Why Video Games are Good for You - 5-29-09

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    Why Video Games are Good for You - 5-29-09 - Presentation Transcript

    1. WHY VIDEO GAMES ARE GOOD FOR YOU!
    2. WHO AM I? • Tim Hart • Instructional Technologist for UMaine • www.edutim.com • Gamer
    3. GAMER? • Played Video Games all my life • Some systems I’ve owned: • Commodore 64, Atari 2600, NES, Gameboy, SNES, Genesis, Virtual Boy, N64, Playstation, Gamecube, Playstation 2, XBOX, Nintendo DS, Wii, XBox 360 • XBox Live account ID = Hartix • Currently playing: Resident Evil 5
    4. WHY DID YOU COME HERE?
    5. WHY DID YOU COME HERE? To show you how to convince your parents, teachers, and principals that gaming is worthwhile.
    6. WHO IS THIS?
    7. WHO IS THIS? Image courtesy of Nintendo
    8. WHO IS THIS? • Mario Image courtesy of Nintendo
    9. WHO IS THIS? • Mario • Bonus Points - Full name Image courtesy of Nintendo
    10. WHO IS THIS? • Mario • Bonus Points - Full name • Mario Mario Image courtesy of Nintendo
    11. WHO IS THIS?
    12. WHO IS THIS? Image courtesy of Nintendo
    13. WHO IS THIS? • Samus Aran Image courtesy of Nintendo
    14. WHO IS THIS? • Samus Aran • BonusPoints - Male or Female Image courtesy of Nintendo
    15. WHO IS THIS? • Samus Aran • BonusPoints - Male or Female • Female Image courtesy of Nintendo
    16. WHO IS THIS?
    17. WHO IS THIS? Image courtesy of Bungie
    18. WHO IS THIS? • Master Chief Image courtesy of Bungie
    19. WHO IS THIS? • Master Chief • Bonus Points - Full name Image courtesy of Bungie
    20. WHO IS THIS? • Master Chief • Bonus Points - Full name • MasterChief Petty Officer John-117 Image courtesy of Bungie
    21. WHO IS THIS?
    22. WHO IS THIS? Image courtesy of Wikipedia
    23. WHO IS THIS? • Niko Bellic Image courtesy of Wikipedia
    24. WHO IS THIS? • Niko Bellic • BonusPoints - Cousin’s name? Image courtesy of Wikipedia
    25. WHO IS THIS? • Niko Bellic • BonusPoints - Cousin’s name? • Roman Bellic Image courtesy of Wikipedia
    26. GAMER FACTS source: entertainment software association
    27. GAMER FACTS 1. The average gamer is 35 years old. source: entertainment software association
    28. GAMER FACTS 1. The average gamer is 35 years old. 2. More than one-third of gamers are women . source: entertainment software association
    29. GAMER FACTS 1. The average gamer is 35 years old. 2. More than one-third of gamers are women . 3. More than one in four gamers is over 50. source: entertainment software association
    30. GAMER FACTS 1. The average gamer is 35 years old. 2. More than one-third of gamers are women . 3. More than one in four gamers is over 50. 4. The average game purchaser is 40 years old. source: entertainment software association
    31. GAMER FACTS 1. The average gamer is 35 years old. 2. More than one-third of gamers are women . 3. More than one in four gamers is over 50. 4. The average game purchaser is 40 years old. 5. Sixty-three percent of parents believe games are a positive part of their children’s lives. source: entertainment software association
    32. GAMER FACTS 1. The average gamer is 35 years old. 2. More than one-third of gamers are women . 3. More than one in four gamers is over 50. 4. The average game purchaser is 40 years old. 5. Sixty-three percent of parents believe games are a positive part of their children’s lives. 6. Sales of \"family entertainment\" video games more than doubled in 2007, making it the fastest growing segment of the video game market. source: entertainment software association
    33. THE NUMBERS Game sales in 2007 - $9.5 billion. source: entertainment software association
    34. THE NUMBERS Game sales in 2007 - $9.5 billion. That is nine games sold every second of every day in 2007. source: entertainment software association
    35. THE NUMBERS Game sales in 2007 - $9.5 billion. That is nine games sold every second of every day in 2007. Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales than the biggest opening weekend ever for a movie (\"Spider-Man 3\") and the final \"Harry Potter\" book's first day sales source: entertainment software association
