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Our vision is to delight children and
adults across the world with world-class
video games that help them learn.
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                               about.1
                               team.2
                               advisors.5
                               opportunity.9
                               technology.11
                               market landscape.15
                               sales.16
                               competition.17
                               milestones.19
                               conclusion.20
                               support.21
ABOUT
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                   Weā€™re building fun, world-class games, with a purpose -- to help people learn.

                   Like Bungie for Education (makers of Marathon & Halo); the 21st Century
                   version of The Learning Company (makers of Oregon Trail, Carmen Sandiego). Weā€™re build-
                   ing the next big game studio; world-class games, with a purpose.

                   From Mario to Halo, Final Fantasy VII to Mass Eļ¬€ect 3, Zelda to Modern Warfare, the gam-
                   ing industry -- specifically console and handheld gaming -- have produced games with
                   stories that increasingly have jaw-dropping graphics, advanced physics engines, realis-
                   tic scenery, Hollywood dialogues, and hours of cut scenes. These games weave together
                   some of the most incredible stories that humanity has ever witnessed.

                   And yet, as in other areas, education is trailing far behind; the most advanced games in
                   the app store deal with simple fractions,rudimentary language skills, arithmetics, spelling,
                   and introductory lessons generally for kids under 10-years-old. There isnā€™t a place to play
                   serious, world-class games and also learn college and secondary-level education.

                   Weā€™re going to change that.

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                                                                                                                                1
TEAM
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                                                       jennifer arguello



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                      Jennifer was part of the team that shipped the first Xbox Kinect. Sheā€™s worked at Product @
                      Mozilla and has more than 15 years experience in STEM non-profits. Sheā€™s a SOCCER addict,
                                       maker of a better world, and destroyer of the status quo.




                                                                                                                                    2
nicholas dyszel                                                jon tornetta




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    Loves all things programming, piano, and                  Penn State honors graduate in biology. Jujitsu
plants. And math. A winner of CodePSU compe-                   fighter and wrestler. Cigar-lover. Co-founded
tition. Deanā€™s List. First keyboard in Dirty Rotten                Penn State Entrepreneurship Group.
                    Scoundrels.




                                                                                                                      3
xavier sythe                                                  david adewumi




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  Game designer, blogger, entrepreneur, and                  David speaks French, Spanish, and Mandarin. He
open-source fanboy. Game designer since 2004.                 has traveled in almost every state in the United
 Founder, Zelcon Games. Currently at Adobe.                  States and was an All-American in track and field.
                                                             He was born and raised in Happy Valley, Pennsyl-
                                                               vania -- home of the Penn State Nittany Lions.



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                                                                                                                     4
ADVISORS
                                                            technology
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                                                            karl kapp



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                      Karl M. Kapp, Ed.D., CFPIM, CIRM, is a professor of instructional technology at Bloomsburg
                     University in Bloomsburg, PA. Karl teaches graduate level courses including ā€œLearning in 3Dā€
                    and ā€œInstructional Game Designā€ where he teaches students to leverage technology and inter-
                    active design to promote learning. He is a Co-Principle Investigator on a National Science Foun-
                          dation (NSF) grant titled ā€œSimulation and Modeling in Technology Education (SMTE).ā€

                       Karl has written five books including Learning in 3D and Gadgets, Games and Gizmos for
                     Learning. His latest book called The Gamification of Learning and Instruction. In the book, Karl
                     explores the research and theoretical foundations behind eļ¬€ective game-based learning. He
                         examines everything from variable reward schedules to the use of avatars to the use
                                                of games to teach pro-social behaviors.                                            5
storyteller
                                      sean hood




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 Sean Hood is an American screenwriter best known for horror (Halloween: Resurrection,
Fear Itself, Masters of Horror), and more recently, action/thrillers (Conan the Barbarian 3D).
 Hood teaches screenwriting at USC School of Cinematic Arts, the school from where he
  graduated in 1997 with an MFA in production. His student short film, ā€œThe Shy and the
   Nakedā€ won a grant from the Sloan Foundation for the positive portrayal of science.

  Sean was one of the founding members of Filmmakers Alliance and often collaborates
 creatively with FAā€™s president, Jacques Thelemaque. His most recent short film is Melancholy
             Baby. And his most recent completed script is Rambo: Last Stand.
                                                                                                               6
designer
                                 per micael nyberg




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  Designer at GREE. Develops software/hardware. Worked at Kayac, Thq, Aikona Games,
                                 Auran, Opus Games.




