Event round-up - Future Visions: Immersive Gaming
The Future Visions series explores the next-generation technologies at the cutting edge of research and development that are set to disrupt industries, challenge incumbents, and act as a catalyst for growth. Attendees have the opportunity to learn about the latest advances in technology from those at the heart of its development, equipping them and their business to take action and realise the potential of future technologies.
Previous topics have included AI and semiconductors, metaverse, neuromorphic computing, and photonics.
On 8 April 2024, techUK hosted the latest webinar in our Future Visions series.
This session convened experts in the field of immersive technologies to discuss the following topics:
- How are immersive technologies set to transform the gaming experience?
- What technical infrastructure will these depend upon?
- Is the UK well positioned to lead in these areas?
- What more can UK industry and Government do to maximise the opportunities of immersive gaming?
The panel featured:
- Dr Victoria Williams - Senior Policy, Research & Engagement Manager at Digital Catapult
- Mark Turner - Chief Commercial Officer at Pulsant
- James Horn - Project Director at Soul Assembly
The session was chaired by Rory Daniels, Programme Manager for Emerging Technologies at techUK
You can watch the full recording of the webinar here and read our summary of the key insights below:
Please note that the below is a summary of the event, and readers are encouraged to watch the webinar to understand the full details of the discussion.
How are immersive technologies set to transform the gaming experience?
- The past decade or so has been a pivotal time for the emergence of immersive technologies in gaming as new and improved consumer technologies have increasingly come online. We are now seeing an evolution in how we are conceiving these technologies.
- Many companies are now striving to create metaverse-like environments. The first of these were created for gaming and some have since expanded to include other creative or entertainment industries.
- The combination of spatial computing and augmented reality is likely to create new and authentic gaming experiences as players can seamlessly interact with familiar user interfaces.
- Virtual reality brings us into another (digital) world whilst mixed reality brings the digital world into our physical world. Across these, one interesting area of innovation is in the tracking of a user's hands, eyes and body.
- Immersive technologies are not limited to AR, VR or MR headsets. Alternatives include holographics and haptics, both of which can be more affordable, customisable and portable than headsets.
- It is still too early to predict how Artificial Intelligence (AI) will combine with immersive technologies to shape the gaming experience.
What technical infrastructure will these depend upon?
- As immersive processing, graphics and simulations continue to improve in quality, this will place a greater burden upon the UK's data network and ability to transmit large amounts of data at low latency.
- Whist edge computing is still a fairly embryonic market with few identified use cases, many of the most obvious applications are in immersive gaming. There are also significant benefits to putting AI 'at the edge' (on the gamer's device) as this can be faster and more private.
- At present, the infrastructure required for immersive gaming is very similar to that for networked gaming. The real change will come when game streaming or AI-generated gaming content takes off.
- One or two large companies are developing much of the technical infrastructure themselves and leading the charge when it comes to building the future immersive ecosystem.
- Ultimately, infrastructure requirements depend on the use case.
Is the UK well positioned to lead in immersive gaming?
- The UK already has a strong gaming ecosystem with a long history of global leadership, particularly in console gaming. However, it is not inevitable that this will translate to leadership in immersive gaming
- To a certain extent, the UK has a tendency to view technologies in silos. The UK should explore how we can utilise existing infrastructure to bring a wide range of stakeholders together (start-ups, universities, local Government, large companies…) and build the future of immersive gaming in a joined-up .and holistic way.
- Digital Catapult and the Department for Science, Innovation and Technology (DSIT) have been working on a Cyber-Physical Infrastructure System. We are seeing the convergence of the digital and the physical, all underpinned by several technologies (including digital twins and virtual production). These are new ways of creating virtual environments that extend beyond XR.
- The UK is leading on the development of Web3 technologies such as blockchain and digital assets. These may change the way that virtual worlds operate, in particular by changing the role of users from consumers to creators.
What more can UK industry and Government do to maximise the opportunities of immersive gaming?
- Government should continue to support the creative Intellectual Property (IP) that has the potential to form the basis of immersive gaming content.
- Continue to highlight the strengths of the UK's gaming sector and champion its role in job creation, economic growth, etc.
- Take the UK's strengths and leadership in safe AI and adopt some of these frameworks to develop safe immersive technologies that support user privacy and ensure their information is being appropriately used and stored.
- The UK is struggling from years of under-investment in the creative industries. Whilst the creative industries are strong because they are a mix of creative and technology, Government is unsure where gaming most naturally sits within its departmental structures.
- Better support the UK's gaming clusters, including Leamington and Dundee, by directing more funding to the regions and driving growth.
- Build on the positives in the sector, including the great work of Digital Catapult, Innovate UK, Create Central, UK Games Fund, plus the tax breaks experienced since 2014.
- Reduce the reliance on foreign investment. Most UK-based immersive gaming companies appear to receive seed funding and later stage funding from overseas. This should be a healthy mix of Government and private investment. It will depend upon investor knowledge, confidence, and diversity.
- Better join-up between universities, games companies, local authorities, clusters… to ensure students leave university with the skills they need to get jobs in the sector. Lifelong learning and apprenticeships are a key part of the puzzle.
- Recognise the applications of immersive gaming across other sectors and industries, including virtual production in the media sector, spatial technologies in the theatre and live events sector, and interacting with digital twins in construction.
- Learn from other countries and jurisdictions, including the European Commission (on virtual worlds and web4), China (recently released its immersive technologies and metaverse strategy), the US (the XR Association are exploring different use cases for XR), and South Korea.
- Get regulation around AI, data, privacy… right and ensure this is joined-up and pro-regulation. Digital Catapult is currently working on an Innovate UK-funded programme regarding a pro-innovation regulatory framework for XR and spatial computing. The ICO has done lots of work on the regulation behind immersive technologies. The UK must explore how test beds can bring regulators and innovators into the same room to explore what best practice looks like and how we can develop responsible XR.
Please contact [email protected] if you would like to get involved in techUK's gaming and/or web3 & immersive technologies activity over the coming months.
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