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Dissemination & Awareness Strategy 15-16 February 2006, Luxembourg Vartkes Goetcherian.

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Presentation on theme: "Dissemination & Awareness Strategy 15-16 February 2006, Luxembourg Vartkes Goetcherian."— Presentation transcript:

1 Dissemination & Awareness Strategy 15-16 February 2006, Luxembourg Vartkes Goetcherian

2 © Sony NetServices 2 Pervasive Gaming - Physical Presence with Virtual Experience A game played in the physical world Stretching beyond the boundaries of the physical omobile & location-based games oonline games that ‘reach out’ omixed reality games that blend online and on- the-streets

3 © Sony NetServices 3 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

4 © Sony NetServices 4 Dissemination and Awareness actions channels (and target groups) IPerG Web (general public / researcher community) IPerG Interest Group (‘friends of IPerG’ – Newsletter subscribers) Public demonstrations e.g. IPerG ‘Open Days’ (researchers) Industrial Exhibitions/Conferences (industrials, enthusiasts) Press releases, Media coverage (journalists & their audiences) Posters, flyers, project fact sheet (anyone willing to read) Tutorials / Seminars (directed to industry) Focus groups (game designers, testers) Standardisation activities (COPRAS) Open source e.g. Sourceforge (game designers, programmers) Internal dissemination (related groups of IPerG partners, e.g. Sony, Nokia,…)

5 © Sony NetServices 5 Dissemination and Awareness actions channels (and target groups) IPerG Web (general public / researcher community) IPerG Interest Group (‘friends of IPerG’ – Newsletter subscribers) Public demonstrations e.g. IPerG ‘Open Days’ (researchers) Industrial Exhibitions/Conferences (industrials, enthusiasts) Press releases, Media coverage (journalists & their audiences) Posters, flyers, project fact sheet (anyone willing to read) Tutorials / Seminars (directed to industry) Focus groups (game designers, testers) Standardisation activities (COPRAS) Open source e.g. Sourceforge (game designers, programmers) Internal dissemination (associated groups of IPerG partners, e.g. Sony, Nokia,…)

6 © Sony NetServices 6 Public Relation Report 09/05 IPerG bi-monthly Newsletter Nokia Intranet /newsletter www.pervasive-gaming.org Epidemic Menace www.dayofthefigurines.co.uk BBC2 TV BBC4 Radio TV4 Swedish Radio Cultiure show Finnish TV CACM Pervasive Dagens Industri Ny Teknik Svenska Dagbladet Metro Süddeutsche Gardian Online BBC Online Gothenberg Post AAMULUHTI Epidemic Menace Day of the Figurines Online TV/ Radio PrintDVD’s Trade Shows Conferences PerGames Pervasive DIGRA IST Interactive Screen Banff new media institute Estonia TARTU University ACE Critical Computing knutepunkt Norgic light Dreamhack Vetenskaps festivalen MAVERICK AWARD on GDC for Game Design

7 © Sony NetServices 7 Thank You IPerG Contact point: Annika Waern, Swedish Institute of Computer Science (SICS) annika@sics.se http://www.pervasive-gaming.org/

8 © Sony NetServices 8 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 2004 University of Nottingham BlastTheory Fraunhofer Sony University of Tampere, Nokia Research SICS, It’s Alive, Interactive Institute, Gotland University


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