                                                                                                               7
educator                                                         business
               alice keeler                                                   vince mikolay




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      Alice Keeler is a leader in instructional                    Co-Founder of Pannl : The Conversation
  technology. A classroom teacher for 14 years                    Network. Started an IT consulting firm at 11.
she has everyday experience applying innovative                  Developed and sold first peer-to-peer. network
 instructional techniques to a core subject. She                    (BBS) at 13. Global Strategy & Business
   obtained her bachelors in mathematicsand                       Development; North America Marketing at
   masters degree in educational media design                             Disney. MBA from USoCal.
        and is a Google Certified Teacher.

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                                                                                                                       8
OPPORTUNITY
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                   ā€œImagine a world in the next few decades, where technology companies spend as much time,
                    design and engineering talent, money and resources on designing chemistry and algebra
                    courses as they do on games like Halo and Modern Warfare.ā€ Reed Hastings, CEO Of Netflix said at
                    Davos In The Desertā€, The Education Innovation Summit held at Arizona State.

                   An issue that comes up repeatedly when considering games and learning is the fact that video
                   games appear to be deeply motivating to young people in ways in which much of school is not.

                   So many students in school cannot apply the knowledge they are learning in practice,
                   even when they can pass verbal paper-and-pencil tests. One reason for this is that stu-
                   dents very often do not know what the words (and other symbols) in an area like physics
                   mean at the level of application to real problem solving, rather than just as words they can
                   define in terms of other words (as in a dictionary).

                   Don Menn (1993) writes that students can only remember 10 per- cent of what they read;
                   20 percent of what they hear; 30 percent, if they see visuals related to what they are hear-
                   ing; 50 percent, if they watch someone model something while explaining it; but almost 90
                   percent, if they engage in the job themselves, even if only as a simulation.




                   Gee, James Paul. ā€œLearning and Games.ā€ The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T.
                   MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 21ā€“40. doi: 10.1162/dmal.9780262693646.021                 9
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       40 135 100
 hours typical course for college students
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                                                                                                                   hours required time of interactive gameplay
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                                                    hours typical course for high school students
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  Many of the best games in history required more than 100 hours of interactive gameplay;
  often with gamers beating the game after a long weekend no-sleep session, or day-after-day
  of after-school marathons. Imagine a gamer putting that much time and eļ¬€ort into their
  studies. Diamond Age Games will excite students to that same degree with our gaming
  courses relevant to their school curriculum and will follow Common Core standards. It would
  be a great additive course to reinforce what theyā€™re learning in the classroom and provide
  an opportunity for the ā€œflipped model,ā€ where by students are learning at home and working
  with teachers in school.

  Good game design is also design for good learning, since good games are, at their heart,
  learning and problem-solving experiences.

  People learn from experiences stored in long-term memory. Since video games are virtual experi-
  ences centered on problem solving, they recruit learning and mastery as a form of pleasure.

 Video games oļ¬€er people experiences in a virtual world, and they use learning, problem
 solving, and mastery for engagement and pleasure.

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TECHNOLOGY
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                    Facade| fƤ-kad | (noun)
                   First-person, futuristic, 3D, puzzle-platform, adventure game. Built using Unity3D, one of
                   the most advanced game-engines. Players will use nanotechnology to unlock areas and
                   progress through the game world. The game will feature principles of philosophy and eco-
                   nomics. We plan on releasing mobile first (iOS and Android) with Desktop (Mac/Windows/
                   Linux) soon to follow.




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12
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                                 14
MARKET LANDSCAPE
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                                                                                                                                                                                                                                     $
                       500 315 70 20                                       +                                                 +                                   +
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                                                                                                                                                                                                                   =
                                                                                                                                                                                                                                 68
                                                                                                                                                                     million students in US
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                million gamers worldwide                                        million iOS devices
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                                                                                                                                  million iPads
                                                                                                                                 xxxxxxxxxxxxxxxxxxxxxxxxxxxxx        secondary schools                                  billion a year industry
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SALES
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                  Steam for Mac, Linux and Windows distribution; iOS and Android for mobile distribution.
                  Tablet games for $9.99 and Mac/Windows/Linux games at $19.99.



                                                                                                   76.8M
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                     downloads per year
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                                                                                       6.4M
                      100K 200K                                           800K
                        year one                               year two   year three   year four      year five
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COMPETITION
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                   What weā€™re building does not exist yet.

                   There have been attempts at creating games that are educational; or education that is fun
                   and ā€œgamified.ā€ The most successful company was ā€œThe Learning Companyā€ creators of
                   games like The Oregon Trail and Reader Rabbit.

