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the future of gaming
PARSONS The New Sc hool for Desig n | Ana l yzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

FORCES
SOCIAL MEDIA
mobile
BRAIN SCIENCE
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/
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
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
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

THEMES
Social/Team
interface
GAMING AS REASEARCH
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.
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.
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.
PARSONS The New Schoo l for Design | Analyzing Trends | Fall 2013 | Cláudia Alves and Cláudia Samico

SUBCULTURE:
Quantifies Self Movement
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
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.
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.
thank you!

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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.