The potential here is huge. See ComputerWorld article below. We just need to get a piece of this pie... Jerry
The power of electronic play
By Don Tapscott 05/24/99 Here's a straightforward message to the electronic entertainment industry: If they play their cards right, game creators could end up driving the entire entertainment, learning and IT industries.
The gaming companies will soon be so sophisticated in key areas such as virtual reality and collaborative computing that expansion into nongaming software development is the next logical step.
Consider how quickly the industry has grown. This year, video game revenues will top $8 billion, $1 billion more than Hollywood box office receipts. Another indicator: This year's Electronic Entertainment Expo (E3) in Los Angeles, which I spoke at, was huge. It attracted about 50,000 attendees, and more than 1,900 new products were showcased.
New state-of-the-art gaming units outpower most desktop PCs. IBM just announced a $1 billion deal to put a customized 400-MHz version of the PowerPC chip into Nintendo's next player. The new Sony PlayStation 2 will rival a Pentium III-equipped PC. And Sega's new Dreamcast player, the hit of the show, comes equipped with a 56K-bit modem to link to the Net for less than $200.
Past innovations by the gaming industry in graphic displays, animation, rendering, multimedia and user controls have all made their way into business applications. The games on display at E3 provide a strong indication of applications and features to be found on tomorrow's corporate and education desktops.
For example, Sony's road-racing simulator Gran Turismo lets the user drive any one of 165 realistically depicted cars. The next generation of the game will truly be a multimedia automobile encyclopedia, with highly accurate simulations of the cars' performance, handling, engine sounds and other characteristics.
Such technology will soon be ideally suited to interactive learning. In a few years, marine biology students may acquire much of their education by going for computer-generated interactive swims with dolphins, whales and other sea life.
Corporate human resources departments will love this technology because it will enable low-cost, highly personalized employee training. Programs will be delivered directly to the desktop, and employees can learn at their own pace.
The hottest product group at E3 was Internet-based multiplayer games. Players find them the most challenging and rewarding. Some games can involve thousands of players simultaneously, forcing the users to divide into teams and share information to survive. As those games improve, gaming companies will develop new techniques to help teams develop strategies, reach consensus and coordinate their activity. The most successful techniques will be quickly adapted to collaborative software for business use.
Nintendo or Sony as the next Microsoft? Why not? Each has leading-edge technology and hundreds of millions of fans willing to devote countless hours to honing every innovation. It could be an unbeatable combination. |