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Community Network Game
          Project


    The research conducted has received funding from the European Union's 
        Seventh Framework Programme ([FP7/2007‐2013]) under grant 
                          agreement n
                          agreement n° ICT‐248175




                             Project ICT–248175
15/03/2012          ® CNG Consortium Confidential 2010-2012                  1
Objectives

• Massively Multiplayer Online Games (MMOGs)
  Massively Multiplayer Online Games (MMOGs) 
  allow a large number of online users to inhabit the 
  same virtual world and interact with each other in a 
  variety of collaborating and competing scenarios. 
• The CNG project (Feb 2010 – July 2012) aims to:
  The CNG project (Feb. 2010  July 2012) aims to:
• enhance collaborative activities between MMOG 
  gamers. This will be achieved by developing new 
  gamers. This will be achieved by developing new
  tools for the generation, distribution and insertion of 
  user‐generated content (UGC). 

                         Project ICT–248175
  15/03/2012    ® CNG Consortium Confidential 2010-2012   2
Video games global revenue




              Video games global revenue (Sources: Digi-Capital; PricewaterhouseCoopers 2011 [3])




                                         Project ICT–248175
 15/03/2012                     ® CNG Consortium Confidential 2010-2012                             3
MMOG market 
                  MMOG market
• The global market for massively multiplayer online role‐playing 
  games (MMORPGs) is expected to be worth $8 billion in 2014. 
  2009's revenue was up 17 per cent on 2008's revenue, which 
  shows that the market is growing at a fast rate (based  Industry 
  Report from Strategy Analytics) . 
     p                gy     y )
• Blizzard Entertainment dominates the US and European markets, 
  while publishers such as Shanda, Netease, Nexon and NCsoft are 
  leading the way in the growing Asian MMORPG market due to 
  leading the way in the growing Asian MMORPG market due to
  the successful virtual items‐based revenue model .
• There are more than 20 million MMO paying subscribers 
  globally, most of which coming from countries such as China and 
  South Korea . With Asian online games targeting the US and 
  European markets, their force in the global gaming industry is 
       p             ,                 g      g      g       y
  expected to increase even more.
                           Project ICT–248175
  15/03/2012      ® CNG Consortium Confidential 2010-2012      4
Global MMORPG by Company
     Global MMORPG by Company




2009 Global MMORPG Market Share by Company. (Source: Strategy Analytics 2010 )



                               Project ICT–248175
  15/03/2012          ® CNG Consortium Confidential 2010-2012              5
Unmet needs 
•   Access/distribution of content without game disruption
•   Easier/Convenient communication 
     •   social and co‐presence, access
            i l d
•   More customisation and control
•   One stop social and in game information space for gamers 
    One stop social and in‐game information space for gamers
•   More personalisation and creativity
     •   e.g., recording, audio mixing, editing, art
•   Applications that are easier to use (low effort)
•   Match‐making/similar gamers
•   Opportunity to fill ‘waiting’ times (travel)




                               Project ICT–248175
15/03/2012            ® CNG Consortium Confidential 2010-2012   6
Why share, what is shared and how? 
                                            Text chat (IM: e.g. Facebook chat)

– Support game progress                     Voice chat (Skype, Ventrilo, Xfire)

                                            Video tools (YouTube, Fraps, video editors)
– Enhance relationships
                                            In game achievement displays
                                            In‐game achievement displays

                                            Forum/Game websites/wikis 
– Game experience
                                            Search engines (text/video guides, reviews)

                                            Polling/voting
– Community
                                            Community tools  (Xfire, Steam)


                             BUT... Frustrations:
                             BUT... Frustrations:
–   Reduced immersion in the game
–   Resize/minimising game
–   Speed; game experience; ads/pop‐ups
    S    d             i       d/
–   Log‐ins
–   Poor quality control of UGC
–   Privacy/security
                                Project ICT–248175
    15/03/2012         ® CNG Consortium Confidential 2010-2012                            7
Online Survey (by CNG team)
                                          CNG functions – High MPO/MMO
                                                            g
            Complex game stats
                Player availabilty
                    Skill matching
                   Web browsing
         Pause/rewind live action
                        Voice chat
                                IM
              Video/Audio record
                      Voting polls
             Play recorded video
                Click/share video
                    Blogs/Forums
                       Chat room
               Live video stream
           Personalise character
                    Edit/Annotate
Create/insert 3D objects/textures
Create 3D objects collaboratively
    Collaborative video creation
           Exchange 3D objects
                       Video chat
                                     0%    10%   20%   30%   40%      50%    60%   70%   80%    90%   100%

