Exploring Computer
      Science
      Video Games
Why talk about games?
Why talk about games?
• You play them
• Major economic force
• Deep impact on culture and society
• History of pushing lim...
Who plays games?
Source: ESA “Essential Facts”, 2009
How much money is
there in games? Where
  does it come from?
Generate more revenue than Hollywood!




                    http://www.sfgate.com/cgi-bin/article.cgi?f=/chronicle/archi...
In-game advertising
Franchises
New Monetization Methods




Mochi Coins, OfferPal, SuperRewards, TrialPay, etc...
                                       ...
Direct Payments




Disguise microtransactions as donations; sell limited edition items
                                  ...
How has mobile
affected gaming?
“We set out to get a million users in a year.
And we got a million users in ten days.”
     - Bart Decrem, CEO Tapulous
  ...
300 new games daily in the App store




Very hard to break through the noise
                          www.christophercum...
Could games have
positive side-effects?
Changes to your brain
• “Tetris effect” -- brain uses less glucose
• Red areas: cortex became thicker after 3
  months
• B...
Eyesight
• Tendency to assume games kill eyesight
• Expert gamers outperform non-gamers at
  visual tasks
• Contrast perce...
Cooperation
• Cooperative games lead to pro-social
  behavior in clinical studies in US and
  Germany
• Strategy game play...
Are games addictive?
Games and the brain
• Hot area of study
• Success releases dopamine in brain reward
  circuit (maybe more in men than wome...
What productive things
 can be accomplished
   through games?
Freerice
Human-powered
       Computing
• Computers are very bad at certain things
 • Recognizing objects in pictures
 • Gauging re...
Case study: Second Life
Second Life
• 3-D Virtual World
• Run by Linden Lab
• Residents are avatars
• Not really a game -- an alternate
  reality
...
You’re not target
   users... yet
Country          %                                          Average Age
                ...
Linden Dollar
• $1 ~ $250
• Currency market to buy and sell
Uses for school and
       work?
Visualizing biology in Second Life
Conferences in Second Life
Advertising
• Many big brands have real estate
• Interactive, huge audience, low costs
How does networking
and the Internet affect
       games?
Social Games




Zynga (FarmVille, etc) has $50M annual revenues
                                            www.christoph...
Threat to consoles
• July 2009
 • 38% decrease in hardware sales from
    previous year
 • Wii dropped 45%
 • PlayStation ...
Massively Multiplayer
  Online Games
What kinds of content can
 users generate and how
does that affect game play?
Garfield hs   exploring computer science - games spring 2010
Garfield hs   exploring computer science - games spring 2010
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Garfield hs exploring computer science - games spring 2010

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Used to spark discussion in my high school computer science breadth course.

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  • Garfield hs exploring computer science - games spring 2010

    1. 1. Exploring Computer Science Video Games
    2. 2. Why talk about games?
    3. 3. Why talk about games? • You play them • Major economic force • Deep impact on culture and society • History of pushing limits of computing • Likely to play a big role in many aspects of your life
    4. 4. Who plays games?
    5. 5. Source: ESA “Essential Facts”, 2009
    6. 6. How much money is there in games? Where does it come from?
    7. 7. Generate more revenue than Hollywood! http://www.sfgate.com/cgi-bin/article.cgi?f=/chronicle/archive/2004/12/18/MNGUOAE36I1.DTL
    8. 8. In-game advertising
    9. 9. Franchises
    10. 10. New Monetization Methods Mochi Coins, OfferPal, SuperRewards, TrialPay, etc... www.christophercummings.com
    11. 11. Direct Payments Disguise microtransactions as donations; sell limited edition items www.christophercummings.com
    12. 12. How has mobile affected gaming?
    13. 13. “We set out to get a million users in a year. And we got a million users in ten days.” - Bart Decrem, CEO Tapulous www.christophercummings.com
    14. 14. 300 new games daily in the App store Very hard to break through the noise www.christophercummings.com
    15. 15. Could games have positive side-effects?
    16. 16. Changes to your brain • “Tetris effect” -- brain uses less glucose • Red areas: cortex became thicker after 3 months • Blue areas: areas functioned more efficiently
    17. 17. Eyesight • Tendency to assume games kill eyesight • Expert gamers outperform non-gamers at visual tasks • Contrast perception increased by UT over the Sims (43% greater)
    18. 18. Cooperation • Cooperative games lead to pro-social behavior in clinical studies in US and Germany • Strategy game players exhibit leadership skills
    19. 19. Are games addictive?
    20. 20. Games and the brain • Hot area of study • Success releases dopamine in brain reward circuit (maybe more in men than women?) • Provides escape from daily life • Provides the perfect level of challenge (http://discovermagazine.com/2007/brain/ video-games)
    21. 21. What productive things can be accomplished through games?
    22. 22. Freerice
    23. 23. Human-powered Computing • Computers are very bad at certain things • Recognizing objects in pictures • Gauging relevance • Reading handwriting • Give users points and they’ll do it for you!!
    24. 24. Case study: Second Life
    25. 25. Second Life • 3-D Virtual World • Run by Linden Lab • Residents are avatars • Not really a game -- an alternate reality • Free to join • Owning land costs money
    26. 26. You’re not target users... yet Country % Average Age Adult United States 31.19% Age % Grid France 12.73% 13-17 1.23% 33 Germany 10.45% 18-24 27.16% United Kingdom 8.08% 25-34 38.88% Netherlands 6.55% Spain 3.83% Average Age on Teen Brazil 3.77% 35-44 21.13% Grid Canada 3.30% 45 + 11.61% 15 Belgium 2.63% Italy 1.93% F M Australia 1.48% 2006 September 43.76% 56.24% Switzerland 1.29% 2006 October 42.65% 57.35% Japan 1.29% 2006 November 42.14% 57.86% Sweden 0.95% 2006 December 41.42% 58.58% Denmark 0.88% 2007 January 41.11% 58.89% China 0.61% 2007 February 41.07% 58.93%
    27. 27. Linden Dollar • $1 ~ $250 • Currency market to buy and sell
    28. 28. Uses for school and work?
    29. 29. Visualizing biology in Second Life
    30. 30. Conferences in Second Life
    31. 31. Advertising • Many big brands have real estate • Interactive, huge audience, low costs
    32. 32. How does networking and the Internet affect games?
    33. 33. Social Games Zynga (FarmVille, etc) has $50M annual revenues www.christophercummings.com
    34. 34. Threat to consoles • July 2009 • 38% decrease in hardware sales from previous year • Wii dropped 45% • PlayStation 3 dropped 59%
    35. 35. Massively Multiplayer Online Games
    36. 36. What kinds of content can users generate and how does that affect game play?

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