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Why Video Games are
Why Video Games are
Good for You!
Good for You!
Tim Hart
Tim Hart
University of Maine
University of Maine
Fall 2008
Fall 2008
Who am I?
Who am I?
Tim Hart
Tim Hart
Instructional Technologist for
Instructional Technologist for
UMaine
UMaine
thart.edublogs.org
thart.edublogs.org
Gamer
Gamer
Gamer?
Gamer?
Played Video Games all my life
Played Video Games all my life
Some systems I’ve owned:
Some systems I’ve owned:
Commodore 64, Atari 2600, NES, Gameboy, SNES,
Commodore 64, Atari 2600, NES, Gameboy, SNES,
Genesis, Virtual Boy, N64, Playstation, Gamecube,
Genesis, Virtual Boy, N64, Playstation, Gamecube,
Playstation 2, XBOX, Nintendo DS, Wii, XBox 360
Playstation 2, XBOX, Nintendo DS, Wii, XBox 360
Live account ID = Hartix
Live account ID = Hartix
No, I don’t own a PS3.
No, I don’t own a PS3.
Have a M.Ed after my title
Have a M.Ed after my title
What is this preso is about?
What is this preso is about?
To convince your parents, teachers, and principals that
To convince your parents, teachers, and principals that
gaming is worthwhile.
gaming is worthwhile.
Who is this?
Who is this?
Mario
Mario
Bonus Points - Full name
Bonus Points - Full name
Mario Mario
Mario Mario
Who is this?
Who is this?
Samus Aran
Samus Aran
Bonus Points - Male or
Bonus Points - Male or
Female
Female
Female
Female
Who is this?
Who is this?
Master Chief
Master Chief
Bonus Points - Full name
Bonus Points - Full name
Master Chief Petty Officer
Master Chief Petty Officer
John-117
John-117
Who is this?
Who is this?
Niko Bellic
Niko Bellic
Bonus Points - Cousin’s
Bonus Points - Cousin’s
name?
name?
Roman Bellic
Roman Bellic
Top Ten Gamer Facts
Top Ten Gamer Facts
US computer and video game software sales grew six percent in 2006 to $7.4 billion –
US computer and video game software sales grew six percent in 2006 to $7.4 billion –
almost tripling industry software sales since 1996.
almost tripling industry software sales since 1996.
Sixty-seven percent of American heads of households play computer and video games.
Sixty-seven percent of American heads of households play computer and video games.
The average game player is 33 years old and has been playing games for 12 years.
The average game player is 33 years old and has been playing games for 12 years.
The average age of the most frequent game buyer is 38 years old. In 2007, 92 percent of
The average age of the most frequent game buyer is 38 years old. In 2007, 92 percent of
computer game buyers and 80 percent of console game buyers were over the age of 18.
computer game buyers and 80 percent of console game buyers were over the age of 18.
Eighty-five percent of all games sold in 2006 were rated "E" for Everyone, "T" for Teen, or
Eighty-five percent of all games sold in 2006 were rated "E" for Everyone, "T" for Teen, or
"E10+" for Everyone 10+. For more information on ratings, please see www.esrb.org.
"E10+" for Everyone 10+. For more information on ratings, please see www.esrb.org.
Top Ten Gamer Facts
Top Ten Gamer Facts
Eighty-six percent of game players under the age of 18 report that they get their parents'
Eighty-six percent of game players under the age of 18 report that they get their parents'
permission when renting or buying games, and 91 percent say their parents are present when
permission when renting or buying games, and 91 percent say their parents are present when
they buy games.
they buy games.
Thirty-six percent of American parents say they play computer and video games. Further, 80
Thirty-six percent of American parents say they play computer and video games. Further, 80
percent of gamer parents say they play video games with their kids. Sixty-six percent feel that
percent of gamer parents say they play video games with their kids. Sixty-six percent feel that
playing games has brought their families closer together.
playing games has brought their families closer together.
Thirty-eight percent of all game players are women. In fact, women over the age of 18 represent
Thirty-eight percent of all game players are women. In fact, women over the age of 18 represent
a significantly greater portion of the game-playing population (31%) than boys age 17 or younger
a significantly greater portion of the game-playing population (31%) than boys age 17 or younger
(20%).
(20%).
In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine
In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine
percent in 1999.
percent in 1999.