                                                 Very/Somewhat Interested      Not Interested
                                                                   (n=218)
                                       Project ICT–248175
    15/03/2012                ® CNG Consortium Confidential 2010-2012                                  8
Gamer Segmentation
Motivations to play:
Motivations to play:
1. Competition (e.g., to win, sense of achievement)
2. Fantasy (e.g., to immerse in another world)
3. Exploration (e.g., sense of discovery)
4. Socialisation (e.g., to socialise with people I know/strangers)                  Occasional 
                                                                                     Gamers 
5. Boredom (e.g., to fill time)                                                     CNG: 70%
                                                Gaming  Purists
                                                   CNG : 84%  
•    (Ch )
      Cheat                                                          20%     21%


                                                                                             Old School 
                                                                                              Gamers
                                                                                    9%       CNG: 66%

                                                                                   7%
                                                                     43%
                                                 Casual Classic                             Community 
                                                                                            Community
                                                   Gamers                                  Minded Game 
                                                  CNG: 48%                                    Fanatics  
                                                                                             CNG: 87%




                                            Project ICT–248175
    15/03/2012                     ® CNG Consortium Confidential 2010-2012                        9
Add ons for Community  activities
Add‐ons for Community activities
                                                               IN-GAME SOCIAL TOOLS

              FEATURES               CNG

                                                    Xfire                 Overwolf              PlayXpert

                                                  Standalone/            -Standalone            Standalone/
                                              distribute via their    distribute via their      distribute via
                                                 own website/        own website/portal      their own website
                                                 Integrated in          -Integrated in        or through other
   DISTRIBUTION
                                             existing games and      existing games and            portals
                                             then distributed via    then distributed via
                                             portals/games sites     portals/games sites

   No need for keyboard shortcut      ✓               ✓                       ✓                     ✓
   No
   N need f
        d for SDK                     ✓               ✓                       ✓                     ✓
   Game resize                        ✓               X                       X                     X
   Texture replacement                ✓               X                       X                     X
   Video capture enablement           ✓               ✓                       ✓                     X
   Video editing                      ✓               X                       X                     X
   Live video streaming               ✓               ✓                       X                     X
   In-game browsing                   ✓               ✓                       ✓                     ✓
   In-game chat                       ✓               ✓                       ✓                     ✓
   In-game voice chat                 ✓               ✓                       ✓                     ✓
   Facebook/ Twitter                  ✓               ✓                       ✓                     ✓


                                        Project ICT–248175
15/03/2012                     ® CNG Consortium Confidential 2010-2012                                           10
Community Features on Existing 
              Games
                             Pay-to-play (One-off or subscription)                Free-to-play/Freemium

  FEATURES       CNG                                          Star
                          World of                                      Lord of
                                      Eve                    Wars:                Runescap     Free       Lineage
                          Warcraft                 Rift                The Ring
                                     Online                 The Old                  e        Realms      2 (GoD)
                          (WoW)                                        (LOTRO)
                                                            Republic
   Texture
 replacement
                  ✓          X          X           X           X         X           X          X          X
Video capture
 enablement
                  ✓         ✓*          X           ✓           X         X           X          ✓          X

 Video editing    ✓         ✓*          X           X           X         X           X          X          X
  Live video
  streaming
                  ✓          X          X           X           X         X           X          X          X
  In-game
  browsing
                  ✓          X          ✓           X           X        ✓*           X          X          X

 In-game chat     ✓          ✓          ✓           ✓           ✓         ✓           ✓          ✓          ✓
In-game voice
     chat
                  ✓          ✓          ✓           X           ✓*        ✓           X          ✓          X
Facebook/Twit
      ter
                  ✓         ✓*          X          ✓*           X         X           X         ✓*          X



*Limited (to certain platforms, applications, features, etc.)


