TEACHING MACHINESHow technology is changing the way we learn, play and discover our world                          Chris M...
introduction• Chief      Evangelist & Chief Gaming Officer•@   Sun for 15 years• host   of JavaOne• husband    & father• ha...
and I’m a geek Custom arcade        NeoGeo          GameBoy SP              XBox360  Pong arcade      TurboGrafx-16       ...
how have you stayed married?
it’s early, so let’s start off with a          bit of nonsense
Potter Puppet Pals
Fox News Channel, 4.26 million viewers   70,000,000 unique views
statement    technology & connectivity haspermanently changed the parameters   of human interaction and reach
look back to look forward
1970’sthe computers invade
my first computer•   5K (3583 bytes)•   MOS 6502 @ 1MHz•   used cassette tapes for storage•   22 x 23 text•   176 x 184 @ 1...
“Bit Babies”• first   generation of computer consumers• everything   was new, exciting, and advancing at a rapid pace• our ...
limited community access• online   limited to BBS systems• physical   group meetings• “schoolyard” clubs• type   in code f...
geeks then
where were they playing?
2009gamers raising gamers
geeks today(ok, not ALL geeks)
where are they playing now?
and here
what’s happening?• technology    is cheap and pervasive• access    to games and computers• technology           permeating...
geek cultureNerdcore & Electronica   comics & art   fashion
geek culture
games and humanity• games     are part of every culture• it’s   how we learn• thrill   of competition• community      and ...
online video game stats• expected    to reach $11B globally by 2011• biggest   markets are Asia, North America, Europe• fa...
games to educate
working the brain• principal        drivers of game devices among adults• retention   through repetition• hugevariety of s...
mask the learning• solve   the mystery• logic   & math puzzles• integrate   in the story• players   overcome fear of mater...
algebra FPS?
explore our world
conflict
persuasive games
ARGs• Institute   For The Future• mash-upof traditional web technologies• build   on community• built   on participation• ...
community storm• collective   intelligence is an amazing predictor• community      adds ownership to a platform• ownership...
statementseamless connectivity changes the     parameters of personal   connection on a global scale
virtual world users (M)                           15        19                     25                                     ...
social network users (M)                       27 23 18 15                 120                  40                        ...
interwoven
interwoven
game tech meetsserious application
what is Project Wonderland ?•   built on Project Darkstar    server technology•   open source toolkit for    creating 3D v...
why 3D?•   truly informal conversations    •   multiple, simultaneous    •   divide and converge    •   spontaneous = soci...
world of possibilities•   significant interest in “enterprise grade”    virtual worlds for:    •   internal collaboration  ...
MPK20 – Suns Virtual Workplace               44
6thSpace - Malden Labs          45
Glasshouse – Green Phosphor             46
ProjectVS – Applied Minds            47
Virtual Academy - VEGA           48
recap• new generations will never know a world without computers or connectivity• video      games have emerged as a power...
Thank You!   chris.melissinos@sun.comhttp://cmelissinos.blogspot.com
2009 DoD World Wide Education Summit Keynote
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2009 DoD World Wide Education Summit Keynote

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This is the keynote I gave for the DoD World Wide Education Summit in 2009. In here, I discuss how the rise of technology, games, and the Internet can be harnessed for change.

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2009 DoD World Wide Education Summit Keynote

