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The Game of the Future Mark Overmars. 2 The First Computer Game 1958 Brookhave National Laboratory Tennis for Two.

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Presentation on theme: "The Game of the Future Mark Overmars. 2 The First Computer Game 1958 Brookhave National Laboratory Tennis for Two."— Presentation transcript:

1 The Game of the Future Mark Overmars

2 2 The First Computer Game 1958 Brookhave National Laboratory Tennis for Two

3 3 Anno 2008 Virtua Tennis 3 (PS3)Tennis on Wii

4 4 Spot the Differences

5 5 Better graphics Adaptive computer opponents Storyline/setting Internet play Interface

6 6 Ingredients of a Game Storyline Gives global motivation Discovery, surprise, emotion Game play Rules, challenges, rewards Leads to continued interest Simulation Gives feedback on decisions and actions (Does not need to be realistic) Social elements Collaborate and help each other In a good games these elements are in balance

7 7 Why use Games Games give motivation Storyline, challenges, rewards Games can adapt to the abilities of the players Reduces frustration and boredom FLOW challenges abilities FLOW Frustration Boring

8 8 Why use Games Games give direct feedback on decisions and actions Through simulation Better learning process Better insight in consequences Games can be played always and everywhere Use of lost hours Use at home As a consequence more time is spend on the learning process Players help each other Inside and outside the game

9 9 Uses of Serious Games To train the use of equipment Flight simulators Drive simulators Simendo (endoscopy) To train procedures (in particular the strategic level) Safety training, … Learning facts and abilities Language and calculus Entrepreneurship...

10 10 Uses of Serious Games To stimulate certain behavior Remission, GlucoBoy Political games To get insight in processes Social, communication Inside companies To distract people Pain reduction for burnings Snow World

11 11 Uses of Serious Games To keep people in contact Patients Elderly Marketing America’s Army Operation Ibiza, Pool Paradise Many other applications Rehabilitation Virtual tourism...

12 12 Current and Future Trends Automatic Content Creation Virtual Worlds Characters and behavior Scenarios Realism Graphics Animations Behavior

13 13 Current and Future Trends Adaptive game play Observe the player Create a dynamic player model Adapt the game play More personalized experience – “Pleasurable Frustration” Physical and other interaction Dance Dance Revolution, Wii Brain-Machine interfaces

14 14 Current and Future Trends Location-based gaming Using devices with GPS Location plays an important role in the game play User generated content Levels, characters, worlds (Second Life) Challenges, scenarios Complete Games –

15 15 Utrecht: AGS and GATE and … Center for Advanced Gaming and Simulation Utrecht University, TNO, Utrecht School of the Arts Virtual organization with a center in Utrecht About 80 researchers Multidisciplinary GATE project 19 MEuro project Research, Knowledge transfer, Pilots Muse Dutch Game Garden Festival of Games Expertise Center

16 16 Final Remarks Games form an important element of our lives Influence and impact will increase further Serious games will have a huge effect on How we learn How we communicate Healthcare How we live The future leads to new possibilities that are hard to imagine Control through body and brain Mixed reality in which the real and virtual world blend Student centered learning The world in our hands … It is only the beginning …

17 Thank You Contact Mark Overmars


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