Games:EDU 09 Susan Gold

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Games:EDU 09 Susan Gold

  1. 1. The Global Game Jam & IGDA EdSIG <ul><li>What it can do for you? </li></ul>
  2. 2. Who am I? Susan Gold <ul><li>Activist - community builder since 1987 </li></ul><ul><li>Educator - in 1999 (in games since 2001) </li></ul><ul><li>Chair of the IGDA EdSIG since 2006 </li></ul><ul><li>Created the Global Game Jam in 2009 </li></ul>
  3. 3. Who are we really... <ul><li>International Game Developer’s Association is a professional organization </li></ul><ul><ul><li>IGDA EdSIG - focuses on making game education better and provide resources for educators. </li></ul></ul>
  4. 4. Brief History <ul><li>Education Summits </li></ul><ul><li>IGDA Curriculum Framework 2003 </li></ul><ul><li>SIG (re)forms in 2006 </li></ul><ul><li>IGDA Curriculum Framework 2008 released </li></ul><ul><li>Global Game Jam 2009 </li></ul>
  5. 5. 2008 Curriculum Framework <ul><li>Originally published in 2003 </li></ul><ul><li>Redrafted & delivered @ GDC 2008 </li></ul>
  6. 6. <ul><li>Critical Game Studies </li></ul><ul><li>Games and Society </li></ul><ul><li>Game Design </li></ul><ul><li>Game Programming </li></ul><ul><li>Visual Design </li></ul><ul><li>Audio Design </li></ul><ul><li>Interactive Storytelling </li></ul><ul><li>Game Production </li></ul><ul><li>Business of Gaming </li></ul>
  7. 7. Define a standard for game education programs <ul><li>Advisory Board (local professionals if available) </li></ul><ul><li>Focus on portfolio development (graduation requirement, professional/academic judges) </li></ul><ul><li>Internship network with studios, companies and community organizations including non-profits. </li></ul><ul><li>Ideally, a relationship with local IGDA chapter </li></ul><ul><li>Faculty with industry experience (especially for development-focused programs) </li></ul><ul><li>Labs and libraries (access to hardware/software/games students don’t have) </li></ul><ul><li>Speaker program (bring current professionals on campus) </li></ul><ul><li>Mixed classes (courses involving programmers and artists on same project, team-based) </li></ul><ul><li>Extracurricular projects (student-led mods/projects outside the classroom) </li></ul>
  8. 8. Curriculum Knowledge Base Please add you syllabi
  9. 9. Access to Research <ul><li>Detailed Game Facts </li></ul><ul><li>EEDAR’s proprietary database of more than 5,000,000+ game features to deliver information on games at an unparalleled level of detail. </li></ul><ul><li>Features detailed currently include: </li></ul><ul><li>Game Overview </li></ul><ul><li>Distribution and Revenue </li></ul><ul><li>Gameplay </li></ul><ul><li>Online & Multiplayer </li></ul><ul><li>Personification </li></ul><ul><li>Setting </li></ul><ul><li>Use of Branding and License </li></ul><ul><li>Hardware and Software Requirements </li></ul>
  10. 10. <ul><li>Platform Insight </li></ul><ul><li>EEDAR has information on every </li></ul><ul><li>publisher and developer to release a game on supported platforms in the Unites States since 2000. </li></ul><ul><li>Supported platforms include: </li></ul><ul><li>Microsoft Xbox, Xbox 360 </li></ul><ul><li>Sony PlayStation2, PlayStation 3, PSP </li></ul><ul><li>Nintendo GameCube, Wii, DS </li></ul><ul><li>PC </li></ul><ul><li>Company Insights </li></ul><ul><li>Detailed insight into more than 500 companies including: </li></ul><ul><li>Performance History Review Scores, Attach Rates, Market Share, Marketing Support </li></ul><ul><li>Portfolio Analysis Genres, ESRB, Reviews, Platforms </li></ul><ul><li>Release Cycles </li></ul><ul><li>Review Scores </li></ul><ul><li>Corporate Hierarchies </li></ul><ul><li>Charts and Data </li></ul><ul><li>A wealth of charts and data for platforms and companies. View data by more than 250 variants: </li></ul><ul><li>ESRB </li></ul><ul><li>Genre </li></ul><ul><li>Platforms </li></ul><ul><li>Unit Sales </li></ul><ul><li>Review Score </li></ul><ul><li>Marketing Spends </li></ul><ul><li>Consumer Interest </li></ul><ul><li>Year-on-Year </li></ul><ul><li>View data by lifetime or specific years. </li></ul>