                                    Project ICT–248175
15/03/2012                 ® CNG Consortium Confidential 2010-2012                                           11
Innovations
• In‐game Graphical Insertion Technology (IGIT): new techniques to 
  replace existing textures with new ones and adding new elements, 
      l                        h            d dd          l
  including:

     • In game spot identification
       In‐game spot identification
     • In‐game asset replacement and asset insertion
     • Insertion of an in‐frame Web browser for hosting
•       Web 2.0 applications (IM, blog, polls, etc.)
        Web 2 0 applications (IM blog polls etc )

• Enhanced peer‐to‐peer (P2P) streaming to allow MMOG 
  players to stream screen‐captured live game without 
  players to stream screen captured live game without
  damaging the game experience (MMOG‐friendly P2P)
• New business models 

                              Project ICT–248175
    15/03/2012       ® CNG Consortium Confidential 2010-2012    12
CNG Video Streaming
                CNG Video Streaming
• Any MMOG player can stream screen‐captured video of its game 
  play to a selected group of other players.
• Coaching, showing skills, sharing experience with friends, 
  coordination in strategy game.
• Player should be able to watch several videos simultaneously.
• Players in higher “levels” watch video before players in lower levels.
• Players in same level watch video at about the same time
  Players in same level watch video at about the same time.
• Level can be:
   • priority class in a multi‐tiered premium service
   • MMOG players in the same region of the virtual world
     MMOG players in the same region of the virtual world.




                               Project ICT–248175
   15/03/2012         ® CNG Consortium Confidential 2010-2012       13
Project ICT–248175
15/03/2012   ® CNG Consortium Confidential 2010-2012   14
Project ICT–248175
15/03/2012   ® CNG Consortium Confidential 2010-2012   15
CNG Tools
•   The various CNG tools are accessible through the CNG toolbox
•   CNG Collaboration Tools
     – Wall, People, Groups, Chat, Messages, Files, Blogs, Polls, News

•   CNG Video Tools
    CNG Vid T l
     – Start/Stop Recording, Instant Save, Video Editor, Live Video

•   More actions…
     – Meebo, Web, Settings,
       Help, Logout




                                    Project ICT–248175
    15/03/2012             ® CNG Consortium Confidential 2010-2012       16
Social Networks
•   Interconnection with Facebook and Twitter
    with single sign‐on once the user authorizes
    CNG Server to access his accounts
•   The credentials are used to acquire a
    permanent token and are not stored in
    the CNG Server
•   User can post CNG wall‐posts to his
    Facebook/Twitter with just one click…




                                Project ICT–248175
    15/03/2012         ® CNG Consortium Confidential 2010-2012   17
People
•   “People” is the tool for connections administration
•   Offers access to the CNG community and the possibility of inviting new 
    members
•   Game‐oriented user‐to‐user relationships are supported:
                d                l      h                d
     – Fans: players having added the user
       to their friend list (followers)
     – Id l l
       Idols: players that the user has
                      th t th        h
       added in his friend list (following)
     – Friends:  players that are both fans
       and idols at the same time
       and idols at the same time
     – Friends of Friends




                                  Project ICT–248175
    15/03/2012           ® CNG Consortium Confidential 2010-2012         18
Video Capturing/Editing
• Game scene can be captured with:
  Game scene can be captured with:
     –           “Start/Stop Recording” tool 
     –           “Instant Save” tool: for the last 60 seconds of in‐game activity


•        Video can be modified
    and uploaded to YouTube
      d l d dt Y T b
    with the “Video Editor” tool




                                    Project ICT–248175
    15/03/2012             ® CNG Consortium Confidential 2010-2012              19
Live Video
• “Live Video” is the tool for P2P streaming of live videos
   Live Video is the tool for P2P streaming of live‐videos
• User is able to start sharing his game scene
• His live‐video is advertised through the  CNG Server to the 
  players allowed to access the stream
• Players are able to select to watch the live‐video: 
   – Up to 4 live videos can be viewed at the same time
     Up to 4 live‐videos can be viewed at the same time

   HERE, A SCREENSHOT FROM A LIVE VIDEO PLAYER WINDOW CAN BE 
   ADDED!!!!!
          !!!!!




