691 research outputs found

    Innovations in the video game industry: changing global markets

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    The paper examines the video game industry in the perspective of being the paradigm of innovation in digital media and content. In particular, it analyses the response to two main factors that have impacted this industry over the last decade. First, it tracks the evolution of its global market and its emerging geography with the rise of Asia. Second, within this global landscape the paper explores how the changes derived from mobile and on-line gaming enabled major transformations of this industry. From here, some conclusions on the lessons from the evolution of this sector for the whole media and content industries are presented

    Can we escape the metaverse?: Should we?

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    In view of the strong market presence and leverage of major corporations involved in this topic, the most straightforward answer to the questions above is “No”. Nevertheless, multiple perspectives should be considered. Thus, along this article we reflect about the concept of “metaverse”, what parts of it exist today, and what is foreseen that makes this concept a much discussed game changer.info:eu-repo/semantics/publishedVersio

    Examining the role of smart TVs and VR HMDs in synchronous at-a-distance media consumption

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    This article examines synchronous at-a-distance media consumption from two perspectives: How it can be facilitated using existing consumer displays (through TVs combined with smartphones), and imminently available consumer displays (through virtual reality (VR) HMDs combined with RGBD sensing). First, we discuss results from an initial evaluation of a synchronous shared at-a-distance smart TV system, CastAway. Through week-long in-home deployments with five couples, we gain formative insights into the adoption and usage of at-a-distance media consumption and how couples communicated during said consumption. We then examine how the imminent availability and potential adoption of consumer VR HMDs could affect preferences toward how synchronous at-a-distance media consumption is conducted, in a laboratory study of 12 pairs, by enhancing media immersion and supporting embodied telepresence for communication. Finally, we discuss the implications these studies have for the near-future of consumer synchronous at-a-distance media consumption. When combined, these studies begin to explore a design space regarding the varying ways in which at-a-distance media consumption can be supported and experienced (through music, TV content, augmenting existing TV content for immersion, and immersive VR content), what factors might influence usage and adoption and the implications for supporting communication and telepresence during media consumption

    “VR”: Virtual Reality, or Very Risky? Injuries and Liability from Virtual Reality Headsets

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    Fall prevention intervention technologies: A conceptual framework and survey of the state of the art

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    In recent years, an ever increasing range of technology-based applications have been developed with the goal of assisting in the delivery of more effective and efficient fall prevention interventions. Whilst there have been a number of studies that have surveyed technologies for a particular sub-domain of fall prevention, there is no existing research which surveys the full spectrum of falls prevention interventions and characterises the range of technologies that have augmented this landscape. This study presents a conceptual framework and survey of the state of the art of technology-based fall prevention systems which is derived from a systematic template analysis of studies presented in contemporary research literature. The framework proposes four broad categories of fall prevention intervention system: Pre-fall prevention; Post-fall prevention; Fall injury prevention; Cross-fall prevention. Other categories include, Application type, Technology deployment platform, Information sources, Deployment environment, User interface type, and Collaborative function. After presenting the conceptual framework, a detailed survey of the state of the art is presented as a function of the proposed framework. A number of research challenges emerge as a result of surveying the research literature, which include a need for: new systems that focus on overcoming extrinsic falls risk factors; systems that support the environmental risk assessment process; systems that enable patients and practitioners to develop more collaborative relationships and engage in shared decision making during falls risk assessment and prevention activities. In response to these challenges, recommendations and future research directions are proposed to overcome each respective challenge.The Royal Society, grant Ref: RG13082

    Art and technology: archiving video games for humanities research in university libraries

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    Over the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of video games within libraries and presents a case study of the University of Michigan’s Computer and Video Game Archive (CVGA), one of the largest academic archives of its kind. Moreover, video games are situated in a humanistic approach to the field of game studies as the article draws on the relevance of methods from art history and film studies.https://deepblue.lib.umich.edu/bitstream/2027.42/146267/1/art_and_technology_archiving_video_games_for_humanities_research_in_university_libraries.pdfDescription of art_and_technology_archiving_video_games_for_humanities_research_in_university_libraries.pdf : Main articl

    Defining crucial factors of cloud gaming services and how gamers value them

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    In recent years, the gaming market experienced the addition of a new platform for users to play on. Cloud Gaming Services are rivaling PC hardware and console manufacturers. Big players like Google, Microsoft, NVIDIA, and Amazon entered the market and now compete for market share. This thesis aims to find the most relevant parameters responsible for the success of cloud gaming, and subsequently analyze how gamers value these parameters. Current research about the gaming industry and cloud services in the form of secondary data was used as a foundation to find the most relevant and challenging factors for service providers. In addition, primary data in the form of a consumer survey was collected to analyze the perception of gamers on the topic. The analysis showed that the most important parameters could be grouped into two categories: performance-related and service structure. Hardcore gamers focus more on performance-related issues compared to casual gamers. The amount consumers are willing to spend is not dependent on income but on the service's offerings.Nos últimos anos, novas plataformas para onde os usuários podem jogar, foram adicionadas ao mercado do gaming. Cloud Gaming Services oferecem concorrência a hardware de PC e a fabricantes de consolas. Grandes empresas como a Google, Microsoft, NVIDIA e Amazon entraram no mercado com capacidade de competir. Esta tese visa encontrar os parâmetros mais relevantes responsáveis pelo sucesso dos jogos na nuvem, e subsequentemente analisar como os jogadores valorizam estes parâmetros. A investigação actual sobre a indústria de jogos e serviços em nuvem sob a forma de dados secundários foi utilizada como base para encontrar os factores mais relevantes e desafiantes para os prestadores de serviços. Além disso, foram recolhidos dados primários sob a forma de um inquérito aos consumidores para analisar a percepção dos jogadores sobre o tema. A análise mostrou que os parâmetros mais importantes podiam ser agrupados em duas categorias: relacionados com o desempenho e a estrutura dos serviços. Os jogadores hardcore concentram-se mais em questões relacionadas com o desempenho em comparação com os jogadores casuais. A quantidade que os consumidores estão dispostos a gastar não depende dos rendimentos, mas das ofertas do serviço

    Strategic business models of platform providers in the video gaming industry - cloud gaming value proposition analysis

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    This Work Project examines the evolution and variation of business models within the Online Video Gaming Platform Industry. In the present paper, an in-depth analysis of the cloud gaming value proposition is provided. Accessibility, affordability, and simplicity are the strongest components of the cloud gaming value proposition and differ significantly from the value proposition of other business models within the industry. Further, specific advantages and weaknesses of the business model are outlined, and overriding recommendations are presented to strategically optimize this business model. To conclude, key insights and limitations as well as future research are discussed

    Strategic business models of platform providers in the video gaming industry - cloud gaming customer segmentation analysis

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    This work project examines the evolution and variation of business models within the online video gaming platform industry. In the present paper, an in-depth analysis of the recent business model of cloud gaming is provided. With large gaming audiences that differ in needs and preferences, segmentation should occur based on gamer type. The analysis reveals a large potential, especially within the non-gamer and casual gamer segments. Further, advantages and weaknesses of the business model are outlined, and overriding recommendations are presented to strategically optimize it. To conclude, key insights and limitations as well as future research are discussed
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