on pervasive gaming. © sony netservices 2 pervasive gaming – physical...

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IPerG Integrated Project on Pervasive Gaming

© Sony NetServices

2

Pervasive Gaming – Physical Presence and Virtual Experience

Games where game play is embedded in the real world

o mobile & location-based games

o online games that ‘reach out’

o mixed reality games that blend online and on- the-streets’

o augmented board games

o etc…

© Sony NetServices

3

Europe in Lead

Europe leads the world in mobile technologies but not in games technologies

Pervasive gaming is a market where Europe has the initial lead and the potential to maintain this lead

This market will grow to billions of euros

© Sony NetServices

4

IPerG is an EU project

Three and a half year duration

Budget ~10 M Euro, 6 MEuro contribution from commission

Ten partners

Three iterations (phases)

Started September 1st

University of Nottingham

BlastTheory

Fraunhofer

Sony

University of Tampere, Nokia Research

SICS, It’s Alive, Interactive Institute, Gotland University

© Sony NetServices

5

IPerG Goals

The objective of IPerG is to develop infrastructure, tools and methods for pervasive games

o Enable rapid and cost-effective creation and staging of pervasive games

o Create good designs

o Understand the intended audience

o Understand the societal impact of games

© Sony NetServices

6

Project Structure and Time Plan

Four research themes

o Business Models

o Design Methodology

o Infrastructure

o Tools

Several showcases

o Crossmedia Games

o Socially Adaptable Games

o Enhanced Reality Live Role Playing

o City as Theatre

o Massive Multiplayer Reaching Out

Research Theme

Activities

Evaluations,

Software Components

Guidelines

Tools

Infrastructure

Technology watch

Research awareness

Infrastructure

Tools

Methods

Game Designs

Genre Analyses

Showcase

Activities

© Sony NetServices

7

2 3 4 5 6 7 8 9 10111213 16171819202122232425 293031323334353637 3940411 262728 38 42423815

Commission ReviewCommission Review

14 26 38

DELIVERABLES:

DELIVERABLES:

38

Commission Review

TELLING PERVASIVE GAME

STORIES

TRANS-REALITY GAMING

CROSS MEDIA

CITY AS THEATER

MASSIVE MULTIPLAYER

LIVE ACTION ROLE PLAY

SOCIAL ADAPTABLE

CROSS MEDIA

CITY AS THEATER

MASSIVE MULTIPLAYER

SOCIAL ADAPTABLE

LIVE ACTION ROLE PLAY

DESIGN & EVAL. DESIGN & EVALUATIONDESIGN & EVALUATION

TOOLSTOOLSTOOLS

NEW BUSINESSNEW BUSINESSNEW BUSINESS

INFRASTRUCTURE INFRASTRUCTUREINFRASTRUCTURE

1

Project Kick Off Project Re-planning

15

-Game Prototypes-Play tests-Genre analysis

SELF-ASSESSMANT& RISK ANALYSIS

SELF-ASSESSMANT& RISK ANALYSIS

SELF-ASSESSMANT& RISK ANALYSIS

Tu

toria

ls

Project Re-planning

28

-Game Prototypes-Play tests-Genre design rec.

Project Wrap-up

42

-Game Prototypes-Play tests-Final evaluation report.

-Social impact report-Solution Packages-Genre design requirements

-Second prototypes-Design framework

-Design guidelines-Tech. guidelines-First prototypes

© Sony NetServices

8

IPerG

Creates opportunities for new business

Is timely

Addresses the core research issues

Makes computer games more social and physical

Contains the right partners and people

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