Video Game Summit Future Trends in Gaming David Walsh, Ph.D. National Institute on Media and the Fam - PowerPoint PPT Presentation

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Video Game Summit Future Trends in Gaming David Walsh, Ph.D. National Institute on Media and the Fam

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Title: Video Game Summit Future Trends in Gaming David Walsh, Ph.D. National Institute on Media and the Fam


1
Video Game SummitFuture Trends in
GamingDavid Walsh, Ph.D.National Institute on
Media and the Family
2
The You-Tube Effect
  • The transition from game consumption to game
    production.
  • Non-commercial gaming.
  • Player driven game development will create new
    issues for intellectual property, ratings, age
    verification, parent education, supervision.

3
On-line purchase/subscription
  • Downloadable content
  • PC desktop versions of games available for
    download online with credit or debit card. Just
    put in birthday as age check. (example FEAR)
  • Impact for retailers, ratings

4
Downloadable Episodic Games
  • New games made episode by episode available for
    downloads online similar to TV shows.
  • Allows developers to make creative changes month
    to month
  • Maintains revenue stream
  • Allows for user feedback generating more
    interaction with gamers. (example Telltale)
  • Downloadable episodes to handhelds and cell
    phones.

5
MMPORGs The proliferation of broadband will
accelerate the growth of this segment.
6
Video Game Addiction
  • The South Korean experience.
  • Forty government sponsored clinics for Internet
    and video game addiction.

7
Maturation of the Genre
  • From action to plot.
  • Artificial Intelligence.
  • Voice recognition.

8
Trends in Research
  • Brain based research
  • Mirror cell research

9
Future Trends in Ratings, Education and Policy
Will Be Explored in the Panels and Working Groups
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