Seminarium

Time: Friday 16 September 2016 at 13:00 - 15:00 2016-09-16T13:00:00 2016-09-16T15:00:00

Kungliga Tekniska högskolan
HT 2016 futurem16

Location: M37, Brinellvägen, M38, Brinellvägen

Activity: Seminar

Teachers: Daniel Pargman (pargman) , Malin Picha Edwardsson (picha)

Student groups: TMETM_2, TMMTM_2

Info:

NOTE: We all meet in M37 which is the bigger of the two seminar room. It  will be crowded and many will have to stand but it will only take 10-15 minutes before you are divided into smaller groups. Please be on time! Late arrivals will have fewer options! Here's how you prepare for the seminar:

A) Read through the 20 short future-related topics below. We have harvested these topics from your essays, from our guest lectures and from literature.

B) "VOTE" HERE for your three favorite topics/technologies. These are the topics you could imagine yourself exploring during the project phase, or, that you at least would like another group to work with during the project phase. Your vote is a vote on interesting topics - not a pledge as to what you want/will work on during the project phase. 

NOTE: perhaps we were better at formulating certain topics than others - your task is to see through and beyond the short descriptions and imagine what these topics could be developed into!

C). You are hopefully inspired by several of the topics, but you might realize that we have missed an excellent topic that really should have been on this list. Invent a title and write a short text about that topic (1-3 sentences) as a comment to this blog post. This will help us generate topics for the next seminar!

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Further see the Instructions for Seminar 2

Scheduling staff created event 7 March 2016
Scheduling staff removed the event 2 September 2016

Scheduling staff restored the event from the trash can. 2 September 2016

commented 13 September 2016

Should any specific work be made in preparation of this seminar? There are no instructions or deadlines posted for it. 

Administrator commented 15 September 2016

15 minutes of preparation will be enough. More info later today here as well as on the lecture. /Daniel

Administrator Daniel Pargman edited 15 September 2016

NOTE: We all meet in M37 which is the bigger of the two seminar room. It  will be crowded and many will have to stand but it will only take 10-15 minutes before you are divided into smaller groups. Please be on time! Late arrivals will have fewer options! Here's how you prepare for the seminar:¶

A) Read through the 20 short future-related topics below. We have harvested these topics from your essays, from our guest lectures and from literature.¶

B) "VOTE" HERE for your three favorite topics/technologies. These are the topics you could imagine yourself exploring during the project phase, or, that you at least would like another group to work with during the project phase. Your vote is a vote on interesting topics - not a pledge as to what you want/will work on during the project phase. ¶

NOTE: perhaps we were better at formulating certain topics than others - your task is to see through and beyond the short descriptions and imagine what these topics could be developed into!¶

C). You are hopefully inspired by several of the topics, but you might realize that we have missed an excellent topic that really should have been on this list. Invent a title and write a short text about that topic (1-3 sentences) as a comment to this blog post. This will help us generate topics for the next seminar!¶

-----------------------¶

1) The future of indie games. Independent game developers are the innovators. What is the future of independent games when it has never been easier to develop games but never been harder to break through the clutter (can focus on tech, economy, culture etc.)¶

2) The future of AAA games. Big games, big studios, big publishers and multi-million dollar big marketing budgets - what are the trends and what is the future of big-budget games?¶

3) The future of casual games. What came before Candy Crush Saga (Farmville?). But what is happening right now and are the trends that will shape the future of casual games?¶

4) The future of [some specific gaming genre]. What does the future of racing, sports, real-time strategy, turn-based strategy, massively multiplayer online or some other specific gaming genre look like?¶

5) The future of games as an interactive expressive genre. One guest said that games can evoke any feeling (empathy, anger, hate, melancholy, sorrow, fear, horror, love, regret...). What is the future of games as emotional conduits? (It's possible to look at feelings in general or some specific feeling.)¶

6) The future of game art. Games will of course continue to become increasingly photo-realistic, but how can game become a more artistic medium? What has been done and how could surreal or challenging genres of non-figureative art be used in games? (Let's just say that van Gogh didn't try to paint "realistically".)¶

7) The future of storytelling/game writing. How complicated stories can be told through games. Games, as apart from literature and movies are not linear. That implies restrictions but also possibilities. What has been done in terms of leveraging game characteristics (for example interactivity) in ways impossible in other media. What kind of amazing "stories" will future computer games be able to narrate?¶

8) The future of game sounds. Games emphasise visuals and sound is probably undervalued. What is the connection between sound and immersion? What are the challenges of generating sound and music in games? What is the state of art and the future of 3D-sound? How do you generate sound that "fits" the action on the screen (as interactively generated by the player(s))? ¶

9) The future of game medialisation. Many people spend time not *playing* games but watching others play games (e-sports, pewdiepie). Will games come to rival TV? How can we understand (and what are the characteristics of) watching others play games in terms of constituting a new "media format"?¶