                              Project ICT–248175
  15/03/2012         ® CNG Consortium Confidential 2010-2012    20
P2P Highlights
•   Multi‐video system. Each gamer can be a source of video stream; each 
    gamer can receive several video streams (e.g. videos from all gamers within a 
    guild).
    guild)
•   Concurrent MMOG traffic. Live streaming should not consume bandwidth 
    resources needed for MMOG traffic.
•   Delay constraints. Synchronization among gamers requires simultaneous 
    Delay constraints Synchronization among gamers requires simultaneous
    video reception in a group of gamers.
•   Poor capacities of end‐users’ equipment. The CPU and the upload capacities 
    are resource bottlenecks. 
    are resource bottlenecks
•   Hybrid architecture in which the CNG server is responsible for optimizing the 
    P2P overlay.
•   Level‐based overlay where all peers in a level can play the video at about the 
         lb d         l    h      ll             l l      l h d           b     h
    same time.
•   Use of rateless codes for fast and reliable video transmission over UDP.
•   Channel adaptive P2P streaming using feedback, rate control and unequal 
    error protection.               Project ICT–248175
     15/03/2012          ® CNG Consortium Confidential 2010-2012            21
System Overview

Synchronized gamers are gathered into levels
Synchronized gamers are gathered into levels




                           Project ICT–248175
  15/03/2012      ® CNG Consortium Confidential 2010-2012   22
System Overview

•Intra‐level and inter‐level communications leverage 
P2P and rateless codes for fast end‐to‐end packet 
        d     l     d f f         d      d    k
delivery.




                          Project ICT–248175
  15/03/2012     ® CNG Consortium Confidential 2010-2012   23
CNG integration in the MMOGs value chain
CNG integration in the MMOGs value chain




                       Project ICT–248175
 15/03/2012   ® CNG Consortium Confidential 2010-2012   24
Monetisation: Primary market feedback to 
             business models
             b i        d l




                      Project ICT–248175
15/03/2012   ® CNG Consortium Confidential 2010-2012   25
CNG Benefits
•   End‐users will benefit from the exploitation of synergies between different applications and 
    functionalities provided on a single platform which can offer them an improved gaming 
    experience; 
•   CNG is easy to use, friendly to the game and reliable;
                y        ,       y       g                 ;
•   CNG has the potential to facilitate the generation and distribution of contents. It will support 
    active participation among gamers and will be used to create customized versions of game 
    related contents that will then be shared effortlessly without leaving the game;
•   The CNG system enhances the ability to interact with other players so that the application 
    will be used as a one‐stop tool, not just to generate content but also to satisfy the users of 
    will be used as a one stop tool not just to generate content but also to satisfy the users of
    multiplayer games’ primary necessity to communicate and share;
•   The CNG platform will be developed to be customisable in order to satisfy different gamers’ 
    preferences and needs;
•   CNG is developed to be highly adaptable, giving the user access to its functionalities across 
                    p           g y     p      ,g g
    games without added effort;
•   CNG provides a unique service to gamers which is currently not offered by any other 
    platform:  the P2P technology allows MMOG players to share their game play with other 
    players live, in‐game;  
•   CNG and the P2P technology built within it, opens the MMOG world to new possibilities for 
    CNG and the P2P technology built within it opens the MMOG world to new possibilities for
    the user, since it transforms the game from a closed environment, to an open and more 
    dynamic one, with the aim of minimising its technological limit and maximising its social 
    elements;
•   The technological innovations researched and developed within the projects could give users 
    not just an enhanced gaming platform but also make emerge new ways to monetise the 
         j          h      d    i   l f     b     l     k                                i h
    system that could be of advantage to the gamer.  
                                      Project ICT–248175
    15/03/2012               ® CNG Consortium Confidential 2010-2012                          26
Thanks