                   The original Oregon Trail game was built in 1972.

                   Motion Math, MindSnacks, TapToLearn, Manga High and other companies are focused on
                   language or early childhood education.

                   There are very few companies who are making world-class games on the level of Nintendo,
                   Sega, EA, Activision, Bungie, and others.

                   ā€œSadly, they may go by the name ā€œgamesā€ they usually end up bearing little resemblance
                    to the games mentioned above (Halo, Zelda, Mario, Final Fantasy) that promote learning of
                    21st century skills, instead being little more than interactive quizzes. The resemblance to
                    a game is meaningless when the activity is nothing more than answering multiple-choice
                    questions and when success is measured solely as the percentage of correct answers



                                                                                                                  17
given expressed as a ā€œscoreā€ and presented with a fun animation.ā€

Diamond Age games is the first of itā€™s kind aiming to make world-class games that help
students learn advanced, college preparatory and secondary education material.

MIT recently funded a project for $3m to make a Massively Multiplayer Online Role-playing
Game (MMORPG) in mathematics; MMORPGs are the most diļ¬ƒcult and expensive games
to make in history. Weā€™re starting smaller.




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Klopfer, Eric; Osterweil, Scot; Salen, Katie. ā€œMoving Learning Games Forward.ā€ With contributions by Jason Haas, Jennifer Groļ¬€ and Dan Roy. The Education
Arcade, Massachusetts Institute of Technology.                                                                                                                  18
MILESTONES
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                   We aim to build a team of individuals on par with the leading game, movie and animation
                   studios. Many of the top venture capitalists often ask: ā€œHow will you hire your 20th employee?ā€
                   Our answer: people yearn for meaning; for catharsis and reconciliation. As AAA game studio
                   firms go out of business, there exists an incredibly talented pool of game designers,
                   programmers, and creators who want to create something meaningful, make a dent in the
                   universe -- and create insanely great games.


                    fall 2012
                   Hire Key Roles: Technical Director, Art Director, Screenwriter, and Humanities Teacher.
                   Begin story writing for second and third games in math and science.


                    fall 2013
                   Release Facade and begin development on second game. The first four games
                   from Diamond Age Games are intended to focus on High School and College Prep level
                   introductory courses in basic subjects: Maths (Algebra), Sciences (Biology and Chemistry),
                   and Humanities (History, English and Economics). Diamond Age games aims to put
                   together a team of individuals on par with the leading games and animated movies.
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                                                                                                                                 19
CONCLUSION
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                   Good game design is also design for good learning, since good games are, at their heart,
                   learning and problem-solving experiences.

                   Video games are good at putting language into the context of dialogue, experience, imag-
                   es, and actions. They are not textbooks full of words and definitions. They allow language
                   to be situated.

                   So many students in school cannot apply the knowledge they are learning in practice,
                   even when they can pass verbal paper-and-pencil tests.

                   Itā€™s time to look at the world through a diļ¬€erent lens.




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                                                                    let learning start here
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                                                                                                                                                        20
SUPPORT
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                   ā€œThe new Diamond Age Game concept is really exciting. David Adewumi is a remarkable
                    young man who is committed to the successful launch of this start up.ā€
                    doug houser      INDEPENDENT DIRECTOR OF NIKE SINCE 1970. LAW PARTNER AT PORTLAND, OREGON
                                     FIRM SINCE 1965. TRUSTEE WILLAMETTE UNIVERSITY. DIRECTOR, RAND CORPORATION.



                   ā€œHave simply never met anyone with a more passionate entrepreneurial spirit. Blown
                    away by Davidā€™s ability to rally a large group of colleagues to a specific concept and then
                    execute. Everyone should have his work ethic, vision and passionā€¦ā€
                    gary quinn    DIRECTOR OF BUSINESS DEVELOPMENT, NBC SPORTS.




                   ā€œDavidā€™s one of the best hustler types I know, heā€™s incredibly passionate about the educa-
                    tion space, and he has a knack for getting just the right people on board. Iā€™m excited to see
                    what these guys make!ā€
                    aston motes      EMPLOYEE #1 AT DROPBOX.