  1. 1. TEACHING MACHINESHow technology is changing the way we learn, play and discover our world Chris Melissinos Chief Gaming Officer Sun Microsystems, Inc.
  2. 2. introduction• Chief Evangelist & Chief Gaming Officer•@ Sun for 15 years• host of JavaOne• husband & father• hardcore gamer
  3. 3. and I’m a geek Custom arcade NeoGeo GameBoy SP XBox360 Pong arcade TurboGrafx-16 NES Sony PSP Atari 2600 Sega Genesis SNES 3DO Intellivision Sega 32X Nintendo 64 Atari Jaguar Colecovision Sega Saturn GameCube Jaguar CD Atari 5200 Sega Dreamcast Wii TurboGrafx CD Atari Lynx Playstation Nintendo DS Wonderswan Color Game Gear Playstation 2 Nintendo DS Lite NeoGeo Pocket Color GameBoy Playstation 3 Coleco Ranger Pole Position CabinetGameBoy Advance XBox Vectrex VirtualBoy
  4. 4. how have you stayed married?
  5. 5. it’s early, so let’s start off with a bit of nonsense
  6. 6. Potter Puppet Pals
  7. 7. Fox News Channel, 4.26 million viewers 70,000,000 unique views
  8. 8. statement technology & connectivity haspermanently changed the parameters of human interaction and reach
  9. 9. look back to look forward
  10. 10. 1970’sthe computers invade
  11. 11. my first computer• 5K (3583 bytes)• MOS 6502 @ 1MHz• used cassette tapes for storage• 22 x 23 text• 176 x 184 @ 16 colors Firefox Icon - 64KB Defender - 8K cart (~18x larger) (8x smaller)
  12. 12. “Bit Babies”• first generation of computer consumers• everything was new, exciting, and advancing at a rapid pace• our parents were confused and didn’t “get it”
  13. 13. limited community access• online limited to BBS systems• physical group meetings• “schoolyard” clubs• type in code from magazines• hang out at local computer store• everyone is experimenting
  14. 14. geeks then
  15. 15. where were they playing?
  16. 16. 2009gamers raising gamers
  17. 17. geeks today(ok, not ALL geeks)
  18. 18. where are they playing now?
  19. 19. and here
  20. 20. what’s happening?• technology is cheap and pervasive• access to games and computers• technology permeating pop culture through games and social sites• gamers are no longer a sub-set• driversof new technology adoption are 5 - 14 years old• multi-generational connection
  21. 21. geek cultureNerdcore & Electronica comics & art fashion
  22. 22. geek culture
  23. 23. games and humanity• games are part of every culture• it’s how we learn• thrill of competition• community and teams• discovery and exploration• military to business to finance• computers changed our course
  24. 24. online video game stats• expected to reach $11B globally by 2011• biggest markets are Asia, North America, Europe• fastest growing segment of $40B video game market• casual multiplayer online video games is biggest market opportunity• new tools and models are increasing competition• women over 35 are the largest segment
  25. 25. games to educate
  26. 26. working the brain• principal drivers of game devices among adults• retention through repetition• hugevariety of subjects: from speed math to self help• makingthe barrier to learning disappear through entertainment
  27. 27. mask the learning• solve the mystery• logic & math puzzles• integrate in the story• players overcome fear of material
  28. 28. algebra FPS?
  29. 29. explore our world
  30. 30. conflict
  31. 31. persuasive games
  32. 32. ARGs• Institute For The Future• mash-upof traditional web technologies• build on community• built on participation• providesamazingly accurate trend analysis
  33. 33. community storm• collective intelligence is an amazing predictor• community adds ownership to a platform• ownership = protection• customized content is paramount• authority bubbles up from the community
  34. 34. statementseamless connectivity changes the parameters of personal connection on a global scale
  35. 35. virtual world users (M) 15 19 25 20 21 Club Penguin Poptropica 15 Habbo Hotel Nicktropolis 6 SecondLife 3 There vMTV IMVU Meez Neopets45 100 Whyville goSupermodel Gaia Stardoll Build-a-Bearville Webkinz BarbieGirls 7 20 32 8 15 sample total = 306M
  36. 36. social network users (M) 27 23 18 15 120 40 50 Cyworld Mixi 30 Xiaonei Bebo 48 Classmates 124 Facebook Flixster 67 Friendster hi5 imeem 63 Last.fm36 LinkedIn MySpace Netlog Orkut 80 Reunion Tagged Windows Live Spaces Xanga 246 80 24 30 21 sample total = 1142M
  37. 37. interwoven
  38. 38. interwoven
  39. 39. game tech meetsserious application
  40. 40. what is Project Wonderland ?• built on Project Darkstar server technology• open source toolkit for creating 3D virtual worlds• design focus on business & education collaboration• supports high fidelity audio, shared applications, telephone integration, video, and more
  41. 41. why 3D?• truly informal conversations • multiple, simultaneous • divide and converge • spontaneous = social• space provides context• arrangement of space and type and position of objects impart social cues• higher emotional and social bandwidth than IM, etc.• potential for providing back-channel cues• 3D space helps define corporate culture
  42. 42. world of possibilities• significant interest in “enterprise grade” virtual worlds for: • internal collaboration • distance education • training / on-boarding • customer outreach • product demonstrations • virtual conferences and events • shared simulation • remote monitoring/control
  43. 43. MPK20 – Suns Virtual Workplace 44
  44. 44. 6thSpace - Malden Labs 45
  45. 45. Glasshouse – Green Phosphor 46
  46. 46. ProjectVS – Applied Minds 47
  47. 47. Virtual Academy - VEGA 48
  48. 48. recap• new generations will never know a world without computers or connectivity• video games have emerged as a powerful medium that has extended beyond pop culture and the generational gap• gamescoupled with community and centered around a concept can be a powerful change agent• weneed to meet the next generation of computer users where they live - mobile, web, systems - all parts of their lives• this is only the beginning, the real explosion of the internet has not happened yet
  49. 49. Thank You! chris.melissinos@sun.comhttp://cmelissinos.blogspot.com

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