  11. 11. Global Game Jam <ul><ul><li>1650 people in 54 locations making 370 games </li></ul></ul><ul><ul><li>Innovation, Experimentation, Creativity, Collaboration, Open Source </li></ul></ul><ul><li>3 x bigger in 2010 hoping to create over 900 games </li></ul>
  12. 12. Feedback <ul><li>From participants: </li></ul><ul><ul><li>“ changed my life” </li></ul></ul><ul><ul><li>“ best thing I’ve ever done” </li></ul></ul><ul><ul><li>“ can’t believe I could do it” </li></ul></ul><ul><li>98% of all locations said they would do it again - with remaining 2% replying maybe </li></ul>
  13. 13. GGJ 4 EDU <ul><li>Provide an opportunity: </li></ul><ul><ul><li>for students to interact with industry professionals </li></ul></ul><ul><ul><li>make the classroom lessons tangible </li></ul></ul><ul><ul><li>to use the games from GGJ as a learning tool </li></ul></ul><ul><ul><li>to collaborate and work in teams </li></ul></ul><ul><ul><li>to fail </li></ul></ul>
  14. 14. Hosting <ul><li>Physical space to comfortably seat participants </li></ul><ul><li>Internet access (either wired or wireless) for all participants </li></ul><ul><ul><li>Access to common game development tools and/or ability to download and install software </li></ul></ul><ul><li>Local IT support in case of problems with computers or internet connectivity. </li></ul><ul><li>At least one local official organizer to coordinate the event. </li></ul><ul><li>Access to all space and computing resources around the clock over a weekend. </li></ul><ul><li>Coffee and Beverages - Access to food - Catering </li></ul><ul><li>An auditorium space to do a post Jam presentation </li></ul><ul><li>Availability of food (e.g. presence of local convenience stores or restaurants). </li></ul><ul><li>Security </li></ul>
  15. 15. GGJ 4 Research <ul><li>Invite scholars in any field who take a professional interest in the Global Game Jam event to submit a research project application. </li></ul><ul><li>Selected research projects will be featured as a part of the Global Game Jam (GGJ) 2010 event. </li></ul>
  16. 16. Typical GGJ <ul><li>Afternoon - technical talks / registration </li></ul><ul><li>5:00pm in your time zone - announce constraints </li></ul><ul><li>15 mins. for everyone to think of ideas and then pitch them </li></ul><ul><li>Watch the Keynote - Inspire </li></ul><ul><li>Ice Breaker Exercises/Divide into teams </li></ul><ul><li>Work until 3:00 pm on Sunday on the game </li></ul>
  17. 17. Membership <ul><li>We need you! </li></ul><ul><ul><li>Help peers by your experiences </li></ul></ul><ul><ul><li>Meet new people that can share ideas to make your jobs easier </li></ul></ul><ul><ul><li>Connect with industry </li></ul></ul><ul><li>Looking to create institutional memberships & find ways to add value to membership such as EEDAR access at tremendous discounts </li></ul>
  18. 18. Listserv <ul><li>http://igda.org/education/listserv </li></ul>
  19. 19. Thank You <ul><li>http://globalgamejam.org </li></ul><ul><li>http://igda.org/education </li></ul><ul><li>Susan Gold - [email_address] </li></ul>

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