Practical Applications of Virtual and Augmented Reality in Business and Society: The Case of Gaming
In this course we look at the impact of video games on the evolution of real world intelligent and immersive realities. From humble, niche beginnings, video games have grown to become a $160 Billion industry impacting the lives of billions of people worldwide. One aspect of video gaming that makes it unique is that it has always been driven by the desire for maximum fun, not the need to solve a specific real-world problem. This has driven both the development and commercialization of new technologies such as the GPU, and led to some highly creative workarounds.
In this course, we will also review the history and relevance of gaming, explore what makes gaming unique, and show how gaming has impacted the development of multiple technologies that are fundamental to immersive reality. We'll also review the business of gaming, it's social impact, and some unexpected use cases.
What you will learn:
- Overview of the history of gaming and why games are important at a high level
- The four factors that make games & their industry unique
- Highlights of the direct and indirect impacts of gaming on technology
- The effects of gaming on business and future projections
- The social impact of gaming and unexpected uses
This course is part of the following course program:
Practical Applications of Virtual and Augmented Reality in Business and Society
Courses included in this program:
Nicholas Napp has worked with Virtual Reality, Augmented Reality, and related technologies for more than 20 years. During his career, he has launched more than 40 products across a broad range of consumer and enterprise markets. His team at Rainbow Studios, a game and animation studio in Phoenix, Arizona, pioneered the use of VR in CGI TV production in the late 1990s. Nicholas is a Senior Member of IEEE and a Steering Committee Member for the IEEE Digital Reality Initiative. In addition to working with many startups, he has contributed to or led projects for companies that include Apple, AT&T, Hasbro, Hilti, HTC, Microsoft, NREL, Tencent, and multiple divisions of Sony.
Publication Year: 2021