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IGDA EdSIG: What can it do for you? @ FOG, June 2009

IGDA EdSIG: What can it do for you? @ FOG, June 2009

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    Fog Fog Presentation Transcript

    • IGDA EdSIG
      • What it can do for you?
    • Who am I? Susan Gold
      • Activist - community builder since 1987
      • Educator - in 1999 (in games since 2001)
      • Chair of the IGDA EdSIG since 2006
      • Founder of the Global Game Jam developed in 2009
    • Who are we really...
      • International Game Developer’s Association is a professional organization
        • IGDA EdSIG - focuses on making game education better and provide resources for educators.
    • Brief History
      • IGDA Curriculum Framework 2003
      • Education Summits
      • SIG (re)forms in 2006
      • IGDA Curriculum Framework 2008 released
      • Global Game Jam 2009
    • Education Summits
      • GDC San Francisco 2003/04/06/07/08/09
        • 2 day summit held annually before GDC
      • GDC China 2007
        • multi-university tour of Beijing
      • Game Education Summit 2008/2009
        • IGDA Track
      • DiGRA 2007/2009
        • Game Design Workshop
      • SIGGRAPH 2006/2007/2008/2009
        • Various Sessions
      • FuturePlay 2006/07/08/09
      • Festival of Games 2009
    • 2008 Curriculum Framework
      • Originally published in 2003
      • Redrafted & delivered @ GDC 2008
      • Critical Game Studies
      • Games and Society
      • Game Design
      • Game Programming
      • Visual Design
      • Audio Design
      • Interactive Storytelling
      • Game Production
      • Business of Gaming
      • Provide a conceptual guide to game-related educational programs
        • Not a recipe book, but lots of ingredients!
      • Describe knowledge areas & practical skills required
      • Define a set of “Core Topics”
        • List of areas for mixing and matching as that fits your institution
      • Shared Identity
        • Develop a shared understanding of the field and communicate it to the society at large
      • Fields of Study
        • Outline areas, paint a useful pictures that transcends discipline boundaries
      • Collaboration and Shared Vocabulary
        • Establish industry-academia collaborations and shared vocabulary among developers/educators/students
      • Theory and Practice
      • Critical approach to game design & development. Theory feeding into practice, established best practice informing education
      • Living Document
      • Starting point for future work, not a final draft but a document that evolves with the field
    • Define a standard for game education programs
      • Advisory Board (local professionals if available)
      • Focus on portfolio development (graduation requirement, professional/academic judges)
      • Internship network with studios, companies and community organizations including non-profits.
      • Ideally, a relationship with local IGDA chapter
      • Faculty with industry experience (especially for development-focused programs)
      • Labs and libraries (access to hardware/software/games students don’t have)
      • Speaker program (bring current professionals on campus)
      • Mixed classes (courses involving programmers and artists on same project, team-based)
      • Extracurricular projects (student-led mods, projects outside the classroom)
    • Curriculum Knowledge Base
    • Listserv
      • http://igda.org/education/listserv
    • Databases
      • Internships
      • Education
    • Outreach
      • The Global Game Jam
        • 1650 people in 54 locations making 370 games
        • Innovation, Experimentation, Creativity, Open Source
      • 3 x bigger in 2010 with a CFP for research - expecting over 900 games
    • Access to Research
      • Detailed Game Facts
      • EEDAR’s proprietary database of more than 5,000,000+ game features to deliver information on games at an unparalleled level of detail.
      • Features detailed currently include:
      • Game Overview
      • Distribution and Revenue
      • Gameplay
      • Online & Multiplayer
      • Personification
      • Setting
      • Use of Branding and License
      • Hardware and Software Requirements
      • Platform Insight
      • EEDAR has information on every
      • publisher and developer to release a game on supported platforms in the Unites States since 2000.
      • Supported platforms include:
      • Microsoft Xbox, Xbox 360
      • Sony PlayStation2, PlayStation 3, PSP
      • Nintendo GameCube, Wii, DS
      • PC
      • Company Insights
      • Detailed insight into more than 500 companies including:
      • Performance History Review Scores, Attach Rates, Market Share, Marketing Support
      • Portfolio Analysis Genres, ESRB, Reviews, Platforms
      • Release Cycles
      • Review Scores
      • Corporate Hierarchies
      • Charts and Data
      • A wealth of charts and data for platforms and companies. View data by more than 250 variants:
      • ESRB
      • Genre
      • Platforms
      • Unit Sales
      • Review Score
      • Marketing Spends
      • Consumer Interest
      • Year-on-Year
      • View data by lifetime or specific years.
    • Membership
      • We need you!
    • Thank You
      • http://igda.org/education
      • Susan Gold - [email_address] or [email_address]