Forty-nine percent of game players say they play games online one or more hours per week. In
Forty-nine percent of game players say they play games online one or more hours per week. In
addition, 34 percent of heads of households play games on a wireless device, such as a cell
addition, 34 percent of heads of households play games on a wireless device, such as a cell
phone or PDA, up from 20 percent in 2002.
phone or PDA, up from 20 percent in 2002.
Why do we play games?
Why do we play games?
Fun
Fun
Immersion
Immersion
Empowerment
Empowerment
Creating and strengthening social bonds
Creating and strengthening social bonds
Exercise
Exercise
Others?
Others?
What do all these people
What do all these people
have in common?
have in common?
Image courteous of Scott Lewis
Image courteous of Scott Lewis
They are all in the “Zone”
They are all in the “Zone”
Image courtesy of Scott Lewis
Image courtesy of Scott Lewis
What is the Zone?
What is the Zone?
Challenges for Game
Challenges for Game
Designers
Designers
Creating an activity that allows for a “in the zone”
Creating an activity that allows for a “in the zone”
experience
experience
Allowing a wide array of skill levels to initially enjoy and be
Allowing a wide array of skill levels to initially enjoy and be
immersed in the game
immersed in the game
Sustaining “in the zone” throughout the experience
Sustaining “in the zone” throughout the experience
Challenges for Teachers
Challenges for Teachers
Creating an activity that allows for a “in the zone”
Creating an activity that allows for a “in the zone”
experience
experience
Allowing a wide array of skill levels to initially enjoy and be
Allowing a wide array of skill levels to initially enjoy and be
immersed in the lesson
immersed in the lesson
Sustaining “in the zone” throughout the experience
Sustaining “in the zone” throughout the experience
They are the same!
They are the same!
Game Designer =
Game Designer =
Teacher
Teacher
The Goals of Games
The Goals of Games
Articulated by Will Wright, designer of SimCity and The
Articulated by Will Wright, designer of SimCity and The
Sims
Sims
Present players with multiple challenges at the same time
Present players with multiple challenges at the same time
with varying time frames
with varying time frames
The higher the number of layered challenges, the more fun
The higher the number of layered challenges, the more fun
the game is
the game is
Layered goals of Ping Pong
Layered goals of Ping Pong
Short Term
Short Term
1 Second - Hit the ball
1 Second - Hit the ball
5 Seconds - Set up a point
5 Seconds - Set up a point
10 Seconds - Win a point
10 Seconds - Win a point
Long Term
Long Term
5 Minutes - Win a game
5 Minutes - Win a game
Layered goals of Reading
Layered goals of Reading
Short Term
Short Term
Read Words
Read Words
Read Paragraphs
Read Paragraphs
Read Chapter
Read Chapter
Long Term
Long Term
Read Book
Read Book
Layers of TV
Layers of TV
vs
vs
Layered goals of Donkey Kong
Layered goals of Donkey Kong
?
? ?
?
The Ratings
The Ratings
The Entertainment Software Rating Board (ESRB) ratings
The Entertainment Software Rating Board (ESRB) ratings
are designed to provide concise and impartial information
are designed to provide concise and impartial information
about the content in computer and video games
about the content in computer and video games
Kind of like movie ratings - G, PG, PG-13, R, NC-17
Kind of like movie ratings - G, PG, PG-13, R, NC-17
Let’s take a look at movie ratings for comparison
Let’s take a look at movie ratings for comparison
MPAA Ratings
MPAA Ratings
G = General Audiences
G = General Audiences
All ages admitted.
All ages admitted.
PG = Parental Guidance Suggested
PG = Parental Guidance Suggested
Some material may be inappropriate for younger children.
Some material may be inappropriate for younger children.
PG-13 = Parents Strongly Cautioned
PG-13 = Parents Strongly Cautioned
Some material may be inappropriate for children under 13 years old.
Some material may be inappropriate for children under 13 years old.
R = Restricted
R = Restricted
People under 17 are not admitted without parental guidance.
People under 17 are not admitted without parental guidance.
NC-17 = No Children Under 17 Allowed
NC-17 = No Children Under 17 Allowed
Nobody under 17 is admitted.
Nobody under 17 is admitted.
