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The Future of Gaming Is Augmented Reality. September 26, 2011
@joshshabtai Age 4 @darthvader
The Future of Gaming Is Augmented Reality.
The Future of  Augmented RealityIs  Gaming.
Vision or not, games are augmenting our reality faster than any other medium in the history of mankind.
We’re hooked on games. 3 billion hours of gaming every week. Average gamer spends 10,000 hours gaming by the time he/she is 21. In the U.S., 99% of boys & 94% of girls play regularly. Social games are seeing more than 400 million monthly uniques (Facebook data).
Inneilvation.com
In 2015, the gamification market will be worth more than $1.5 BILLION.-Bloomberg BusinessWeek
Gaming is also ‘augmenting’ our reality in positive ways…
…And driving mainstream consumer adoption of emerging platforms.
AR is next, right?
Maybe.
And leads you to believe a lie/When you see with, not through the eye.- William Blake (1757-1827)
So how will AR transform gaming?
With games that reawaken our imaginations – and make us hungry for deeper augmented experiences.
With effortless, tactile experiences.
With games that use the unique properties of AR to allow us to explore new identities and interact with our worlds.
With games that bring us closer to one another, that make us more aware of each other and ourselves.
Thank you. josh.shabtai@vertigore.com @joshshabtai

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The Future of Gaming Through Augmented Reality

