Designing IA for AI - Information Architecture Conference 2024
The Future of Gaming
1. the future of gaming
PARSONS The New Sc hool for Desig n | Ana l yzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
2. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
FORCES
SOCIAL MEDIA
mobile
BRAIN SCIENCE
3. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
social media
A recent study conducted by PopCap Games found that women
were the most active gamers o n social ne tworking site s,
makin g up over 55% of ga me rs.
Source: Meme bu rn.c om
http://memeburn.com/2012/01/a-womans-world-how-social-media-has-changed-gaming/
Sony’s makin g scr een shot and video sharing a central
component of the PlayStation 4 — not to mention streaming
— it’s clear that the company sees social as a growing
segment of the gaming ma rket.
Source: Spr outSoci a l
http://sproutsocial.com/insights/social-media-video-games/
4. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
MOBILE
An increasing number of people are using their smartphones
for ga ming. Juniper Resea rch expects the numbe r o f mobile
ga me downloa ds t o t r ipl e in the next five ye ars, and said that
mobil e d evices “wil l bec ome the primary scre e n for gamers.”
Source: Inve s t orpla ce.c om
http://investorplace.com/2013/09/how-apple-and-sony-are-changing-mobile-gaming/#.UqOfGI3SaJs
Compa nies t h a t st op t h inki ng in te rms o f “mobile game s vs.
console games” are the ones that will profit the most. Sony’s
upc omin g PS Vit a TV s er iou sly complicate s the distinction
between mobile gaming and console gaming.
Source: Inve s t orpla ce.c om
http://investorplace.com/2013/09/how-apple-and-sony-are-changing-mobile-gaming/#.UqOfGI3SaJs
5. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
BRAIN SCIENCE
Virtual Reality op en for Brain-Compute r Interface s – use r
adaptation and learning. Brain-Computer Interfaces as
assistance systems for th e disabled.
Source: fgcs i c.e s
http://www.fgcsic.es/lychnos/en_en/articles/Brain-Computer-Interface
Increasing natural intelligence through genetic engineering
or brain-c omput er in t erfacing. The possibility o f superhuman
intelligence.
Source: Wikipe dia.c om
http://en.wikipedia.org/wiki/Technological_singularity
6. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
THEMES
Social/Team
interface
GAMING AS REASEARCH
7. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
SOCIAL/TEAM
new forms of users relating to each other in a wider scenario
instant
ENGAGEMENT
Snapchat
Ga min g for good (Climat e Defense)
Vine
Everything is fast and instant nowadays.
Social medias like snapchat and vine: photos
and videos with only a few seconds
Games that unite people after the same goal. Games that
engage people to social problems.
8. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
Interface
different forms of interaction between users and devices.
gesture
Softkinect
3D camera that will be embed to the
television. No need for remote controls
anymore. Control of eletronics
with simple daily gestures
AUGMENTED
REALITY
Oculu s Rift
Device that simulates a game where user
interacts not only with reality but also with
virtual reality at the same time.
PREDICTIVE
Google Now
After colect data, Google Now gives suggestions to
the user so he/she can have a better day. Examples:
Traffic suggestions according to his/her everyday
path to work/school etc.
9. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
gaming as research
Gaming technology collaborating to brain science development and improvement.
fusion
Brain Computer Interface
Brown University created the first wireless, implanted
brain-computer interface. In the future could help people
with Parkinson’s disease or others neurological problems.
Body Hackers
People are using their bodies like computers. They’re
collecting data on the “inputs and outputs” of their bodies to
optimize physical and mental performance.
10. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
SUBCULTURE:
Quantifies Self Movement
11. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
Quantifies Self Movement
Incorporate technology into data acquisition on
aspects of a person’s daily life in terms of inputs,
states and performance.
codes
Self-improvement
control
sTORY-TELLING
12. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
Client: SONY
Corporation primarily focused on electronics, game, entertainment and financial
services sectors. Innovation: PlayStation 4 – screenshot and video sharing,
controller features a new button designed to let players share whatever they
want on the fly: The Share Button. Social as a segment.
13. PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
Client: SONY
THE FUTURE of gaming
Self-improvement
control
sTORY-TELLING
Based on our research, we suggest that Sony use their
technology to permit more control of the user’s data.
Help users to improve their skills and augment their
intelligence; create an enviroment that enable sharing
and allow users to express themselves.