Play is older than civilization.                          Johan Huizinga©2007 Savage Geckos
Cultural and Market Shift  “...If youre over 35, chances are you  view video games as, at best, an  occasional distraction...
A Brief History of Games on Campus                          Popular Game                    Campus Presence               ...
Which Leads Us to…  Today and Beyond:  How to leverage the technology and  cultural attributes of modern video  games to r...
Game Center Industry US: Over 650 Game Centers CHINA: 90% of World Game Centers Largest in the World: 1777 PCs Growing...
Myth vs. Truth     Myth: Video Games         Truth: “the      are Bad For You.           complexity of                  ...
Myth vs. Truth     Myth: Video Games lead      Truth: “According to federal      to youth violence.           crime stat...
Myth vs. Truth     Myth: Gamers are young      Truth: “Forty-three      white men                    percent of all game...
Myth vs. Truth     Myth: Gamers are anti-social      Truth: “Students cited gaming                                      ...
Who is Playing?            57% male            43% female            Over 18: 28%            Males 6-17: 21%         ...
A focal point for social interaction  and diverse community on campus:                                                    ...
How They Play                               Free time spent                               w/ sports, reading,             ...
Types of Systems                      PCs   Consoles                                 Xbox 360                             ...
A State-of-the-Art Gaming CenterAn ever-changing mix:Variety of Networked               and OnlineConsoles and PCsEnhanced...
A State-of-the-Art Gaming Center                      An ever-changing mix:©2007 Savage Geckos                           P...
A State-of-the-Art Gaming Center                      An ever-changing mix:Guitar Hero and Networked Gaming Systems©2007 S...
A State-of-the-Art Gaming Center                      An ever-changing mix:  Dance Dance Revolution (DDR)©2007 Savage Geckos
A State-of-the-Art Gaming Center     An ever-changing mix:                      Pool Tables Air Hockey Arcade Games©2007 S...
A State-of-the-Art Gaming Center       An ever-changing mix:Tournaments:  Intramural  Rivalries  ©2007 Savage Geckos
A State-of-the-Art Gaming Center     An ever-changing mix:RetailCounter:Products;Buy, Sell,TradeVideoGames ©2007 Savage Ge...
A State-of-the-Art Gaming Center     An ever-changing mix:                       Social AspectsBuilding Community ©2007 Sa...
CyGamZ      You can learn more about a   [person] in an hour of play, than    in a year of conversation. PLATO©2007 Savage...
Student Quotes “This    is my home      away from home!” “I        love it here”©2007 Savage Geckos
Student Quotes “It’s   like hanging out      in my basement with      my friends.” “Its   great when a      group shows ...
Student Quotes                       “The DDR machine                        is awesome!”                       “Ibought...
From the Blogs…©2007 Savage Geckos
Operational Issues   Mature, Inappropriate Content   Keeping Game Inventory Current   Preventing      Loss/Theft   Out...
Operational Issues Licensing Pay for Play vs. Service Model Competitions, money and sponsors Keeping             the A...
New                           Trends     Increasing  Expectations of the      Millennial Generation     Multimedia, Inte...
New Trends Wireless  Gaming from  Everywhere with On-Campus  Gaming Servers Intercollegiate Tournaments©2007 Savage Geckos
New Trends                              Revenue-                               Generating                               S...
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Using Video Games to Promote Positive Social Interaction on Campus - 2007

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Delivered to the ACUI on April 2007. "Using Video Games to Promote Positive Social Interaction on Campus" (PDF). Gaming Technology. Savage Geckos LLC. Retrieved 2009-07-31

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Using Video Games to Promote Positive Social Interaction on Campus - 2007