Notes de l'éditeur

  1. Hi. I’m Josh Shabtai, creative director of Vertigore Games. Ever since I was a small child, I’ve had a hard time separating fantasy and reality. I grew up, along with many of you, as part of the first generation of children not knowing there was a world before computer games.
  2. I’m an experience designer by trade.  Unlike many of the folks who I came here very excited to see and meet, I am fundamentally NOT a technologist.  I am NOT an analyst, nor am I a futurist.  What I am is someone who’s dedicated his life to developing games and experiences that are designed to change the way people perceive and interact with the ‘real world’ and with media. In some cases, these experiences have augmented (as a verb) reality using computer vision:  I’ve built augmented reality experiences for the Black Eyed Peas with our friends at Metaio. My company also developed Star Wars Arcade: Falcon Gunner, an iOS Star Wars game that uses a camera overlay to make players feel as if TIE Fighters are in their neighborhood. I’ve also worked with brands like Zyrtec to make YouTube’s first fourth-wall breaking adventure game and Geek Squad to create a pervasive real-world fiction -- some would call it a cult -- to engage its employees in an epic secret agent mythos. I’ve even made a game designed to make my neighbors and I feel okay about losing hot water in our apartment building for 10 days. 
  3. I think there’s no better moment than now to be a game designer, and a big reason for that is that we’re at the very beginning of an epochal change in the way people experience games and in the expectations they have for what a gaming experience is/can be.  And whether you subscribe to the classical definition of augmented reality -- the vision-centric paradigm -- or you expand the boundaries to include all of the possible ways reality can be enhanced by or blurred with technological artifice (motion control, location-aware technology, haptic feedback), one thing is for sure:  AR is one of the most exciting contributors to this change. Now, I’ve called this presentation “The Future of Augmented Reality is Gaming”… but the reality is different. Gaming’s doing quite well – in fact, there are more active gamers out there, whether they admit it or not, than there have ever been before. Gaming doesn’t need AR. 
  4. I think there’s no better moment than now to be a game designer, and a big reason for that is that we’re at the very beginning of an epochal change in the way people experience games and in the expectations they have for what a gaming experience is/can be.  And whether you subscribe to the classical definition of augmented reality -- the vision-centric paradigm -- or you expand the boundaries to include all of the possible ways reality can be enhanced by or blurred with technological artifice (motion control, location-aware technology, haptic feedback), one thing is for sure:  AR is one of the most exciting contributors to this change. Now, I’ve called this presentation “The Future of Augmented Reality is Gaming”… but the reality is different. Gaming’s doing quite well – in fact, there are more active gamers out there, whether they admit it or not, than there have ever been before. Gaming doesn’t need AR. 
  5. I think there’s no better moment than now to be a game designer, and a big reason for that is that we’re at the very beginning of an epochal change in the way people experience games and in the expectations they have for what a gaming experience is/can be.  And whether you subscribe to the classical definition of augmented reality -- the vision-centric paradigm -- or you expand the boundaries to include all of the possible ways reality can be enhanced by or blurred with technological artifice (motion control, location-aware technology, haptic feedback), one thing is for sure:  AR is one of the most exciting contributors to this change. Now, I’ve called this presentation “The Future of Augmented Reality is Gaming”… but the reality is different. Gaming’s doing quite well – in fact, there are more active gamers out there, whether they admit it or not, than there have ever been before. Gaming doesn’t need AR. 
  6. …And we start to confuse reality with gaming! We don’t need phones or glasses or contact lenses to start seeing game interfaces overlaid atop the real world.http://www.bbc.co.uk/newsbeat/15002820
  7. We don’t get the same satisfaction out of our real lives!* We play so much of them, that reality just can’t compare. We now look for game-like reward systems and experiences to engage with reality — massive market. * Whether we’re physically or digitally with people, we are almost NEVER alone. * Games have an unparalleled power to change the way we perceive the world.
  8. Games are powerful motivators, making even the mundane compelling. Gamification is a massive (and growing) business. Chore Wars, SuperBetter, Zombies, Run!
  9. Games are powerful motivators, making even the mundane compelling. Gamification is a massive (and growing) business. Chore Wars, SuperBetter, Zombies, Run!
  10. Effecting positive social change…
  11. Effecting positive social change… Study results published in the medical journal Pediatrics showed that playing Re-Mission significantly improved key behavioral and psychological factors associated with successful cancer treatment.
  12. Games are inherently social. Talk about how games are now irrevocably wed to our social networks – and are only going to continue moving in that direction. As people grow further apart thanks to digital isolation, they will look for ways to come together, often times physically. The arcades of the future may very well be places where players bring their portable devices, plug in and share reality
  13. Every new media platform needs a trojan horse, a gateway experience that draws people into the promise of the platform – and leads them to other experiences.In the history of emerging media platforms (hardware and software), there have generally been two industries that have assumed the trojan horse mantle. Gaming and porn.(I was hoping to give you the chance to vote on my presentation today – gaming or porn – but I couldn’t create the power point without getting viruses. Speaking of trojan horses.)To borrow an overused cliché: gaming is a serious business, one that everyone in this room needs to support…
  14. PCs reached their tipping point as a result of games being available -- it’s been often cited that a major reason that PCs trumped Macs early in their life was because of a widespread availability of games.Apple’s learned their lesson now – nearly 18% of all apps downloaded on the iTunes app store are games – the highest performing category. And according to a report from just a few days ago from app store analyst Distimo, in-GAME revenue represents 72% of all of iTunes revenue!This behavior has fueled the growth of platforms that do far more than simply allow for gameplay.More than 260 million people play games on Facebook every month.Half of the top 25 Facebook games are apps (and many of the others are core Facebook mobile apps and preloaded carrier apps).Zuckerberg has gone on record saying that a significant percentage of Facebook’s revenue and daily usage is derived from platform games. Which brings us to AR.
  15. The major game companies are certainly going there. Sony’s PSP Vita; Nintendo’s Wii U; Kinect. Zynga bought area/code. Even toy companies are getting involved. In the near future, inexpensive toys that communicate with your smartphone will be commonplace.
  16. And the major game makers are banking on traditional, vision-based AR. (Though it hasn’t helped sales of the 3DS)
  17. Maybe… but don’t forget…
  18. By definition, augmented reality has been about vision, which has led designers down a path of visual wizardry and gimmickry. If we’re not careful, we risk turning users off to the whole thing…
  19. Technology isn’t the panacea. Experiences are.
  20. It’s going to be a gradual process – and it’s already happening – but THESE are the types of AR experiences that will transform gaming. I’d like to leave you with a few thoughts about the types of games I’d like to see, that I’m personally working to create, and that I’d like you all to take inspiration from as you build your augmented reality roadmaps.
  21. Shadow Cities. Location-based massively multiplayer game. Not TRUE vision-basedAR, but it’s a profound experience that gets you to ‘see’ the world differently.
  22. Zombies Run!
  23. Something AR does very well…
  24. Warco by Defiant Development, makers of Inch High Stunt Guy
  25. http://brianmartinfamily.blogspot.com/2011/05/kids-looking-out-window.html