The Future of Video Technology in the Gaming Industry

The Future of Video Technology in the Gaming Industry
Since roughly the mid 90’s, the gaming industry has been moving steadily away from purely console based games that are played at home and encroaching into the territory of deeply interconnected massive multiplayer online games in which players from all over the world could connect with each other online and engage in either one-on-one or team based competitions.
In many cases, the team concept dramatically was expanded (and still is being expanded) to include vast numbers of people, often in the thousands, all playing online over entirely digital game interfaces that don’t even involve consoles or any sort of purchased physical games.
The natural result of this vast amount of necessarily interactive online gaming has been an absolute need for conferencing technologies to be slowly implemented into the gaming world. By conferencing technologies, we’re referring to the whole plethora of video coding, transmission, and multi-party live meeting systems that make corporate, academic or personal video calls and conferences possible.
Thanks to the accelerating push in the direction of fully online game use, as discussed here:, the fact that so much of modern gaming is going on in the high quality connected landscape of the web based playing experience has basically made video conferencing type technologies an essential part of any purely or even partly web based playing platform.
Technological Adaptations and the Near Future
To start off with just one example, the high speed video coding/decoding and rendering abilities of modern conferencing platforms are an essential part of creating the same sort of quickly rendered visual communication that goes on inside a multiplayer online game between two opponents who are often playing each other while separated by thousands of miles.
In effect, the main difference between the game based video communication and its conferencing counterpart is simply that there is no need to process the data from an actual video recording camera in most games.
Moving beyond this demonstration we can also go into the fact that most online video games, which are now preferred and used by the overwhelming majority of the gaming industry’s customers, also require quick, easy and highly fluid multi-party visual interface based communication between players.
In many cases of online playing set-ups, for example, several players band together into a team against several other players inside a tournament match environment and the players on each side need to not only see their own activity screens before their eyes, but also those of their teammates. This is very similar to the interface generated during a corporate conference, in which multiple participants see their own, larger screen and to one side of it can also observe the video feeds of all their colleagues during a meeting.
Numerous other examples of the above similarities can be shown and partly because of this, many common needs are shared by both the corporate/organizational video conferencing and game “conferencing” areas of the economy. Some of these include the need for high caliber personal computers for the sake of a truly optimal experience, large, HD screens for the best possible viewing of screen details and of course, a need for high speed broadband internet access.
That these common interest trends will continue is almost absolutely beyond a doubt, and likely, we’ll see innovation from one of these two different communications industry needs benefiting the other very shortly after implementation from either side of the video communication business.
What the Long Range future Holds
Speaking long term, who really knows for sure how things will go for conferencing and game interface technologies –since new technologies have a surprising way of popping up and turning the whole previous predictions of things down onto its head.
However, we can be sure of two things: first, that as video conferencing technology invades the gaming market and vice versa, both will have an ever larger amount of interface and experience traits in common with each other. And two, that at some point, both the gaming industry and video conferencing industry will end up creating communication (which can be either recreational game playing or sharing stats and company figures over video) environments which are so deeply immersive that they more resemble VR technology than any sort of screen based gameplay.
About the Author: Stephan Jukic is a freelance writer who generally covers a variety of subjects relating to the latest changes in white hat SEO, mobile technology, marketing tech and digital security. He regularly writes about video technology for Intercall. When not busy writing or consulting on technology and digital security, he spends his days enjoying life’s adventures either in Canada or Mexico, where he spends part of the year. Connect with Stephan on LinkedIn.


AMD All This Month

amd_logoAs in previous articles I have written with my sponsorship with AMD, this month is all about AMD. I haven’t been as active on SFI as I usually have been. This is because I have been actively engaged in trying out the newly built computer that AMD has sent me, and all this month, I want to share my experiences with the new computer. I will be doing benchmarks as well as try to do a video everyday with my experiences with the new computer, in which that video will be shared on the North American Influencer website, also known as the AMD fan website. The post that will be shared on SFI this month will be reclogged from the AMD fan website, but they will be articles that I have written. Sometime this month, I will also be hosting a Twitter chat, taking your questions if you have any, and talking with people about AMD’s new APU processors. AMD will be involved in this chat, and there will be gift card giveaways as well as a grand prize as well, and that has yet to be announced. Stay tuned, and please share this with the world.