  1. 1. Play is older than civilization. Johan Huizinga©2007 Savage Geckos
  2. 2. Cultural and Market Shift “...If youre over 35, chances are you view video games as, at best, an occasional distraction... If you’re under 35, games are a major entertainment and a part of life. In that sense, they are similar to what rock „n‟ roll meant to boomers.” – USA Today, by Kevin Maney, November 17, 2004©2007 Savage Geckos
  3. 3. A Brief History of Games on Campus Popular Game Campus Presence Characteristics 1960 Mechanical arcade games Coin-op game rooms in student center Too expensive and bulky for provide a focal point for social personal use interaction and community 1970  Mechanical and electronic Coin-op game rooms in student center arcade games provide a focal point for social 1980  Still expensive and bulky interaction and community 1990  Mass marketed PCs and Coin-op game popularity wanes as 2000 consoles students stay home and play on more  Personal systems at home sophisticated personal systems.  Increasing realism and multi- Despite the integration of games into player networking cultural fabric, campus social interaction and community  Cultural and market shift opportunities are lost©2007 Savage Geckos
  4. 4. Which Leads Us to… Today and Beyond: How to leverage the technology and cultural attributes of modern video games to re-create a focal point for social interaction and community on campus? Or more practically: What do we do with the old game rooms that are under used?©2007 Savage Geckos
  5. 5. Game Center Industry US: Over 650 Game Centers CHINA: 90% of World Game Centers Largest in the World: 1777 PCs Growing Worldwide Industry©2007 Savage Geckos
  6. 6. Myth vs. Truth Myth: Video Games  Truth: “the are Bad For You. complexity of modern … video games makes todays media consumer sharper than those of 30 years ago. -Steven Johnson Everything Bad is Good For You©2007 Savage Geckos
  7. 7. Myth vs. Truth Myth: Video Games lead  Truth: “According to federal to youth violence. crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low. Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. “ http://www.pbs.org/kcts/videogamerevolution/impact/myths.html©2007 Savage Geckos
  8. 8. Myth vs. Truth Myth: Gamers are young  Truth: “Forty-three white men percent of all game players are women. In fact, women over the age of 18 represent a greater portion of the game-playing population (28 percent) than boys from ages 6 to 17 (21 percent).” -The ESA©2007 Savage Geckos
  9. 9. Myth vs. Truth Myth: Gamers are anti-social  Truth: “Students cited gaming as a way to spend more time with friends.” -Pew Internet and American Life Survey, Let The Games Begin  “What we saw was that gaming is a very social activity. There might be one person at the controls, but there are five or six people looking at the screen, talking and giving advice…? -USA Today©2007 Savage Geckos
  10. 10. Who is Playing? 57% male 43% female Over 18: 28% Males 6-17: 21% 70% of College Students (Pew Internet Survey) ©2007 Savage Geckos
  11. 11. A focal point for social interaction and diverse community on campus: Gaming Center brings diverse community EMU’s PopulationAfrican Savage Geckos ©2007 Asian Latino Native American White International
  12. 12. How They Play Free time spent w/ sports, reading, volunteering, religion, and creative endeavors is still 3x the 6.8 hrs. spent on gaming©2007 Savage Geckos
  13. 13. Types of Systems PCs Consoles Xbox 360 Xbox PlayStation 3 PlayStation 2 GameCube Nintendo Wii Sony PSP Nintendo DS Game Boy Advance©2007 Savage Geckos
  14. 14. A State-of-the-Art Gaming CenterAn ever-changing mix:Variety of Networked and OnlineConsoles and PCsEnhanced Environment– large screens, projectors ©2007 Savage Geckos
  15. 15. A State-of-the-Art Gaming Center An ever-changing mix:©2007 Savage Geckos PC Gaming
  16. 16. A State-of-the-Art Gaming Center An ever-changing mix:Guitar Hero and Networked Gaming Systems©2007 Savage Geckos
  17. 17. A State-of-the-Art Gaming Center An ever-changing mix: Dance Dance Revolution (DDR)©2007 Savage Geckos
  18. 18. A State-of-the-Art Gaming Center An ever-changing mix: Pool Tables Air Hockey Arcade Games©2007 Savage Geckos
  19. 19. A State-of-the-Art Gaming Center An ever-changing mix:Tournaments: Intramural Rivalries ©2007 Savage Geckos
  20. 20. A State-of-the-Art Gaming Center An ever-changing mix:RetailCounter:Products;Buy, Sell,TradeVideoGames ©2007 Savage Geckos
  21. 21. A State-of-the-Art Gaming Center An ever-changing mix: Social AspectsBuilding Community ©2007 Savage Geckos
  22. 22. CyGamZ You can learn more about a [person] in an hour of play, than in a year of conversation. PLATO©2007 Savage Geckos
  23. 23. Student Quotes “This is my home away from home!” “I love it here”©2007 Savage Geckos
  24. 24. Student Quotes “It’s like hanging out in my basement with my friends.” “Its great when a group shows up and we connect.”©2007 Savage Geckos
  25. 25. Student Quotes  “The DDR machine is awesome!”  “Ibought a semester pass, it’s awesome!”©2007 Savage Geckos
  26. 26. From the Blogs…©2007 Savage Geckos
  27. 27. Operational Issues  Mature, Inappropriate Content  Keeping Game Inventory Current  Preventing Loss/Theft  Outside Competition©2007 Savage Geckos
  28. 28. Operational Issues Licensing Pay for Play vs. Service Model Competitions, money and sponsors Keeping the Atmosphere “Hip”©2007 Savage Geckos
  29. 29. New Trends  Increasing Expectations of the Millennial Generation  Multimedia, Interactive Gaming Centers©2007 Savage Geckos
  30. 30. New Trends Wireless Gaming from Everywhere with On-Campus Gaming Servers Intercollegiate Tournaments©2007 Savage Geckos
  31. 31. New Trends  Revenue- Generating Sponsors  EvolvingCyGamZ Technology ©2007 Savage Geckos

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