Games

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Visions for the future of ICT in Games

  • 3D printers are the new technology that will probably affect our lives in the next years
  • Gamification will be part of our lives
  • Different game platforms and different technology will be probably merged
  • Wearable technologies will permeate many aspects of our lives (i.e. google glass will be the future)
  • Integration among different services and technologies will be necessary in the next few years to offer customers unique experiences
  • Various technologies to be combined and compatible with gaming (e.g. 3D printing)
  • More online and cloud interactions
  • The boundaries between real and virtual world to become more and more blurred
  • 3D printing compatible with gaming
  • Unity 3d to become an even more powerful middleware once it supports WebGL and quite possibly to be capable of building directly to HTML5 which will revolutionize the ability to deliver reliable, cost effective zero barrier content to the web
  • Our society will have to deal with a new kind of population the “old digital natives”
  • Increased interactivity and Personalisation
  • Humanisation of Artificial Intelligence
  • “Playful cities”
  • Social and political uses of games
  • More Collaborative and research funded initiatives in gaming sector, developing tools which will allow participation and collaborations with experts and people with/without sector-specific knowledge
  • User-generated and user-oriented content
  • Gaming to interact more with social life
  • Games to interact with the real world environment
  • Gamification will penetrate many aspects of our life such as education and daily activities
  • B2B games will be further developed
  • Different game platforms and different technology will be probably merged

Read more here : Visions for the future of ICT in Games

Weak Signals

Interplay with Physical/Real World Environment

  • Use of augmented reality devices to develop social gaming schemes, like creating different routes or paths which people can follow in the real world to restaurants, games, secret spots, etc.
  • Multisensory gaming experience with 4D environments incorporating smell and touch senses

Augmented Visualisation Technologies

  • 3D holographic projections
  • Immersive technologies – moving towards a Holodeck model in which gamer’s physicality becomes key

Strong Signals

Creative Production Technologies

  • Modular game design engines & platforms (Unreal & Unity engines, etc)
  • Cross-Platform/Device distribution
  • Cloud Gaming / Streaming
  • Real time visualization and interaction

Gamification of Everyday Life

  • Gaming to interact more with social life gamification will penetrate many aspects of our life as education and daily activities
  • Gamification will be part of our lives

Pervasive & Real World Gaming

  • Games to interact with the real world environment
  • Playful/Playable Cities
  • 3D printing combined with games so users can develop special tools with 3D printers that can be used as controls of the game later on

Interfaces & Interaction

  • Gesture Control interfaces

        - Eye tracking interfaces

  • Body Motion Tracking

        - Kinect-type devices

        - Facial Recognition systems

  • Haptic (touch) interfaces
  • Wearable Technologies (Oculus Rift, Google Glass,Myo Gesture Control Armband)
  • Multiple Screens

Big Data Analysis

  • Use of big data for immediate and personalized feedback

Technology Research Challenges & Recommendations