10) Virtual reality gaming tech of the future. What will present and future technological developments bring in terms of virtual reality gaming? Is VR here to stay and how will it be used/harnessed by the games industry?¶

11) Virtual reality gaming business models of the future. Virtual Reality might be great, but what are the emerging business models that could help it leave the drawing board and "make it happen"?¶

12) The future of mixed reality boardgames. Thuresson talked about "Tabletop warriors" adding a battle to the desk in front of you with warriors hiding behind the teacup and skirting around the speaker. It's also possible to imagine more tame scenarios where traditional boardgames (e.g. Monopoly) are "enhanced" digitally through AR och just by utilising tablets. So what is the future of "digitally enhanced" board games?¶

13) Pervasive gaming. Using the neighbourhood block, the city or a whole country as a game board. What has already been done and what does the future look like?¶

14) Better than real life? On the addictive qualities of computer games and perhaps with a focus on huge gaming worlds (massively multiplayer games, e.g. World of Warcraft) where some people spend a larger proportion of their waking life than in reality. Is it sensible to talk about this phenomenon in terms of "immigration"?¶

15) Computer games business models. Where and how is the money made in and around computer games? This could include or focus on strange phenomena such as "Real money trade (RMT) of virtual objects", e.g. paying 1000 SEK or more for buying a virtual sword in an online game or paying a sweatshop in China for "levelling up" your low-level World of Warcraft Druid while you are off to KTH studying a course about computer games. ¶

16) Games and learning. What is the future of learning with/through games at school and outside of school? How are games used and how could/will they be used in the future for learning English, History etc. (speculative angle: "Ender's game".)¶

17) The future of gamer demographics. The stereotype of hard-core gamers has become more nuanced as "everybody" plays games nowadays; children, mothers, professionals, the elderly and so on. Who will play games in the future (could be specialised, for example focusing on "retired people" or other specific groups)¶

18) Gaming families. Games as a pastime in the family (intergenerational gaming). Or can we imagine that stable online friends have or will take the role that other family members do in the nuclear family (i.e. you gamer friends over time *become* your family.  ¶

19) On game characters as "friends". Some IP has been around "forever" and can feel like "old friends" (for example Mario, Zelda). What do games do to us in terms of our emotional attachments to other people and to gaming characters today and in the future?¶

20) The future of anti-social game behavior. Some people play (multiplayer) games with the explicit goal of making others mad, sad or angry (trash talk, "griefing", bullying). How do you "regulate" social interaction inside computer games? What is it possible to do? And, is it even desirable? What is the future of (negative) gaming experiences?¶



commented 15 September 2016

Gaming for personal improvement (the future of gamification in everyday life).

commented 15 September 2016

Gaming while sleeping. People usually dream while sleeping. Start games before sleeping, and the process of gaming is just like having a dream.

commented 16 September 2016

Physical movement in games is a big trend over the last years. However I think we all have experienced insufficient tracking. How does the future look in new sensors etc. and is there a future for games in this specific area? What possibilities for making it more accurate is there? (My main thoughts is more collaborative games so maybe not VR but maybe we will have a collaborative VR in the near future?)

commented 16 September 2016

Women in the gaming industry. How does an increasing number of women in the area affect both developing games and also the target group of gamers. Will there be a shift in type of games due to the growing number of women on both sides?

commented 16 September 2016

Revolutionary play - Annika Waern discussed the reality in pervasive games where the assignment could be to pick up trash from a river. How does the future look like within this field, what kind of revolutionary power could games have when focusing on the environment, what kind of changes could it bring in us or in society?

commented 16 September 2016

Future of kids/teens in gaming? Is there a trend of moving away from the passive user type towards an active player type, who doesn't just consume the gaming experience, but actively seeks to produce games as well? How can the new generation change the perception of gaming in the future? 

Administrator Daniel Pargman edited 16 September 2016

NOTE: We all meet in M37 which is the bigger of the two seminar room. It  will be crowded and many will have to stand but it will only take 10-15 minutes before you are divided into smaller groups. Please be on time! Late arrivals will have fewer options! Here's how you prepare for the seminar:

A) Read through the 20 short future-related topics below. We have harvested these topics from your essays, from our guest lectures and from literature.

B) "VOTE" HERE for your three favorite topics/technologies. These are the topics you could imagine yourself exploring during the project phase, or, that you at least would like another group to work with during the project phase. Your vote is a vote on interesting topics - not a pledge as to what you want/will work on during the project phase. 

NOTE: perhaps we were better at formulating certain topics than others - your task is to see through and beyond the short descriptions and imagine what these topics could be developed into!

C). You are hopefully inspired by several of the topics, but you might realize that we have missed an excellent topic that really should have been on this list. Invent a title and write a short text about that topic (1-3 sentences) as a comment to this blog post. This will help us generate topics for the next seminar!