ERSB Ratings
ERSB Ratings
Everyone
Everyone
have content that may be suitable for ages 6 and older
have content that may be suitable for ages 6 and older
may contain minimal cartoon, fantasy or mild violence
may contain minimal cartoon, fantasy or mild violence
and/or infrequent use of mild language
and/or infrequent use of mild language
makes up 49% of all games
makes up 49% of all games
like G
like G
ERSB Ratings
ERSB Ratings
Everyone+10
Everyone+10
have content that may be suitable for ages 10 and older
have content that may be suitable for ages 10 and older
may contain more cartoon, fantasy or mild violence, mild
may contain more cartoon, fantasy or mild violence, mild
language and/or minimal suggestive themes
language and/or minimal suggestive themes
makes up 4% of all games
makes up 4% of all games
ERSB Ratings
ERSB Ratings
Teen
Teen
have content that may be suitable for ages 13 and older
have content that may be suitable for ages 13 and older
may contain violence, suggestive themes, crude humor,
may contain violence, suggestive themes, crude humor,
minimal blood, simulated gambling, and/or infrequent use
minimal blood, simulated gambling, and/or infrequent use
of strong language
of strong language
makes up 32% of all games
makes up 32% of all games
like PG-13
like PG-13
ERSB Ratings
ERSB Ratings
Mature
Mature
have content that may be suitable for persons ages 17
have content that may be suitable for persons ages 17
and older
and older
may contain intense violence, blood and gore, sexual
may contain intense violence, blood and gore, sexual
content and/or strong language
content and/or strong language
makes up 15% of all games
makes up 15% of all games
like R
like R
ERSB Ratings
ERSB Ratings
Adult Only
Adult Only
have content that should only be played by persons 18
have content that should only be played by persons 18
years and older
years and older
may include prolonged scenes of intense violence and/or
may include prolonged scenes of intense violence and/or
graphic sexual content and nudity
graphic sexual content and nudity
like NC-17
like NC-17
Space Invaders
Space Invaders
Space Invaders will kill your children!
Space Invaders will kill your children!
This dangerous "game" gives
This dangerous "game" gives
players three "lives." This will clearly
players three "lives." This will clearly
make children think they can get
make children think they can get
another life after they die, thereby
another life after they die, thereby
causing kids to start killing
causing kids to start killing
themselves in droves thinking that
themselves in droves thinking that
they can instantly come back to life!
they can instantly come back to life!
Video games will promote teen
Video games will promote teen
suicide! These games must be put
suicide! These games must be put
to an end.
to an end.
197
197
8
8
Headlines from the past:
Headlines from the past:
Students at Risk
Students at Risk
who don’t play video games are a
who don’t play video games are a
They get in trouble more
They get in trouble more
often!
often!
Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
Some Research
Some Research
Lawrence Kutner, PhD, and his wife
Lawrence Kutner, PhD, and his wife
Cheryl K. Olson, ScD
Cheryl K. Olson, ScD
Research was funded with $1.5
Research was funded with $1.5
million by the U.S. Dept. of Justice
million by the U.S. Dept. of Justice
Findings reported in
Findings reported in Grand Theft
Grand Theft
Childhood: The Surprising Truth
Childhood: The Surprising Truth
About Violent Video Games and What
About Violent Video Games and What
Parents Can Do.
Parents Can Do.
Here are some of the myths
Here are some of the myths
debunked
debunked
Myth #1
Myth #1
The growth in violent video game sales is linked to the
The growth in violent video game sales is linked to the
growth in youth violence — especially school violence —
growth in youth violence — especially school violence —
throughout the country.
throughout the country.
Fact
Fact
Violent Crime in Schools fell 44%
Violent Crime in Schools fell 44%
from 1994-2001
from 1994-2001
We have the lowest juvenile arrest
We have the lowest juvenile arrest
rate for violent crimes since 1983.
rate for violent crimes since 1983.
Murder Arrests in 1993 = 3,800
Murder Arrests in 1993 = 3,800
Murder Arrests in 2001 = 1,400
Murder Arrests in 2001 = 1,400
Graph created by Tim Hart at crappygraphs.com
Graph created by Tim Hart at crappygraphs.com
Myth #2
Myth #2
Girls don’t play violent video games like Grand Theft Auto.
Girls don’t play violent video games like Grand Theft Auto.
Fact
Fact
29% of girls say they play at least one M-rated game a lot
29% of girls say they play at least one M-rated game a lot
One in five listed Grand Theft Auto
One in five listed Grand Theft Auto
Grand Theft Auto was second only to the Sims in
Grand Theft Auto was second only to the Sims in
popularity.
popularity.
Myth #3
Myth #3
Playing violent video games creates criminals
Playing violent video games creates criminals
Within hours of the 2007 shootings at Virginia Tech,
Within hours of the 2007 shootings at Virginia Tech,
reporters were on the airwaves and the Internet blaming
reporters were on the airwaves and the Internet blaming
video games for Seung-Hui Cho’s violent behavior.
video games for Seung-Hui Cho’s violent behavior.
