Every year we review our analytics to highlight what you, our readers, have found the most compelling. In 12 short months, we have witnessed the overwhelming dominance of AI and 2022’s hottest topic (NFTs) go bust. The top 10 listed below show how YOU have followed the change over 2023.
How AI Is Used in Video Games: The Sims 4 and Red Dead Redemption 2
Artificial intelligence (AI) has been fundamental since the 1950s in game design and development, but a subset of AI called generative artificial intelligence (GenAI) is now deployed in nearly all video games to create clever, responsive, or adaptive behaviors. This article examines the unique cases of Generative AI in 2 incredibly popular video games: The Sims 4 and Red Dead Redemption.
The Monopoly Game: How Consolidation Jeopardizes Content Independence in Gaming
Throughout my tenure as Chief Editor of Research at AMT Lab, I have focused on the benefits of the gaming industry for nonprofits, as well as the monopolistic tendencies and battles of Big Tech, specifically regarding arts and entertainment. Recently, these two worlds have collided, as a wave of consolidation in the gaming industry has raised a new set of antitrust concerns across the globe. In the center of it all? None other than Microsoft, a Big Tech giant that has evaded the antitrust spotlight over the past few years – until now. Due to the expanding value of the video gaming industry at over $300 billion, mergers and acquisitions seemed an obvious destiny bound for the trials and tribulations of antitrust litigation. Microsoft has successfully inserted itself into the gaming industry, incited the largest wave of consolidation that it has ever seen, and merged its dominant position in the sector with its Big Tech-skewed Metaverse goals.
Top 10 Takeaways: SXSW
AMT Lab staff Victoria and Lynn got the chance to go to the annual South by Southwest (SXSW) conference that took place from March 11 to March 20, 2022, which focuses on the intersection of tech, film and music. The pair got to experience it up close and personal, and have put together a list of their top ten takeaways for the future of tech in film and music.
What We Should Know About Current Interactive Films
The dilemma of interactive films, feeling as if you are in control when you actually are not, is part of the reason why they are yet to become mainstream in entertainment, especially compared to interactive games. This article attempts to open this discussion by examining theoretical frameworks as well as a comparative case study. As the major concern lies in the disruption of the audience’s engagement, potential future options can be VR or implicit interactions (making choices through the user’s implicit activity) to provide a more engaging process. When the hype for this innovative technology wears off, the core of the films will still be their stories. After all, it’s about storytelling.
Why Interactive Films Are Not A Success...Yet
Motion picture companies in recent years are blurring the line between film and video games, bringing technical practices that have been adopted by interactive video games for many years. With the drift of film history into greater realism and higher audience immersion interests, interactive films that make compromises for the audience to take control are emerging. Filmmakers use different new-media technologies such as Eko Studio and Wirewax to engage an audiences’ interaction, but the medium is still so young that more extensive research is needed. This research examines the differences between the engagement models of interactive films and video games to identify the reasons why interactive films do not obtain a larger market.
Aristotle & Gaming Case Studies (Tragedy is Fun: Aristotle Revisited)
As noted in How Video Games Can Serve as an Engagement Experience, video games, particularly RPGs, are widely popular and engaging with exceptional character and plot structure. The Elder Scrolls V: Skyrim and The Witcher 3: Wild Hunt exemplify Aristotle’s model of dramatic tragedy in a modern form. These case studies prove that video games are fun, tragedy is fun, and by marrying the two, arts organizations can experiment with exciting new forms of audience engagement!
How Video Games Can Serve as an Engagement Experience
The expansion of technology has enabled a wide array artistic growth in innumerable forms - often taking a life or genre of its own. One artistic form that has dominated the market since technology has become common in society is video games. The materials below serve as introductory infographics for arts organizations, detailing core considerations and a streamlined video game planning process. Additionally, it lists common employees needed to conduct video game production, common engines and coding languages used and their learning difficulty levels, so that arts organizations can jumpstart their gaming creations of their already-mastered craft.
An Introduction to Virtual Production and Its Use in the Entertainment Industry
Virtual production (VP) is “a broad term referring to a spectrum of computer-aided production and visualization filmmaking methods.” It is not just the technology itself, but also the methods through which it is used. In Parts I and II of this series, we are investigating the technology as well as the methodologies of VP in the broadest definition. The types of VP we will discuss in this post are visualization, performance capture, and LED walls. While VP has benefited the film industry specifically, as innovation with the technology continues, other fields of entertainment—such as live entertainment, fashion, and news reporting—are also leveraging virtual production’s capabilities. The arts and entertainment sector could benefit from learning more about these methods and considering how they could apply these technologies to create engaging virtual experiences.
Translating Events, Exhibitions, and Experiences into Digital Products
With the first two quarters of 2020 seeing visual arts spaces losing between 31-73% of revenue and 15-74% of full-time/contracted employees, various audiences, from artists to consumers have been turning to digital platforms to engage in cultural or entertainment offerings (Art Dealers Association of America). The range of these technological platforms and applications have been vast, with many interesting case studies to focus on. In this article, we will be focusing on how visual artists have used social media, video games, and other digital applications to capture audiences that they otherwise would not be able to access without technological means.