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Lisa Takehana<br />Informative Presentation<br />
-6%<br />Box Office Sales<br />-6%<br />Television Time<br />-12%<br />Music Sales<br />
40% growth<br />in the video game industry<br />over the same four-year period<br />
Video games are notjust mindless entertainment<br />
“<br />[Video game technology is] bringing in a whole new group of consumers that have never before been involved in gamin...
Our Future<br />
Learning<br />Socializing<br />Health<br />
Learning<br />Socializing<br />Health<br />
“Memorize<br />-and-<br />   regurgitate”<br />Instruction<br />+<br />Demonstration<br />
Edutainment Games<br />Education + Entertainment<br />
70% of major employers utilize interactive software to train employees.<br />
BFA Interactive Entertainment<br />MFA Interactive Media<br />
Technical Skills<br />Analytical Skills<br />Problem-Solving Skills<br />
Social Skills<br />
Learning<br />Socializing<br />Health<br />
60%<br />Play with friends<br />
40% <br />are women<br />25%<br />are over 50<br />50%<br />of American parents play with their children<br />
Play together.  Exercise together.<br />
Learning<br />Socializing<br />Health<br />
Dance Dance Revolution<br />
765schools in West Virginia use DDR as part of their physical education curriculum.<br />
Rehabilitation:<br />Exercise your brain<br />
70%<br />                         of Stokes&apos; patients have reduced or eliminated their migraine medication after play...
Video Games<br />Art + Technology<br />Our Future<br />
Interactive Entertainment - Art, Entertainment, and Technology of the Future
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Interactive Entertainment - Art, Entertainment, and Technology of the Future

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This is a Powerpoint presentation for my Business and Professional Communication class at USC. The content is very nothing special, but I wanted to share the design style.

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Transcript of "Interactive Entertainment - Art, Entertainment, and Technology of the Future"

  1. 1. Lisa Takehana<br />Informative Presentation<br />
  2. 2. -6%<br />Box Office Sales<br />-6%<br />Television Time<br />-12%<br />Music Sales<br />
  3. 3. 40% growth<br />in the video game industry<br />over the same four-year period<br />
  4. 4. Video games are notjust mindless entertainment<br />
  5. 5. “<br />[Video game technology is] bringing in a whole new group of consumers that have never before been involved in gaming… <br />Entertainment is changed <br /> forever with gaming.”<br />-Mike Griffith<br />CEO, Activision<br />
  6. 6. Our Future<br />
  7. 7. Learning<br />Socializing<br />Health<br />
  8. 8. Learning<br />Socializing<br />Health<br />
  9. 9.
  10. 10. “Memorize<br />-and-<br /> regurgitate”<br />Instruction<br />+<br />Demonstration<br />
  11. 11. Edutainment Games<br />Education + Entertainment<br />
  12. 12. 70% of major employers utilize interactive software to train employees.<br />
  13. 13. BFA Interactive Entertainment<br />MFA Interactive Media<br />
  14. 14. Technical Skills<br />Analytical Skills<br />Problem-Solving Skills<br />
  15. 15. Social Skills<br />
  16. 16. Learning<br />Socializing<br />Health<br />
  17. 17. 60%<br />Play with friends<br />
  18. 18. 40% <br />are women<br />25%<br />are over 50<br />50%<br />of American parents play with their children<br />
  19. 19. Play together. Exercise together.<br />
  20. 20. Learning<br />Socializing<br />Health<br />
  21. 21. Dance Dance Revolution<br />
  22. 22. 765schools in West Virginia use DDR as part of their physical education curriculum.<br />
  23. 23.
  24. 24. Rehabilitation:<br />Exercise your brain<br />
  25. 25. 70%<br /> of Stokes&apos; patients have reduced or eliminated their migraine medication after playing &quot;brain&quot; games<br />
  26. 26. Video Games<br />Art + Technology<br />Our Future<br />

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