Fact
Fact
There is a lower rate of violence in
There is a lower rate of violence in
those who do play games.
those who do play games.
Cho’s roommates never saw him play
Cho’s roommates never saw him play
video games
video games
In the official report by the Virginia
In the official report by the Virginia
Tech Review Panel, the only video
Tech Review Panel, the only video
game he was mentioned playing was
game he was mentioned playing was
Sonic the Hedgehog.
Sonic the Hedgehog.
When he was nine.
When he was nine.
So Basically...
So Basically...
“
“There is absolutely no evidence that playing violent video
There is absolutely no evidence that playing violent video
games will turn kids into criminals.”
games will turn kids into criminals.”
~ Lawrence
~ Lawrence
Kutner
Kutner
So Video Games don’t hurt
So Video Games don’t hurt
you...
you...
...but do they help you?
...but do they help you?
YES!
YES!
How?
How?
Don’t Bother Me Mom - I’m Learning
Don’t Bother Me Mom - I’m Learning
Marc Prensky
Marc Prensky
Internationally acclaimed speaker,
Internationally acclaimed speaker,
writer, consultant, and designer in
writer, consultant, and designer in
the critical areas of education and
the critical areas of education and
learning.
learning.
Here is his book in a nutshell...
Here is his book in a nutshell...
21st Century Skills
21st Century Skills
“
“The true secret of why kids spend so much time on their
The true secret of why kids spend so much time on their
games is that they’re learning things they need for their
games is that they’re learning things they need for their
twenty-first century lives”
twenty-first century lives”
For the Doctors
For the Doctors
“
“I use the same hand-eye coordination to play video
I use the same hand-eye coordination to play video
games as I use for surgery.
games as I use for surgery.
Dr. James Rosser, Beth Israel Hospital
Dr. James Rosser, Beth Israel Hospital
Doctors that played games earlier in life made 40% less
Doctors that played games earlier in life made 40% less
mistakes during surgery.
mistakes during surgery.
Playing video games before surgery also lowers error
Playing video games before surgery also lowers error
rates.
rates.
Why the worry?
Why the worry?
“
“A child plays basketball or plays the piano for 4 hours a
A child plays basketball or plays the piano for 4 hours a
day, we may describe him as a dedicated athlete or
day, we may describe him as a dedicated athlete or
musician. But if that child takes the same approach to
musician. But if that child takes the same approach to
playing video games, spending hours each day at the
playing video games, spending hours each day at the
computer, and reveling in the details and strategies of
computer, and reveling in the details and strategies of
play, we may worry about an addiction.”
play, we may worry about an addiction.”
~Dr. Cheryl Olson,author of Grand Theft Childhood
~Dr. Cheryl Olson,author of Grand Theft Childhood
Multitasking
Multitasking
Increases the ability to do many things at the same time.
Increases the ability to do many things at the same time.
AND do them well.
AND do them well.
“
“I remember my mom and dad yelling at me [for playing
I remember my mom and dad yelling at me [for playing
too much] - they didn’t know I had a 200-person [online]
too much] - they didn’t know I had a 200-person [online]
guild to manage.”
guild to manage.”
~Stephen Gillette, Business entrepreneur
~Stephen Gillette, Business entrepreneur
Rules
Rules
Gamers figure things out on their own better than non-
Gamers figure things out on their own better than non-
gamers
gamers
Probe their environment for understanding
Probe their environment for understanding
12:00 flashing on the VCR?
12:00 flashing on the VCR?
(if they even know what that is?)
(if they even know what that is?)
Risk Taking
Risk Taking
Gamers are risk takers
Gamers are risk takers
Gamers are more likely to try different strategies
Gamers are more likely to try different strategies
Enlightened trial and error
Enlightened trial and error
On Digital Immigrants
On Digital Immigrants
You may be a digital immigrant if:
You may be a digital immigrant if:
You print out your email
You print out your email
Turn to Internet for information second rather than first
Turn to Internet for information second rather than first
You read a manual instead of assuming the program itself will
You read a manual instead of assuming the program itself will
teach you to use it
teach you to use it
You print out a document to edit it instead of just doing it on the
You print out a document to edit it instead of just doing it on the
screen
screen
You think “real life” happens only off-line!
You think “real life” happens only off-line!
