This is the keynote I gave for the DoD World Wide Education Summit in 2009. In here, I discuss how the rise of technology, games, and the Internet can be harnessed for change.
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2009 DoD World Wide Education Summit Keynote
1. TEACHING MACHINES
How technology is changing the way we learn, play and discover our world
Chris Melissinos
Chief Gaming Officer
Sun Microsystems, Inc.
2. introduction
• Chief
Evangelist & Chief
Gaming Officer
•@ Sun for 15 years
• host of JavaOne
• husband & father
• hardcore gamer
3. and I’m a geek
Custom arcade NeoGeo GameBoy SP XBox360
Pong arcade TurboGrafx-16 NES Sony PSP
Atari 2600 Sega Genesis SNES 3DO
Intellivision Sega 32X Nintendo 64 Atari Jaguar
Colecovision Sega Saturn GameCube Jaguar CD
Atari 5200 Sega Dreamcast Wii TurboGrafx CD
Atari Lynx Playstation Nintendo DS Wonderswan Color
Game Gear Playstation 2 Nintendo DS Lite NeoGeo Pocket Color
GameBoy Playstation 3 Coleco Ranger Pole Position Cabinet
GameBoy Advance XBox Vectrex VirtualBoy
12. my first computer
• 5K (3583 bytes)
• MOS 6502 @ 1MHz
• used cassette tapes for storage
• 22 x 23 text
• 176 x 184 @ 16 colors
Firefox Icon - 64KB Defender - 8K cart
(~18x larger) (8x smaller)
13. “Bit Babies”
• first generation of computer consumers
• everything was new, exciting, and advancing at a rapid pace
• our parents were confused and didn’t “get it”
14. limited community access
• online limited to BBS systems
• physical group meetings
• “schoolyard” clubs
• type in code from magazines
• hang out at local computer store
• everyone is experimenting
21. what’s happening?
• technology is cheap and pervasive
• access to games and computers
• technology
permeating pop culture
through games and social sites
• gamers are no longer a sub-set
• driversof new technology adoption
are 5 - 14 years old
• multi-generational connection
24. games and humanity
• games are part of every culture
• it’s how we learn
• thrill of competition
• community and teams
• discovery and exploration
• military to business to finance
• computers changed our course
25. online video game stats
• expected to reach $11B globally by 2011
• biggest markets are Asia, North America, Europe
• fastest growing segment of $40B video game market
• casual
multiplayer online video games is biggest
market opportunity
• new tools and models are increasing competition
• women over 35 are the largest segment
27. working the brain
• principal
drivers of game devices
among adults
• retention through repetition
• hugevariety of subjects:
from speed math to self help
• makingthe barrier to learning
disappear through entertainment
28. mask the learning
• solve the mystery
• logic & math puzzles
• integrate in the story
• players overcome fear of material
33. ARGs
• Institute For The Future
• mash-upof traditional web
technologies
• build on community
• built on participation
• providesamazingly accurate
trend analysis
34. community storm
• collective intelligence is an amazing predictor
• community adds ownership to a platform
• ownership = protection
• customized content is paramount
• authority bubbles up from the community
41. what is Project Wonderland ?
• built on Project Darkstar
server technology
• open source toolkit for
creating 3D virtual worlds
• design focus on business &
education collaboration
• supports high fidelity audio,
shared applications,
telephone integration, video,
and more
42. why 3D?
• truly informal conversations
• multiple, simultaneous
• divide and converge
• spontaneous = social
• space provides context
• arrangement of space and type and position of objects impart social cues
• higher emotional and social bandwidth than IM, etc.
• potential for providing back-channel cues
• 3D space helps define corporate culture
43. world of possibilities
• significant interest in “enterprise grade”
virtual worlds for:
• internal collaboration
• distance education
• training / on-boarding
• customer outreach
• product demonstrations
• virtual conferences and events
• shared simulation
• remote monitoring/control
49. recap
• new generations will never know a world without computers
or connectivity
• video
games have emerged as a powerful medium that has
extended beyond pop culture and the generational gap
• gamescoupled with community and centered around a
concept can be a powerful change agent
• weneed to meet the next generation of computer users
where they live - mobile, web, systems - all parts of their lives
• this
is only the beginning, the real explosion of the internet
has not happened yet