IPerG Integrated Project on Pervasive Gaming. © Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is.

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Presentation transcript:

IPerG Integrated Project on Pervasive Gaming

© Sony NetServices 2 Pervasive Gaming – Physical Presence and Virtual Experience Games where game play is embedded in the real world omobile & location-based games oonline games that ‘reach out’ omixed reality games that blend online and on- the- streets’ oaugmented board games oetc…

© Sony NetServices 3 Europe in Lead Europe leads the world in mobile technologies but not in games technologies Pervasive gaming is a market where Europe has the initial lead and the potential to maintain this lead This market will grow to billions of euros

© Sony NetServices 4 IPerG is an EU project Three and a half year duration Budget ~10 M Euro, 6 MEuro contribution from commission Ten partners Three iterations (phases) Started September 1st University of Nottingham BlastTheory Fraunhofer Sony University of Tampere, Nokia Research SICS, It’s Alive, Interactive Institute, Gotland University

© Sony NetServices 5 IPerG Goals The objective of IPerG is to develop infrastructure, tools and methods for pervasive games oEnable rapid and cost- effective creation and staging of pervasive games oCreate good designs oUnderstand the intended audience oUnderstand the societal impact of games

© Sony NetServices 6 Project Structure and Time Plan Four research themes oBusiness Models oDesign Methodology oInfrastructure oTools Several showcases oCrossmedia Games oSocially Adaptable Games oEnhanced Reality Live Role Playing oCity as Theatre oMassive Multiplayer Reaching Out Research Theme Activities Evaluations, Software Components Guidelines Tools Infrastructure Technology watch Research awareness Infrastructure Tools Methods Game Designs Genre Analyses Showcase Activities

© Sony NetServices Commission Review DELIVERABLES: 38 Commission Review TELLING PERVASIVE GAME STORIES TRANS-REALITY GAMING CROSS MEDIA CITY AS THEATER MASSIVE MULTIPLAYER LIVE ACTION ROLE PLAY SOCIAL ADAPTABLE CROSS MEDIA CITY AS THEATER MASSIVE MULTIPLAYER SOCIAL ADAPTABLE LIVE ACTION ROLE PLAY DESIGN & EVAL. DESIGN & EVALUATION TOOLS NEW BUSINESS INFRASTRUCTURE 1 Project Kick Off Project Re-planning 15 -Game Prototypes -Play tests -Genre analysis SELF-ASSESSMANT & RISK ANALYSIS SELF-ASSESSMANT & RISK ANALYSIS SELF-ASSESSMANT & RISK ANALYSIS Tutorials Project Re-planning 28 -Game Prototypes -Play tests -Genre design rec. Project Wrap-up 42 -Game Prototypes -Play tests -Final evaluation report. -Social impact report -Solution Packages -Genre design requirements -Second prototypes -Design framework -Design guidelines -Tech. guidelines -First prototypes

© Sony NetServices 8 IPerG Creates opportunities for new business Is timely Addresses the core research issues Makes computer games more social and physical Contains the right partners and people