The Future of Computer Entertainment to 2050
summary
Forecasts three concrete fronts: hardware, markets, and aesthetics. Predicts real-time ray tracing, inverse kinematics and true locomotion for lifelike motion; specialized AI hardware (an AI Seek chip for massive pathfinding) and GPUs repurposed for neural nets; VR headsets remain niche because of motion sickness and social isolation. Foresees mobile-first growth in places like India where there are 400 million mobile phones but only 90,000 consoles, consoles without local drives, games-as-a-service, automatic difficulty, artificial people indistinguishable by 2050, and education fully game-integrated.
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chapters (39)
- 0:00Introduction
- 1:14Three Perspectives
- 1:34Technological Advancement
- 2:02Sports Games
- 4:53Animation
- 8:20inverse kinematics
- 8:31AI challenges
- 10:53Building content
- 12:23Spore
- 14:08No Stop
- 15:13Looking Forward
- 16:33RealTime Ray Tracing
- 17:42AI Hardware
- 18:39AI Seek
- 20:06AI on GPUs
- 20:52Virtual Reality
- 23:48PC vs Consoles
- 25:53Local Forms of Entertainment
- 28:36Economic Growth
- 30:38Organized Piracy
- 32:42Aging Player Base
- 34:50Real Broadband
- 35:36Electronic Software Distribution
- 36:39Video Game Delivery
- 37:50Retail Shopping
- 38:33Mobile Entertainment
- 39:33Mobile Phones
- 40:44Aesthetic Development
- 43:02HalfLife
- 43:36Replacing tired conventions
- 44:43Cultural credibility
- 47:17Academic research
- 48:35Game industry
- 49:50New value chain
- 51:31Multiple intelligent cameras
- 52:44Video and audio
- 53:36Broadband
- 54:21Popular fantasies
- 56:20Games of 2050