                   ā€œDavid Adewumi is the rare type of individual which TRULY believes anything is possible! And
                    they have no limits. Entertainment in every form plays a major role in how we spend our time.
                   Video games rule the entertainment world of today and constitute a massive amount of focus
                    and time for our youth. Imagine this including education.... a true paradigm shift.ā€
                    phil mcnichol    FORMER MANAGER AND COACH U.S. MENā€™S WORLD CUP AND OLYMPIC SKI TEAM, 42 WORLD
                                     CUP VICTORIES. HAS DEVELOPED A GLOBAL, TELEVISED SKI EVENT: ALPINE ROCKFEST.   xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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                                                                                                                                                     21
ā€œA single idea from the human mind
 can build cities. An idea can transform
 the world and rewrite all the rules...You
 remember, itā€™s the chance to build
 cathedrals, entire cities, things that
 never existed. Things that couldnā€™t exist
 in the real world.ā€
Dom Cobb, Inception



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                                                                22
ā€œThereā€™s always more to the story than the story...ā€

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Diamond Age Games Deck

  • 1.
  • 2. Our vision is to delight children and adults across the world with world-class video games that help them learn. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx about.1 team.2 advisors.5 opportunity.9 technology.11 market landscape.15 sales.16 competition.17 milestones.19 conclusion.20 support.21
  • 3. ABOUT xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Weā€™re building fun, world-class games, with a purpose -- to help people learn. Like Bungie for Education (makers of Marathon & Halo); the 21st Century version of The Learning Company (makers of Oregon Trail, Carmen Sandiego). Weā€™re build- ing the next big game studio; world-class games, with a purpose. From Mario to Halo, Final Fantasy VII to Mass Eļ¬€ect 3, Zelda to Modern Warfare, the gam- ing industry -- specifically console and handheld gaming -- have produced games with stories that increasingly have jaw-dropping graphics, advanced physics engines, realis- tic scenery, Hollywood dialogues, and hours of cut scenes. These games weave together some of the most incredible stories that humanity has ever witnessed. And yet, as in other areas, education is trailing far behind; the most advanced games in the app store deal with simple fractions,rudimentary language skills, arithmetics, spelling, and introductory lessons generally for kids under 10-years-old. There isnā€™t a place to play serious, world-class games and also learn college and secondary-level education. Weā€™re going to change that. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 1
  • 4. TEAM xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx jennifer arguello xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Jennifer was part of the team that shipped the first Xbox Kinect. Sheā€™s worked at Product @ Mozilla and has more than 15 years experience in STEM non-profits. Sheā€™s a SOCCER addict, maker of a better world, and destroyer of the status quo. 2
  • 5. nicholas dyszel jon tornetta xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Loves all things programming, piano, and Penn State honors graduate in biology. Jujitsu plants. And math. A winner of CodePSU compe- fighter and wrestler. Cigar-lover. Co-founded tition. Deanā€™s List. First keyboard in Dirty Rotten Penn State Entrepreneurship Group. Scoundrels. 3
  • 6. xavier sythe david adewumi xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Game designer, blogger, entrepreneur, and David speaks French, Spanish, and Mandarin. He open-source fanboy. Game designer since 2004. has traveled in almost every state in the United Founder, Zelcon Games. Currently at Adobe. States and was an All-American in track and field. He was born and raised in Happy Valley, Pennsyl- vania -- home of the Penn State Nittany Lions. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 4
  • 7. ADVISORS technology xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx karl kapp xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Karl M. Kapp, Ed.D., CFPIM, CIRM, is a professor of instructional technology at Bloomsburg University in Bloomsburg, PA. Karl teaches graduate level courses including ā€œLearning in 3Dā€ and ā€œInstructional Game Designā€ where he teaches students to leverage technology and inter- active design to promote learning. He is a Co-Principle Investigator on a National Science Foun- dation (NSF) grant titled ā€œSimulation and Modeling in Technology Education (SMTE).ā€ Karl has written five books including Learning in 3D and Gadgets, Games and Gizmos for Learning. His latest book called The Gamification of Learning and Instruction. In the book, Karl explores the research and theoretical foundations behind eļ¬€ective game-based learning. He examines everything from variable reward schedules to the use of avatars to the use of games to teach pro-social behaviors. 5
  • 8. storyteller sean hood xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Sean Hood is an American screenwriter best known for horror (Halloween: Resurrection, Fear Itself, Masters of Horror), and more recently, action/thrillers (Conan the Barbarian 3D). Hood teaches screenwriting at USC School of Cinematic Arts, the school from where he graduated in 1997 with an MFA in production. His student short film, ā€œThe Shy and the Nakedā€ won a grant from the Sloan Foundation for the positive portrayal of science. Sean was one of the founding members of Filmmakers Alliance and often collaborates creatively with FAā€™s president, Jacques Thelemaque. His most recent short film is Melancholy Baby. And his most recent completed script is Rambo: Last Stand. 6