                   Alex Shani
             Exent Technologies Ltd.
 Phone/Fax +972‐747‐133‐135  Mobile +972‐544‐833‐300




                       Project ICT–248175
15/03/2012    ® CNG Consortium Confidential 2010-2012   27

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Community network game project shani

  • 1. Community Network Game Project The research conducted has received funding from the European Union's  Seventh Framework Programme ([FP7/2007‐2013]) under grant  agreement n agreement n° ICT‐248175 Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 1
  • 2. Objectives • Massively Multiplayer Online Games (MMOGs) Massively Multiplayer Online Games (MMOGs)  allow a large number of online users to inhabit the  same virtual world and interact with each other in a  variety of collaborating and competing scenarios.  • The CNG project (Feb 2010 – July 2012) aims to: The CNG project (Feb. 2010  July 2012) aims to: • enhance collaborative activities between MMOG  gamers. This will be achieved by developing new  gamers. This will be achieved by developing new tools for the generation, distribution and insertion of  user‐generated content (UGC).  Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 2
  • 3. Video games global revenue Video games global revenue (Sources: Digi-Capital; PricewaterhouseCoopers 2011 [3]) Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 3
  • 4. MMOG market  MMOG market • The global market for massively multiplayer online role‐playing  games (MMORPGs) is expected to be worth $8 billion in 2014.  2009's revenue was up 17 per cent on 2008's revenue, which  shows that the market is growing at a fast rate (based  Industry  Report from Strategy Analytics) .  p gy y ) • Blizzard Entertainment dominates the US and European markets,  while publishers such as Shanda, Netease, Nexon and NCsoft are  leading the way in the growing Asian MMORPG market due to  leading the way in the growing Asian MMORPG market due to the successful virtual items‐based revenue model . • There are more than 20 million MMO paying subscribers  globally, most of which coming from countries such as China and  South Korea . With Asian online games targeting the US and  European markets, their force in the global gaming industry is  p , g g g y expected to increase even more. Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 4
  • 5. Global MMORPG by Company Global MMORPG by Company 2009 Global MMORPG Market Share by Company. (Source: Strategy Analytics 2010 ) Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 5
  • 6. Unmet needs  • Access/distribution of content without game disruption • Easier/Convenient communication  • social and co‐presence, access i l d • More customisation and control • One stop social and in game information space for gamers  One stop social and in‐game information space for gamers • More personalisation and creativity • e.g., recording, audio mixing, editing, art • Applications that are easier to use (low effort) • Match‐making/similar gamers • Opportunity to fill ‘waiting’ times (travel) Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 6
  • 7. Why share, what is shared and how?  Text chat (IM: e.g. Facebook chat) – Support game progress Voice chat (Skype, Ventrilo, Xfire) Video tools (YouTube, Fraps, video editors) – Enhance relationships In game achievement displays In‐game achievement displays Forum/Game websites/wikis  – Game experience Search engines (text/video guides, reviews) Polling/voting – Community Community tools  (Xfire, Steam) BUT... Frustrations: BUT... Frustrations: – Reduced immersion in the game – Resize/minimising game – Speed; game experience; ads/pop‐ups S d i d/ – Log‐ins – Poor quality control of UGC – Privacy/security Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 7
  • 8. Online Survey (by CNG team) CNG functions – High MPO/MMO g Complex game stats Player availabilty Skill matching Web browsing Pause/rewind live action Voice chat IM Video/Audio record Voting polls Play recorded video Click/share video Blogs/Forums Chat room Live video stream Personalise character Edit/Annotate Create/insert 3D objects/textures Create 3D objects collaboratively Collaborative video creation Exchange 3D objects Video chat 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Very/Somewhat Interested Not Interested (n=218) Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 8
  • 9. Gamer Segmentation Motivations to play: Motivations to play: 1. Competition (e.g., to win, sense of achievement) 2. Fantasy (e.g., to immerse in another world) 3. Exploration (e.g., sense of discovery) 4. Socialisation (e.g., to socialise with people I know/strangers) Occasional  Gamers  5. Boredom (e.g., to fill time) CNG: 70% Gaming  Purists CNG : 84%   • (Ch ) Cheat 20% 21% Old School  Gamers 9% CNG: 66% 7% 43% Casual Classic  Community  Community Gamers Minded Game  CNG: 48% Fanatics   CNG: 87% Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 9
