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IPerG Integrated Project on Pervasive Gam

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Page 1: IPerG Integrated Project on Pervasive Gaming. © Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is

IPerG Integrated Project on Pervasive Gaming

Page 2: IPerG Integrated Project on Pervasive Gaming. © Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is

© 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…

Page 3: IPerG Integrated Project on Pervasive Gaming. © Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is

© Sony NetServices

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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

Page 4: IPerG Integrated Project on Pervasive Gaming. © Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is

© Sony NetServices

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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

Page 5: IPerG Integrated Project on Pervasive Gaming. © Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is

© Sony NetServices

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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

Page 6: IPerG Integrated Project on Pervasive Gaming. © Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is

© Sony NetServices

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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

Page 7: IPerG Integrated Project on Pervasive Gaming. © Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is

© Sony NetServices

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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

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Project Kick Off Project Re-planning

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-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

Page 8: IPerG Integrated Project on Pervasive Gaming. © Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is

© Sony NetServices

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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