The technologies
What will make simulated realities possible.
311 Institute codex
What happens when simulations become people's new reality?
Some people say we already live in a simulation. We may never know for sure, but we can be certain that in the future we could.

In short
The Future of Gaming is an 81-page codex by Matthew Griffin, Founder of the 311 Institute, on the technologies that could make simulated realities possible and how gaming will use them. The third edition, published in April 2020, covers game distribution, future arenas and experiences, game production, game consumption and future market sizing.
Who it is for: It is for leaders in gaming, esports, media, entertainment, telecoms and technology, and for brands and investors looking for new ways to reach players and fans.
From science fiction to simulation
Ideas that once sounded insane or surreal are now debated by global audiences and investigated by leading scientists.
This codex shows the technologies that could make simulated realities possible, and how gaming will use them to create the ultimate experiences.
What you will explore
What will make simulated realities possible.
How gaming evolves as these technologies mature.
When simulations become part of everyday reality.
Key findings
Bring the codex to your organisation
Book a keynote session, executive briefing or foresight workshop session built on this codex, or start with a free 15-minute expert call with Matthew Griffin.
Questions and answers
The future of gaming is cloud streamed, immersive and increasingly created by AI. The codex expects cloud game streaming to become the dominant way games are played, physical, mixed and virtual arenas to merge, and Creative Machines to generate games and content on demand, until simulations become people's new reality.
AI will change gaming in two ways. Players will increasingly face AI opponents that are already beating human rivals, and game production will be augmented, then automated, by Creative Machines that create synthetic content and procedurally generate games tailored to each player's preferences on the fly.
The codex says yes: cloud game streaming will be the dominant way games are consumed, letting people play any game, on any device, anywhere. It also sets out the obstacles, including latency, the cost of building datacenters close to players, pressure on ISP networks and the risky economics of a build it and they will come model.
Ghosting lets players compete against anyone, anywhere, in real time. The codex gives examples from sprinting against Usain Bolt's 2008 Beijing Olympic run to taking on an entire sports team during a live event, and sees it as one of the ways physical, mixed and virtual arenas will merge.
Matthew Griffin, futurist, keynote speaker and Founder of the 311 Institute, wrote the codex as part of his Codex of the Future series. The 311 Institute runs keynote sessions, executive briefings and foresight workshops on the future of gaming, esports and immersive entertainment for leadership teams.
The codex is free to download from this page after a short form. It is an 81-page PDF, the third edition, published in April 2020. You can also book a free 15-minute expert call with Matthew Griffin to talk through what the future of gaming means for your organisation.
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