  • 10. Add ons for Community  activities Add‐ons for Community activities IN-GAME SOCIAL TOOLS FEATURES CNG Xfire Overwolf PlayXpert Standalone/ -Standalone Standalone/ distribute via their distribute via their distribute via own website/ own website/portal their own website Integrated in -Integrated in or through other DISTRIBUTION existing games and existing games and portals then distributed via then distributed via portals/games sites portals/games sites No need for keyboard shortcut ✓ ✓ ✓ ✓ No N need f d for SDK ✓ ✓ ✓ ✓ Game resize ✓ X X X Texture replacement ✓ X X X Video capture enablement ✓ ✓ ✓ X Video editing ✓ X X X Live video streaming ✓ ✓ X X In-game browsing ✓ ✓ ✓ ✓ In-game chat ✓ ✓ ✓ ✓ In-game voice chat ✓ ✓ ✓ ✓ Facebook/ Twitter ✓ ✓ ✓ ✓ Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 10
  • 11. Community Features on Existing  Games Pay-to-play (One-off or subscription) Free-to-play/Freemium FEATURES CNG Star World of Lord of Eve Wars: Runescap Free Lineage Warcraft Rift The Ring Online The Old e Realms 2 (GoD) (WoW) (LOTRO) Republic Texture replacement ✓ X X X X X X X X Video capture enablement ✓ ✓* X ✓ X X X ✓ X Video editing ✓ ✓* X X X X X X X Live video streaming ✓ X X X X X X X X In-game browsing ✓ X ✓ X X ✓* X X X In-game chat ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ In-game voice chat ✓ ✓ ✓ X ✓* ✓ X ✓ X Facebook/Twit ter ✓ ✓* X ✓* X X X ✓* X *Limited (to certain platforms, applications, features, etc.) Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 11
  • 12. Innovations • In‐game Graphical Insertion Technology (IGIT): new techniques to  replace existing textures with new ones and adding new elements,  l h d dd l including: • In game spot identification In‐game spot identification • In‐game asset replacement and asset insertion • Insertion of an in‐frame Web browser for hosting • Web 2.0 applications (IM, blog, polls, etc.) Web 2 0 applications (IM blog polls etc ) • Enhanced peer‐to‐peer (P2P) streaming to allow MMOG  players to stream screen‐captured live game without  players to stream screen captured live game without damaging the game experience (MMOG‐friendly P2P) • New business models  Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 12
  • 13. CNG Video Streaming CNG Video Streaming • Any MMOG player can stream screen‐captured video of its game  play to a selected group of other players. • Coaching, showing skills, sharing experience with friends,  coordination in strategy game. • Player should be able to watch several videos simultaneously. • Players in higher “levels” watch video before players in lower levels. • Players in same level watch video at about the same time Players in same level watch video at about the same time. • Level can be: • priority class in a multi‐tiered premium service • MMOG players in the same region of the virtual world MMOG players in the same region of the virtual world. Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 13
  • 14. Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 14
  • 15. Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 15
  • 16. CNG Tools • The various CNG tools are accessible through the CNG toolbox • CNG Collaboration Tools – Wall, People, Groups, Chat, Messages, Files, Blogs, Polls, News • CNG Video Tools CNG Vid T l – Start/Stop Recording, Instant Save, Video Editor, Live Video • More actions… – Meebo, Web, Settings, Help, Logout Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 16
  • 17. Social Networks • Interconnection with Facebook and Twitter with single sign‐on once the user authorizes CNG Server to access his accounts • The credentials are used to acquire a permanent token and are not stored in the CNG Server • User can post CNG wall‐posts to his Facebook/Twitter with just one click… Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 17
  • 18. People • “People” is the tool for connections administration • Offers access to the CNG community and the possibility of inviting new  members • Game‐oriented user‐to‐user relationships are supported: d l h d – Fans: players having added the user to their friend list (followers) – Id l l Idols: players that the user has th t th h added in his friend list (following) – Friends:  players that are both fans and idols at the same time and idols at the same time – Friends of Friends Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 18
