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Future Entertainment

trendne BEST CASE FUTURE ENTERTAINMENT 2020 THE CONVERGENCE OF FILM AND GAMING NILS MÜLLER COMMUNICATIONS Audio / Video implant 2017 Virtual character gets Oscar for Best Actor Argumented Reality standarts in metropols Alternate Bot becomes CEO of 2014 Reality Film LEAN BACK MOVE FORWARD JUMP IN ADD ON a major Holo Twin acts in real life Gameplay gets Oscar for Best Film Augmented Reality at sports grounds to enhance spectatos experience Full direct brain link 2011 Cinemas gain extra revenue by allowing internet attendance Photorealistic animated film / virtual stars Supercomputer as fast as human Simple voice command interface for home appliances First lifetrailer 2008 Holo Entertainment Deck brain 360° 3D Cinema „Minority Report" style air displays New 3D cinema concept Active contact tens Narrative Garnes Active virtual skin Artificial brain 2005 Holographic Home HDTV over broadband Entertainment Fullbeey Wii Self destructing DVDS used for video hiring Virtual and real world can't be different any more Gaming 3.0 Virtual dynamic content syndicate Collaborative consume of individual content Video tattoos 2002 First game-star casted TV quality video screens built into clothes Gaming 2.0 In-Game Ad- Entertainment AIE in One Virtual superstar with personality Multiperspective films / dynamic stories Gaming the movie One Engine for films and Global games Me in my personal Film Me in my personal Game Gaming 1.0 Mabile Games BASE CASE Mobile TV vertising starts 3D films hit TMAX-cinema Cinematic Games Individual films / games Global mobile broadband internet broadband internet Next Generation Disks combine films and games Cinegaming -First E-Sports broadcasted Daily Machinima TV Šoap Artificial Intelligence Game broadcasted on &TV 2002 War of Next- Hollywood directors sign Generation-game-production deals DVDS Highest earning celebrity is synthetic Avatar cosmetic surgery Digital x-ray glasses 80 percent of all entertainment contant is 2005 First pre:conviction based on entertainment-habbits Al-produced 30 percent of all celebrities are synthetic Conservative ad-industry blocks investments in In Game-Advertising Emotionally reponsive toys Last human produced film and game released 2008 Vitual currency leads to first real financial crisis Thought recognition Audience gets used to violence First action man toys engaged in war games over networks Remote cantrole device built into pets Emotional overload Orgasm by email Creation of The Matrix 2011 E-Gaming prohibited Robots physically and mentally stronger than humans Addiction to online games is seen as a national problem First game-virus First marriage avatar / human 2014 First divorce due to virtual affair with computer game charkter First bot gets human SAARIO00110161 „Running Man“ style TV-shows using androids 2017 TrendONE / BVDW VIRTUAL THINK TANK FILM 3.0 MARCH 2008 BERLIN: Michael Burst (Medialogics) – Prof. Clemens H. Cap (University of Rostock) – Norbert Hillinger (TrendONE) - Jens-Christian Jensen (Pixelpark) – Dr. Andreas Kelz (Paramount Pictures) - Norbert Meinike (Twinity) Patrick Möller (vm-people) - Nils Müller (TrendONE) - Ritchie Pettauer (fatfoogoo) Valentin Repassy (TrendONE) - Sebastian Rohleder (Initiative Media) - Thomas Schauf (BVDW) - Christine Stumpf (Weblin) - Gerrit Wahle (Force Sunrise) - Roberto Wenk (Azionare) Weitere Quellen:, 2005 BT Technology Timeline edited by lan Neild and lan Pearson WORST CASE 2020

Future Entertainment

shared by IGEmp on Jan 24
This infogrpahic gives a brief overview of the convergence of film and gaming. It shows how mobile games and gaming products can incorporate fim elements.




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