    36. SALES BY RATING E (Everyone) 16% T (Teen) M (Mature) 28% 57% source: entertainment software association
    37. WHY DO WE PLAY GAMES?
    38. WHY DO WE PLAY GAMES? • Fun
    39. WHY DO WE PLAY GAMES? • Fun • Immersion
    40. WHY DO WE PLAY GAMES? • Fun • Immersion • Empowerment
    41. WHY DO WE PLAY GAMES? • Fun • Immersion • Empowerment • Creating and strengthening social bonds
    42. WHY DO WE PLAY GAMES? • Fun • Immersion • Empowerment • Creating and strengthening social bonds • Exercise
    43. WHY DO WE PLAY GAMES? • Fun • Immersion • Empowerment • Creating and strengthening social bonds • Exercise • Others?
    44. WHAT DO ALL THESE PEOPLE HAVE IN COMMON? Image courteous of Scott Lewis
    45. THEY ARE ALL IN THE “ZONE” Image courteous of Scott Lewis
    46. WHAT IS THE ZONE?
    47. WHAT IS THE ZONE?
    48. CHALLENGES FOR GAME DESIGNERS • Creating an activity that allows for a “in the zone” experience • Allowing a wide array of skill levels to initially enjoy and be immersed in the game • Sustaining “in the zone” throughout the experience
    49. CHALLENGES FOR TEACHERS • Creating an activity that allows for a “in the zone” experience • Allowing a wide array of skill levels to initially enjoy and be immersed in the lesson • Sustaining “in the zone” throughout the experience
    50. THEY ARE THE SAME! Game Designer = Teacher
    51. THEY ARE THE SAME! Game Designer = Teacher OMG!!!
    52. STUDENTS AT RISK
    53. STUDENTS AT RISK Kids who don’t play video games are at risk!
    54. STUDENTS AT RISK Kids who don’t play video games are at risk! They get in trouble more often!
    55. STUDENTS AT RISK Kids who don’t play video games are at risk! They get in trouble more often! Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
    56. SOME RESEARCH • Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD • Research was funded with $1.5 million by the U.S. Dept. of Justice • Findings reported in Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. • Hereare some of the myths debunked
    57. MYTH #1 • The growth in violent video game sales is linked to the growth in youth violence — especially school violence — throughout the US.
    58. FACT • Violent Crime in Schools fell 44% from 1994-2001 • We have the lowest juvenile arrest rate for violent crimes since 1983. • Murder Arrests in 1993 = 3,800 • Murder Arrests in 2001 = 1,400
    59. MYTH #2 •Girls don’t play violent video games like Grand Theft Auto.
    60. FACT • 29% of girls say they play at least one M-rated game a lot • One in five listed Grand Theft Auto • Grand Theft Auto was second only to the Sims in popularity.
    61. MYTH #3 •Never playing games keeps you out of trouble.
    62. FACT • Boyswho rarely or never played video or computer games were more likely to get into fights or have problems at school.
    63. SO BASICALLY...
    64. SO BASICALLY... •“There is absolutely no evidence that playing violent video games will turn kids into criminals.”
    65. SO BASICALLY... •“There is absolutely no evidence that playing violent video games will turn kids into criminals.” ~ Lawrence Kutner
    66. SO VIDEO GAMES DON’T HURT YOU...
    67. SO VIDEO GAMES DON’T HURT YOU... ...but do they help you?
    68. YES!
    69. HOW? • Don’tBother Me Mom - I’m Learning • Marc Prensky • Internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning. • Here is his book in a nutshell...
    70. 21ST CENTURY SKILLS •“The true secret of why kids spend so much time on their games is that they’re learning things they need for their twenty-first century lives”
    71. FOR THE DOCTORS • “I use the same hand-eye coordination to play video games as I use for surgery. • Dr. James Rosser, Beth Israel Hospital • Doctors that played games earlier in life made 40% less mistakes during surgery. • Playing video games before surgery also lowers error rates.
    72. MULTITASKING Increases the ability to do many things at the same time AND do them well.
    73. RULES •Gamers figure things out on their own better than non-gamers •Probetheir environment for understanding
    74. RISK TAKING •Gamers are risk takers •Gamers are more likely to try different strategies •Enlightened trial and error
    75. GAMES TEACH STRATEGY • Cause and effect • Long term winning versus short term gains • Order from seeming chaos • Complex system behaviors • Counter-intuitive results • Using obstacles as motivation • The value of persistence
    76. 10 YEAR OLD GAMERS LEARNED. • Everyone can save the world if they try • Two against one isn’t fair • Don’t shoot people • Have patience • The good guys always win • Don’t trust everyone you meet • Help your friends
    77. SOME OF MY GAME PROJECTS • Black Bear Island • VirtualIsland for studying virtual worlds for teaching and learning. • Offered courses on the island • http://slurl.com/secondlife/ Black%20Bear%20Island/ 144/100/31
    78. SOME OF MY GAME PROJECTS • UMaine OpenSim • Virtual Island Server that is free and open source • Planto offer free, private, virtual space to Maine schools • http:// opensim.umeedu.maine.edu
    79. SOME OF MY GAME PROJECTS • OS X Virtual World App • Virtual World software for your computer • Can load different worlds - like the Matrix • http://www.edutim.com/ opensim-app
    80. FOUR QUESTIONS 1.Why are you doing what you're doing to beat the game? 2.What aspects of the game lead you to that approach? 3.Where are you taking risks, and where are you playing it safe? 4.What skills do you need to develop to get better at this game?
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