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Crisp karie.gaming

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  • Hi everyone. I’m Karie Crisp and I’m going to talk to you about the fun & exciting topic of how gaming is shaping consumer behavior and education. So let’s unravel this matrix and get our game on by first grounding ourselves in some facts.
  • Gaming is the 2nd most popular online activity.
    Source: http://www.washingtonpost.com/wp-dyn/content/article/2010/08/02/AR2010080203336.html?sub=AR
    500 million people spend an hr. a day playing video games. Expected to be a billion more gamers in the next decade. Current users spend 3 Billion hours a week playing games.
  • Social gaming is ever growing. The number of users today is pretty impressive.
    Jane McGonigal, a game researcher for Institute of the Future says that games are making us evolve to be a more collaborative species. Maybe hard to believe? I’ll share more on that in a second.
  • But first more gaming stats. About 65% of US households play video games and 2 out of every 5 players are women. About 25% of gamers are under 18 years old.
  • Is all this game play a waste of time?
    Jane McGonigal, the researcher who i mentioned, gave a great ted talk on why it’s not. She thinks games can make a better world. I’m going to share 4 things gamers are learning according to her.
    Source:
    http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
  • First is urgent optimism. This is the desire to act immediately to tackle an obstacle combined with a reasonable hope of success. Gamers believe that an “epic” win is always possible and they are willing to go for it.
  • Gamers are really good at weaving a tight social fabric. Research shows that we like people better after we play a game with them even if they have beaten us badly. This is because games require a certain level of trust. Bonds are formed as a result.
  • The key to blissful productivity, whether its in real life or in a game, is engagement. When you are engaged then it doesn’t feel like work even though you can spend hours to accomplish the mission. Of course, the problem lies in when you sacrifice other responsibilities to play games.
  • Last is epic meaning. Gamers love to be attached to awe inspiring missions whether it’s at the human or planetary level. This is tied back to the natural human desire to explore. We like quests and to discover things on our own.
  • Collectively this is creating super hopeful empowered individuals who think they can change the world. The problem is that they think they can change alternate worlds but don’t feel empowered to change the real one.
  • OK, as a summary, all you have to remember from the previous slides is an up arrow and a delta sign. Gaming usage is increasing and learning habits are changing as a result of all these new technologies. There is an opportunity in education to utilize game design to better reach today’s students.
  • I love this quote from Roger Schank. He also says that the fundamental reason for the decline in education is that students have radically changed. Yet, somehow we ignore that. Today’s students are digital natives and us digital immigrants need to catch up!
  • Today’s students feel school is boring and games are fun! This graph was put together by the founder of Atari, Nolan Bushnell. It’s really no surprise to any of us but interest in school and books have been going down while interest in TV, VG, and the Internet have been going up for the last few years.
  • Gaming is essentially action learning. We only remember 10-20% of what we read or hear but 80% of what we do. Instead of the lecture learning format, what if we used game design principles to create a highly immersive, game-like learning experience?
  • This is exactly what the Quest to Learn school is doing in NY. Students “take on” the identities of explorers, writers, and evolutionary biologists as they work through dynamic missions which last 10 weeks. Then they move to what’s called a “boss level” in which the whole class works on together for collaborative learning.
    http://q2l.org/node/2
  • The school really emphasizes systems thinking and you can go to their website to learn more about the model. Quest also has its own social network called Being Me. Students can share and critique each other’s work, create blogs, find peer collaborators, and participate in community building, with support from adult mentors.
  • As technology continues to make gaming easier, more and more people will adopt. The Xbox Kinect allows you to use your body as the controller. This could open the gaming industry to a much larger market.
    According to Jesse Schell It's only a matter of time and technological development, before games will be able to hear and respond to our speech and facial expressions, making them all the more challenging and emotionally engaging. http://bigthink.com/ideas/20590
  • Just to be fair there is a dark side of gaming. The Army for example spent $12M on a facility equipped with game simulations, full size humvees, and a cafe lounge as a way to recruit soldiers. Over the two yr period it was open they had 40,000 visitors and signed up over 200 recruits. The center was closed down earlier this year.
  • On a more positive note, games are really good at getting us to solve complex problems. What if we could harness this gamer power to solve real-world problems? Games such as these have been used to do just that.
    WWO - changes players made in game life translated to real life
    Superstruct- The Future is our chance to be new.
    Peacemaker-figuring out middle east peace solutions
  • Reality is creeping into games and games are creeping into reality. Technology and gaming will continue to evolve and the sooner we can evolve our systems to catch up, then it may just may be an epic win for us all. Thank you

Transcript

  • 1. game on P r e s e n t e d B y H o w i s G a m i n g R e s h a p i n g C o n s u m e r B e h a v i o r & E d u c a t i o n K a r i e C r i s p
  • 2. 2nd most popular online activity social networking gaming email 1 2 3
  • 3. 11.5M 11.5M 4M 4M 2.5M 2.5M social gaming is ever # of Users
  • 4. but wait...there’s more
  • 5. is all this game play a waste of time?
  • 6. urgent optimism
  • 7. social fabric
  • 8. blissful
  • 9. epic meaning
  • 10. super hopeful empowered individuals
  • 11. • Gaming usage on the rise • The way we learn is changing how does this impact
  • 12. There are only 2 things wrong with the education system what we teach and how we teach it
  • 13. school is boring, games are
  • 14. gaming = action learning
  • 15. game design, collaboration, missions http://q2l.org/node/2
  • 16. systems thinking
  • 17. you! are the controller
  • 18. gaming dark side
  • 19. gaming for social good
  • 20. thanks for playing !EPIC WIN!