Internationalization of games 2
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Internationalization of games 2

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African games and the more developed countries

African games and the more developed countries

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    Internationalization of games 2 Internationalization of games 2 Presentation Transcript

    • Dr. Redekopp & Dr. Kalanda
    • The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support For the purpose of this presentation, three counties are selected:
    • South Africa, Kenya, and Nigeria. These three countries were selected because of their robust commitment to information and communication technology (ICT)  South Africa is the clear leader in ICT adoption in sub-Saharan Africa.  Kenya is both one of Africa’s largest mid-scale markets and is a bellwether in terms of technology adoption.  some in Nigeria point to ITC as an integral part of its development
    • 1. The median age of the population South Africa, 24.7 years, in Kenya is 18.8 years; and in Nigeria, 19.1 years. So again, all three nations have a young population, which may be more attracted to games than other demographics. 2. I believe that part of the human condition is to seek pleasure and enjoyment, and games and entertainment can drive the technology that ultimately might help support Education.
    • The possibility of entertainment on a digital device gives users flexibility, privacy, and anonymity. Games designed specifically for the sub-Saharan market could increase demand and growth in educational technology.
    • The ICT landscape of any given population will drive the gaming platform. As such we must consider which technologies Kenyans, Nigerians, and South Africans favored. As the following statistics demonstrate, the ICT of Sub-Saharan Africa lies mainly in the mobile arena. However, there is great potential for growth in the Internet sector.
    •  The saturation of the South African market with mobile phones is at 92%, with Kenya and Nigeria both at 42%.  Internet users in South Africa are at approximately 11% and at 8% for Kenya and 7% for Nigeria.  Mobile internet adoption stands currently at the rate of 1.98 million subscribers in Kenya (or 5% of the population) and at 11% for South Africa (reliable statistics for Nigeria were not accessible at the time of this writing).
    • In 2008, an online game titled “Pamoja Mtaani,” which is Swahili for “Together in the Hood,” was created in a partnership between the U.S. President’s Emergency Plan for AIDS Relief (PEPFAR) and Warner Bros. Studios. Virtual Heroes, an American game development company, manufactured the game, targeted at 15- to19-year-olds.
    • Pamoja Mtaani is a multi-player computer video game designed to educate young people in Kenya about HIV prevention. The game focuses on 5 key HIV prevention behaviours:  delaying sexual debut,  abstinence,  avoiding multiple partners,  correct and consistent condom use, and  uptake of voluntary counselling and testing (VCT).
    • Players assume the identity of 1 of 5 characters who find themselves car-jacked in a matatu (minibus taxi) and attempt to recover their stolen goods and save an injured woman. Through a series of sub-plots, the players are put into situations where the decisions they make can either put them at risk of contracting HIV or help to prevent it http://www.youtube.com/watch?v=gf6Ha9A_gsQ
    •  Another innovative game designed for African users was the online game EVOKE. The World Bank Institute with a budget of $500,000 funded the game. It was a multiplayer online game created with game director Jane McGonigal.
    •  EVOKE launched on March 3, 2010, and ran for 10 weeks. It was free to play; open to anyone, anywhere; and designed for players ages 13 and up.
    •  On her blog site, Jane McGonigal states, “The goal of the game is to help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most pressing problems: hunger, poverty, disease, war and oppression, water access, education, climate change.”
    •  EVOKE -- an online 'serious game' utilizing a variety of social media tools and narrative approaches commonly found in video games -- is designed to empower young people all over the world to start solving urgent social problems like hunger, poverty, disease, conflict, climate change, sustainable energy, health care, education, and human rights. It is meant to encourage young people to collaborate with each other, across the world, to develop real world ideas to address these challenges.
    •  EVOKE initially emerged from discussions with universities in Africa who wanted to find avenues to encourage their students to engage in local communities and develop innovative solutions to local development challenges. The universities were searching for ways to engage students in real world problems and to develop capacities for creativity, innovation, and entrepreneurial action that many believe will be the engine for job creation now and in the future. http://www.youtube.com/watch?v=_48Fd5IJQh8
    • These were the two games identified in Africa; that have the potential to change education. Now can you:  Find two good games in Europe and two in Asia?  Argue positively about them by way of presentation to the class?