-----------------------

1) The future of indie games. Independent game developers are the innovators. What is the future of independent games when it has never been easier to develop games but never been harder to break through the clutter (can focus on tech, economy, culture etc.)¶ 2) The future of AAA games. Big games, big studios, big publishers and multi-million dollar big marketing budgets - what are the trends and what is the future of big-budget games?¶ 3) The future of casual games. What came before Candy Crush Saga (Farmville?). But what is happening right now and are the trends that will shape the future of casual games?¶ 4) The future of [some specific gaming genre]. What does the future of racing, sports, real-time strategy, turn-based strategy, massively multiplayer online or some other specific gaming genre look like?¶ 5) The future of games as an interactive expressive genre. One guest said that games can evoke any feeling (empathy, anger, hate, melancholy, sorrow, fear, horror, love, regret...). What is the future of games as emotional conduits? (It's possible to look at feelings in general or some specific feeling.)¶ 6) The future of game art. Games will of course continue to become increasingly photo-realistic, but how can game become a more artistic medium? What has been done and how could surreal or challenging genres of non-figureative art be used in games? (Let's just say that van Gogh didn't try to paint "realistically".)¶ 7) The future of storytelling/game writing. How complicated stories can be told through games. Games, as apart from literature and movies are not linear. That implies restrictions but also possibilities. What has been done in terms of leveraging game characteristics (for example interactivity) in ways impossible in other media. What kind of amazing "stories" will future computer games be able to narrate?¶ 8) The future of game sounds. Games emphasise visuals and sound is probably undervalued. What is the connection between sound and immersion? What are the challenges of generating sound and music in games? What is the state of art and the future of 3D-sound? How do you generate sound that "fits" the action on the screen (as interactively generated by the player(s))? ¶ 9) The future of game medialisation. Many people spend time not *playing* games but watching others play games (e-sports, pewdiepie). Will games come to rival TV? How can we understand (and what are the characteristics of) watching others play games in terms of constituting a new "media format"?¶ 10) Virtual reality gaming tech of the future. What will present and future technological developments bring in terms of virtual reality gaming? Is VR here to stay and how will it be used/harnessed by the games industry?¶ 11) Virtual reality gaming business models of the future. Virtual Reality might be great, but what are the emerging business models that could help it leave the drawing board and "make it happen"?¶ 12) The future of mixed reality boardgames. Thuresson talked about "Tabletop warriors" adding a battle to the desk in front of you with warriors hiding behind the teacup and skirting around the speaker. It's also possible to imagine more tame scenarios where traditional boardgames (e.g. Monopoly) are "enhanced" digitally through AR och just by utilising tablets. So what is the future of "digitally enhanced" board games?¶ 13) Pervasive gaming. Using the neighbourhood block, the city or a whole country as a game board. What has already been done and what does the future look like?¶ 14) Better than real life? On the addictive qualities of computer games and perhaps with a focus on huge gaming worlds (massively multiplayer games, e.g. World of Warcraft) where some people spend a larger proportion of their waking life than in reality. Is it sensible to talk about this phenomenon in terms of "immigration"?¶ 15) Computer games business models. Where and how is the money made in and around computer games? This could include or focus on strange phenomena such as "Real money trade (RMT) of virtual objects", e.g. paying 1000 SEK or more for buying a virtual sword in an online game or paying a sweatshop in China for "levelling up" your low-level World of Warcraft Druid while you are off to KTH studying a course about computer games. ¶ 16) Games and learning. What is the future of learning with/through games at school and outside of school? How are games used and how could/will they be used in the future for learning English, History etc. (speculative angle: "Ender's game".)¶ 17) The future of gamer demographics. The stereotype of hard-core gamers has become more nuanced as "everybody" plays games nowadays; children, mothers, professionals, the elderly and so on. Who will play games in the future (could be specialised, for example focusing on "retired people" or other specific groups)¶ 18) Gaming families. Games as a pastime in the family (intergenerational gaming). Or can we imagine that stable online friends have or will take the role that other family members do in the nuclear family (i.e. you gamer friends over time *become* your family.  ¶ 19) On game characters as "friends". Some IP has been around "forever" and can feel like "old friends" (for example Mario, Zelda). What do games do to us in terms of our emotional attachments to other people and to gaming characters today and in the future?¶ 20) The future of anti-social game behavior. Some people play (multiplayer) games with the explicit goal of making others mad, sad or angry (trash talk, "griefing", bullying). How do you "regulate" social interaction inside computer games? What is it possible to do? And, is it even desirable? What is the future of (negative) gaming experiences?Further see the Instructions for Seminar 2

Scheduling staff edited 15 January 2018

M37, M38368e0b07-4c35-4599-98ba-0f09b6f75aec, 6f0eb6fd-2cb3-41b2-ba4c-d3cbd683f3d2

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Last changed 2018-01-15 12:13

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