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Suny CIT Gaming And Learning

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Presentation at the SUNY Conference on Information Technology …

Presentation at the SUNY Conference on Information Technology

21 May 2009.

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  • Photo: library of congress
  • Photo: Joi Ito
  • Times are hard right now, and when times are hard people look for escapes.But when Jane says “many”, most of us make assumptions about the people she’s talking about. We tend to think of them as disaffected young men. But we’re wrong. Very wrong!
  • Quote from the opening of the recent Pew Internet survey of US teens.
  • 40% of women 18 and over play video gamesPhoto: Chiquillas Gamers by Totoro! http://www.flickr.com/photos/totoro_zine/2166018571/
  • % of video game players nationallyPhoto by Lucas Gillespie - http://www.flickr.com/photos/7540626@N05/2659442789/
  • Photo by Earl – What I saw 2.0http://www.flickr.com/photos/earlg/304373180/
  • First 45 seconds, then jump to 2:35
  • Collecting, Points, Feedback, Exchanges, Customization
  • Competition, rewards, content
  • Transcript

    • 1. mamamusings.net
    • 2. Jane McGonigal
    • 3. Maybe not yet… but you should be.
    • 4. “For many people today, in terms of perceived quality of life, virtual ity is beating reality.”
    • 5. “The first national survey of its kind finds that virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.”
    • 6. 40% of adult women
    • 7. 18% 33%
    • 8. 26% over age 50
    • 9. http://en.wikipedia.org/wiki/Game
    • 10. 1) Collecting 2) Points 3) Feedback 4) Exchanges 5) Customization
    • 11. http://www.42entertainment.com/see.html

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