I say video game, you say “Pac-Man”
I say video game, you say “Pac-Man”
Games teach strategy
Games teach strategy
Cause and effect
Cause and effect
Long term winning versus short term gains
Long term winning versus short term gains
Order from seeming chaos
Order from seeming chaos
Complex system behaviors
Complex system behaviors
Counter-intuitive results
Counter-intuitive results
Using obstacles as motivation
Using obstacles as motivation
The value of persistence
The value of persistence
Gamers are good at business
Gamers are good at business
Are good at collaborative problem solving
Are good at collaborative problem solving
Are committed to professional excellence
Are committed to professional excellence
Put a high premium on skill and adding value
Put a high premium on skill and adding value
Have a strong sense of competence
Have a strong sense of competence
See the world through the lens of competition
See the world through the lens of competition
Have both high developed teamwork skills and the desire
Have both high developed teamwork skills and the desire
to be part of a team
to be part of a team
The list keeps going...
The list keeps going...
Got Game: How the Gamer Generation Is Reshaping Business Forever
Got Game: How the Gamer Generation Is Reshaping Business Forever
Gamers are good at business
Gamers are good at business
Care about their organization
Care about their organization
Love data
Love data
Are comfortable taking measured risks
Are comfortable taking measured risks
Multi-task well
Multi-task well
Learn on the fly
Learn on the fly
Think globally
Think globally
Don’t count on fixed organizational structures
Don’t count on fixed organizational structures
Expect themselves to actually deliver
Expect themselves to actually deliver
Got Game: How the Gamer Generation Is Reshaping Business Forever
Got Game: How the Gamer Generation Is Reshaping Business Forever
10 year old gamers learned.
10 year old gamers learned.
Everyone can save the world if they try
Everyone can save the world if they try
Two against one isn’t fair
Two against one isn’t fair
Don’t shoot people
Don’t shoot people
Have patience
Have patience
The good guys always win
The good guys always win
Don’t trust everyone you meet
Don’t trust everyone you meet
Help your friends
Help your friends
Steps to get adults on board
Steps to get adults on board
Read Don’t Bother me Mom - I’m learning
Read Don’t Bother me Mom - I’m learning
Talk to children about gaming. Why do they like it and
Talk to children about gaming. Why do they like it and
what it means to them.
what it means to them.
Invite an child to play a game with you.
Invite an child to play a game with you.
Tell them to remember the horrible rock music your
Tell them to remember the horrible rock music your
parents warned would rot your brains.
parents warned would rot your brains.
Take Educational Games and Simulations in the Spring.
Take Educational Games and Simulations in the Spring.
Games to point out
Games to point out
The Battle for Westnoth
The Battle for Westnoth
http://www.wesnoth.org/
http://www.wesnoth.org/
Free Rice
Free Rice
http://www.freerice.com/
http://www.freerice.com/
Fold It!
Fold It!
http://fold.it/portal/adobe_main/
http://fold.it/portal/adobe_main/
gwap
gwap
http://www.gwap.com/gwap/
http://www.gwap.com/gwap/
Scratch
Scratch
http://scratch.mit.edu/
http://scratch.mit.edu/
Second Life
Second Life
http://secondlife.com
http://secondlife.com/
/
PHUN
PHUN
http://phun.cs.umu.se/wiki
http://phun.cs.umu.se/wiki

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why-video-games-are-good-for-you-1226596188365240-8.pdf

  • 1. Why Video Games are Why Video Games are Good for You! Good for You! Tim Hart Tim Hart University of Maine University of Maine Fall 2008 Fall 2008
  • 2. Who am I? Who am I? Tim Hart Tim Hart Instructional Technologist for Instructional Technologist for UMaine UMaine thart.edublogs.org thart.edublogs.org Gamer Gamer
  • 3. Gamer? Gamer? Played Video Games all my life Played Video Games all my life Some systems I’ve owned: Some systems I’ve owned: Commodore 64, Atari 2600, NES, Gameboy, SNES, Commodore 64, Atari 2600, NES, Gameboy, SNES, Genesis, Virtual Boy, N64, Playstation, Gamecube, Genesis, Virtual Boy, N64, Playstation, Gamecube, Playstation 2, XBOX, Nintendo DS, Wii, XBox 360 Playstation 2, XBOX, Nintendo DS, Wii, XBox 360 Live account ID = Hartix Live account ID = Hartix No, I don’t own a PS3. No, I don’t own a PS3. Have a M.Ed after my title Have a M.Ed after my title
  • 4. What is this preso is about? What is this preso is about? To convince your parents, teachers, and principals that To convince your parents, teachers, and principals that gaming is worthwhile. gaming is worthwhile.