  • 9. designer per micael nyberg xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Designer at GREE. Develops software/hardware. Worked at Kayac, Thq, Aikona Games, Auran, Opus Games. 7
  • 10. educator business alice keeler vince mikolay xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Alice Keeler is a leader in instructional Co-Founder of Pannl : The Conversation technology. A classroom teacher for 14 years Network. Started an IT consulting firm at 11. she has everyday experience applying innovative Developed and sold first peer-to-peer. network instructional techniques to a core subject. She (BBS) at 13. Global Strategy & Business obtained her bachelors in mathematicsand Development; North America Marketing at masters degree in educational media design Disney. MBA from USoCal. and is a Google Certified Teacher. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 8
  • 11. OPPORTUNITY xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ā€œImagine a world in the next few decades, where technology companies spend as much time, design and engineering talent, money and resources on designing chemistry and algebra courses as they do on games like Halo and Modern Warfare.ā€ Reed Hastings, CEO Of Netflix said at Davos In The Desertā€, The Education Innovation Summit held at Arizona State. An issue that comes up repeatedly when considering games and learning is the fact that video games appear to be deeply motivating to young people in ways in which much of school is not. So many students in school cannot apply the knowledge they are learning in practice, even when they can pass verbal paper-and-pencil tests. One reason for this is that stu- dents very often do not know what the words (and other symbols) in an area like physics mean at the level of application to real problem solving, rather than just as words they can define in terms of other words (as in a dictionary). Don Menn (1993) writes that students can only remember 10 per- cent of what they read; 20 percent of what they hear; 30 percent, if they see visuals related to what they are hear- ing; 50 percent, if they watch someone model something while explaining it; but almost 90 percent, if they engage in the job themselves, even if only as a simulation. Gee, James Paul. ā€œLearning and Games.ā€ The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 21ā€“40. doi: 10.1162/dmal.9780262693646.021 9
  • 12. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 40 135 100 hours typical course for college students xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx hours required time of interactive gameplay xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx hours typical course for high school students xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Many of the best games in history required more than 100 hours of interactive gameplay; often with gamers beating the game after a long weekend no-sleep session, or day-after-day of after-school marathons. Imagine a gamer putting that much time and eļ¬€ort into their studies. Diamond Age Games will excite students to that same degree with our gaming courses relevant to their school curriculum and will follow Common Core standards. It would be a great additive course to reinforce what theyā€™re learning in the classroom and provide an opportunity for the ā€œflipped model,ā€ where by students are learning at home and working with teachers in school. Good game design is also design for good learning, since good games are, at their heart, learning and problem-solving experiences. People learn from experiences stored in long-term memory. Since video games are virtual experi- ences centered on problem solving, they recruit learning and mastery as a form of pleasure. Video games oļ¬€er people experiences in a virtual world, and they use learning, problem solving, and mastery for engagement and pleasure. 10
  • 13. TECHNOLOGY xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Facade| fƤ-kad | (noun) First-person, futuristic, 3D, puzzle-platform, adventure game. Built using Unity3D, one of the most advanced game-engines. Players will use nanotechnology to unlock areas and progress through the game world. The game will feature principles of philosophy and eco- nomics. We plan on releasing mobile first (iOS and Android) with Desktop (Mac/Windows/ Linux) soon to follow. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 11
  • 14. 12
  • 15. 13
  • 17. MARKET LANDSCAPE xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx $ 500 315 70 20 + + + xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx = 68 million students in US xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxx million gamers worldwide million iOS devices xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx million iPads xxxxxxxxxxxxxxxxxxxxxxxxxxxxx secondary schools billion a year industry xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 15
  • 18. SALES xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Steam for Mac, Linux and Windows distribution; iOS and Android for mobile distribution. Tablet games for $9.99 and Mac/Windows/Linux games at $19.99. 76.8M xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx downloads per year xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 6.4M 100K 200K 800K year one year two year three year four year five xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 16