  • 19. Video Capturing/Editing • Game scene can be captured with: Game scene can be captured with: – “Start/Stop Recording” tool  – “Instant Save” tool: for the last 60 seconds of in‐game activity • Video can be modified and uploaded to YouTube d l d dt Y T b with the “Video Editor” tool Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 19
  • 20. Live Video • “Live Video” is the tool for P2P streaming of live videos Live Video is the tool for P2P streaming of live‐videos • User is able to start sharing his game scene • His live‐video is advertised through the  CNG Server to the  players allowed to access the stream • Players are able to select to watch the live‐video:  – Up to 4 live videos can be viewed at the same time Up to 4 live‐videos can be viewed at the same time HERE, A SCREENSHOT FROM A LIVE VIDEO PLAYER WINDOW CAN BE  ADDED!!!!! !!!!! Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 20
  • 21. P2P Highlights • Multi‐video system. Each gamer can be a source of video stream; each  gamer can receive several video streams (e.g. videos from all gamers within a  guild). guild) • Concurrent MMOG traffic. Live streaming should not consume bandwidth  resources needed for MMOG traffic. • Delay constraints. Synchronization among gamers requires simultaneous  Delay constraints Synchronization among gamers requires simultaneous video reception in a group of gamers. • Poor capacities of end‐users’ equipment. The CPU and the upload capacities  are resource bottlenecks.  are resource bottlenecks • Hybrid architecture in which the CNG server is responsible for optimizing the  P2P overlay. • Level‐based overlay where all peers in a level can play the video at about the  lb d l h ll l l l h d b h same time. • Use of rateless codes for fast and reliable video transmission over UDP. • Channel adaptive P2P streaming using feedback, rate control and unequal  error protection.  Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 21
  • 22. System Overview Synchronized gamers are gathered into levels Synchronized gamers are gathered into levels Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 22
  • 23. System Overview •Intra‐level and inter‐level communications leverage  P2P and rateless codes for fast end‐to‐end packet  d l d f f d d k delivery. Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 23
  • 24. CNG integration in the MMOGs value chain CNG integration in the MMOGs value chain Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 24
  • 25. Monetisation: Primary market feedback to  business models b i d l Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 25
  • 26. CNG Benefits • End‐users will benefit from the exploitation of synergies between different applications and  functionalities provided on a single platform which can offer them an improved gaming  experience;  • CNG is easy to use, friendly to the game and reliable; y , y g ; • CNG has the potential to facilitate the generation and distribution of contents. It will support  active participation among gamers and will be used to create customized versions of game  related contents that will then be shared effortlessly without leaving the game; • The CNG system enhances the ability to interact with other players so that the application  will be used as a one‐stop tool, not just to generate content but also to satisfy the users of  will be used as a one stop tool not just to generate content but also to satisfy the users of multiplayer games’ primary necessity to communicate and share; • The CNG platform will be developed to be customisable in order to satisfy different gamers’  preferences and needs; • CNG is developed to be highly adaptable, giving the user access to its functionalities across  p g y p ,g g games without added effort; • CNG provides a unique service to gamers which is currently not offered by any other  platform:  the P2P technology allows MMOG players to share their game play with other  players live, in‐game;   • CNG and the P2P technology built within it, opens the MMOG world to new possibilities for  CNG and the P2P technology built within it opens the MMOG world to new possibilities for the user, since it transforms the game from a closed environment, to an open and more  dynamic one, with the aim of minimising its technological limit and maximising its social  elements; • The technological innovations researched and developed within the projects could give users  not just an enhanced gaming platform but also make emerge new ways to monetise the  j h d i l f b l k i h system that could be of advantage to the gamer.   Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 26
  • 27. Thanks Alex Shani Exent Technologies Ltd. Phone/Fax +972‐747‐133‐135  Mobile +972‐544‐833‐300 Project ICT–248175 15/03/2012 ® CNG Consortium Confidential 2010-2012 27