Games: The dominant medium of the future

Bob Nicoll, Glenn Entis, Patrick Gilmore, J. C. Herz, Alex Pham, Will Wright, Ken Perlin

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Driven by trends in silicon and software, computer gaming is the medium that will define the recreational and cultural experience of the twenty-first century in the way that motion pictures and their offspring television, defined the recreation of the twentieth. Or so we assert! This panel will debate the truth of the statement that gaming is the dominant medium of the future with believers, skeptics, and outside referees.

Original languageEnglish (US)
Title of host publicationACM SIGGRAPH 2002 Conference Abstracts and Applications, SIGGRAPH 2002
PublisherAssociation for Computing Machinery, Inc
Pages107-108
Number of pages2
ISBN (Electronic)1581135254, 9781581135251
DOIs
StatePublished - Jul 21 2002
EventInternational Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2002 - San Antonio, United States
Duration: Jul 21 2002Jul 26 2002

Publication series

NameACM SIGGRAPH 2002 Conference Abstracts and Applications, SIGGRAPH 2002

Other

OtherInternational Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2002
CountryUnited States
CitySan Antonio
Period7/21/027/26/02

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Software

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  • Cite this

    Nicoll, B., Entis, G., Gilmore, P., Herz, J. C., Pham, A., Wright, W., & Perlin, K. (2002). Games: The dominant medium of the future. In ACM SIGGRAPH 2002 Conference Abstracts and Applications, SIGGRAPH 2002 (pp. 107-108). (ACM SIGGRAPH 2002 Conference Abstracts and Applications, SIGGRAPH 2002). Association for Computing Machinery, Inc. https://doi.org/10.1145/1242073.1242131