  • 19. COMPETITION xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx What weā€™re building does not exist yet. There have been attempts at creating games that are educational; or education that is fun and ā€œgamified.ā€ The most successful company was ā€œThe Learning Companyā€ creators of games like The Oregon Trail and Reader Rabbit. The original Oregon Trail game was built in 1972. Motion Math, MindSnacks, TapToLearn, Manga High and other companies are focused on language or early childhood education. There are very few companies who are making world-class games on the level of Nintendo, Sega, EA, Activision, Bungie, and others. ā€œSadly, they may go by the name ā€œgamesā€ they usually end up bearing little resemblance to the games mentioned above (Halo, Zelda, Mario, Final Fantasy) that promote learning of 21st century skills, instead being little more than interactive quizzes. The resemblance to a game is meaningless when the activity is nothing more than answering multiple-choice questions and when success is measured solely as the percentage of correct answers 17
  • 20. given expressed as a ā€œscoreā€ and presented with a fun animation.ā€ Diamond Age games is the first of itā€™s kind aiming to make world-class games that help students learn advanced, college preparatory and secondary education material. MIT recently funded a project for $3m to make a Massively Multiplayer Online Role-playing Game (MMORPG) in mathematics; MMORPGs are the most diļ¬ƒcult and expensive games to make in history. Weā€™re starting smaller. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Klopfer, Eric; Osterweil, Scot; Salen, Katie. ā€œMoving Learning Games Forward.ā€ With contributions by Jason Haas, Jennifer Groļ¬€ and Dan Roy. The Education Arcade, Massachusetts Institute of Technology. 18
  • 21. MILESTONES xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx We aim to build a team of individuals on par with the leading game, movie and animation studios. Many of the top venture capitalists often ask: ā€œHow will you hire your 20th employee?ā€ Our answer: people yearn for meaning; for catharsis and reconciliation. As AAA game studio firms go out of business, there exists an incredibly talented pool of game designers, programmers, and creators who want to create something meaningful, make a dent in the universe -- and create insanely great games. fall 2012 Hire Key Roles: Technical Director, Art Director, Screenwriter, and Humanities Teacher. Begin story writing for second and third games in math and science. fall 2013 Release Facade and begin development on second game. The first four games from Diamond Age Games are intended to focus on High School and College Prep level introductory courses in basic subjects: Maths (Algebra), Sciences (Biology and Chemistry), and Humanities (History, English and Economics). Diamond Age games aims to put together a team of individuals on par with the leading games and animated movies. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 19
  • 22. CONCLUSION xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Good game design is also design for good learning, since good games are, at their heart, learning and problem-solving experiences. Video games are good at putting language into the context of dialogue, experience, imag- es, and actions. They are not textbooks full of words and definitions. They allow language to be situated. So many students in school cannot apply the knowledge they are learning in practice, even when they can pass verbal paper-and-pencil tests. Itā€™s time to look at the world through a diļ¬€erent lens. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx let learning start here xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 20
  • 23. SUPPORT xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ā€œThe new Diamond Age Game concept is really exciting. David Adewumi is a remarkable young man who is committed to the successful launch of this start up.ā€ doug houser INDEPENDENT DIRECTOR OF NIKE SINCE 1970. LAW PARTNER AT PORTLAND, OREGON FIRM SINCE 1965. TRUSTEE WILLAMETTE UNIVERSITY. DIRECTOR, RAND CORPORATION. ā€œHave simply never met anyone with a more passionate entrepreneurial spirit. Blown away by Davidā€™s ability to rally a large group of colleagues to a specific concept and then execute. Everyone should have his work ethic, vision and passionā€¦ā€ gary quinn DIRECTOR OF BUSINESS DEVELOPMENT, NBC SPORTS. ā€œDavidā€™s one of the best hustler types I know, heā€™s incredibly passionate about the educa- tion space, and he has a knack for getting just the right people on board. Iā€™m excited to see what these guys make!ā€ aston motes EMPLOYEE #1 AT DROPBOX. ā€œDavid Adewumi is the rare type of individual which TRULY believes anything is possible! And they have no limits. Entertainment in every form plays a major role in how we spend our time. Video games rule the entertainment world of today and constitute a massive amount of focus and time for our youth. Imagine this including education.... a true paradigm shift.ā€ phil mcnichol FORMER MANAGER AND COACH U.S. MENā€™S WORLD CUP AND OLYMPIC SKI TEAM, 42 WORLD CUP VICTORIES. HAS DEVELOPED A GLOBAL, TELEVISED SKI EVENT: ALPINE ROCKFEST. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 21
  • 24. ā€œA single idea from the human mind can build cities. An idea can transform the world and rewrite all the rules...You remember, itā€™s the chance to build cathedrals, entire cities, things that never existed. Things that couldnā€™t exist in the real world.ā€ Dom Cobb, Inception xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx 22
  • 25. ā€œThereā€™s always more to the story than the story...ā€