Digital entertainment offer immersive experiences and multiple revenue models for game entrepreneurs

6th Nov 2013
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Every two years, the World Summit Awards showcase the local diversity and rich creativity of ICT use around the world. Gaming as a sector accounts for more revenues than advertising or the movie industry in many countries around the world.

Five winners of the WSA 2013 awards in the e-Entertainment and Games category were honoured at the WSA Conference in Sri Lanka recently. They presented their gaming experiences and shared some useful words of advice for aspiring game developers and digital entertainers.

EVE Online from Iceland is a spectacular, captivating gaming experience where hundreds of thousands of players compete within the same virtual cosmic universe for riches, power, glory and adventure. The setting is outer space where solar systems are being inhabited with people from a range of professions: traders, entrepreneurs, pirates and commanders!

Making View from Norway offers superbly exciting experiences of Formula 1 racing, blending 360 degree camera and interactive responses. The experience goes beyond panoramic views at the highest speeds: it opens up new possibilities for application in tourism, education and documentaries.

Aqua Lingua from Lithuania lets you ‘see what you hear’ by converting into pictures and works of art. Water surfaces are stirred by emanating sound patters, and then photographed – thus making the invisible visible. It also turns out to be a great service for a gift!

Kinetic Stories from Finland is a series of storybooks for kids that mix traditional storytelling with the latest developments in motion tracking and speech recognition technology. Children take part in the stories through their movements and voice, which are also captured in the online screen. Print and video content can be interleaved in the narrative, thus bringing books to life.

Interactive dance from Italy helps create new dance forms by translating and mapping body movements into innovative musical composition. The product can be used individually or in groups, by professionals and amateurs. Kids can use the product’s interactive video gaming dance applications.


WSA

Project leaders and founders from these games offered some insightful tips for the developers and entrepreneurs in the audience, as summarised below.

  1. Tap mega-narratives. The frontiers of space have captivated the human mind since time immemorial, and always make for a good backdrop for immersive games and cooperative exploration.
  2. Leverage adjacent and complementary media. Sound can map onto images – and vice versa, leading to interesting modalities for entertainment and gaming.
  3. Motion blends well into gaming. The use of sensors allows physical motions to be seamlessly mapped into virtual environments, and can be harnessed for everyone from kids to adults.
  4. Gaming allows for multiple business models, lending itself well for sustainable revenue streams. These range from individual or family subscriptions to embedded ads in freemium models.

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