  • 5. Who is this? Who is this? Mario Mario Bonus Points - Full name Bonus Points - Full name Mario Mario Mario Mario
  • 6. Who is this? Who is this? Samus Aran Samus Aran Bonus Points - Male or Bonus Points - Male or Female Female Female Female
  • 7. Who is this? Who is this? Master Chief Master Chief Bonus Points - Full name Bonus Points - Full name Master Chief Petty Officer Master Chief Petty Officer John-117 John-117
  • 8. Who is this? Who is this? Niko Bellic Niko Bellic Bonus Points - Cousin’s Bonus Points - Cousin’s name? name? Roman Bellic Roman Bellic
  • 9. Top Ten Gamer Facts Top Ten Gamer Facts US computer and video game software sales grew six percent in 2006 to $7.4 billion – US computer and video game software sales grew six percent in 2006 to $7.4 billion – almost tripling industry software sales since 1996. almost tripling industry software sales since 1996. Sixty-seven percent of American heads of households play computer and video games. Sixty-seven percent of American heads of households play computer and video games. The average game player is 33 years old and has been playing games for 12 years. The average game player is 33 years old and has been playing games for 12 years. The average age of the most frequent game buyer is 38 years old. In 2007, 92 percent of The average age of the most frequent game buyer is 38 years old. In 2007, 92 percent of computer game buyers and 80 percent of console game buyers were over the age of 18. computer game buyers and 80 percent of console game buyers were over the age of 18. Eighty-five percent of all games sold in 2006 were rated "E" for Everyone, "T" for Teen, or Eighty-five percent of all games sold in 2006 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. For more information on ratings, please see www.esrb.org. "E10+" for Everyone 10+. For more information on ratings, please see www.esrb.org.
  • 10. Top Ten Gamer Facts Top Ten Gamer Facts Eighty-six percent of game players under the age of 18 report that they get their parents' Eighty-six percent of game players under the age of 18 report that they get their parents' permission when renting or buying games, and 91 percent say their parents are present when permission when renting or buying games, and 91 percent say their parents are present when they buy games. they buy games. Thirty-six percent of American parents say they play computer and video games. Further, 80 Thirty-six percent of American parents say they play computer and video games. Further, 80 percent of gamer parents say they play video games with their kids. Sixty-six percent feel that percent of gamer parents say they play video games with their kids. Sixty-six percent feel that playing games has brought their families closer together. playing games has brought their families closer together. Thirty-eight percent of all game players are women. In fact, women over the age of 18 represent Thirty-eight percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (31%) than boys age 17 or younger a significantly greater portion of the game-playing population (31%) than boys age 17 or younger (20%). (20%). In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999. percent in 1999. Forty-nine percent of game players say they play games online one or more hours per week. In Forty-nine percent of game players say they play games online one or more hours per week. In addition, 34 percent of heads of households play games on a wireless device, such as a cell addition, 34 percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002. phone or PDA, up from 20 percent in 2002.
  • 11. Why do we play games? Why do we play games? Fun Fun Immersion Immersion Empowerment Empowerment Creating and strengthening social bonds Creating and strengthening social bonds Exercise Exercise Others? Others?
  • 12. What do all these people What do all these people have in common? have in common? Image courteous of Scott Lewis Image courteous of Scott Lewis
  • 13. They are all in the “Zone” They are all in the “Zone” Image courtesy of Scott Lewis Image courtesy of Scott Lewis
  • 14. What is the Zone? What is the Zone?
  • 15. Challenges for Game Challenges for Game Designers Designers Creating an activity that allows for a “in the zone” Creating an activity that allows for a “in the zone” experience experience Allowing a wide array of skill levels to initially enjoy and be Allowing a wide array of skill levels to initially enjoy and be immersed in the game immersed in the game Sustaining “in the zone” throughout the experience Sustaining “in the zone” throughout the experience
  • 16. Challenges for Teachers Challenges for Teachers Creating an activity that allows for a “in the zone” Creating an activity that allows for a “in the zone” experience experience Allowing a wide array of skill levels to initially enjoy and be Allowing a wide array of skill levels to initially enjoy and be immersed in the lesson immersed in the lesson Sustaining “in the zone” throughout the experience Sustaining “in the zone” throughout the experience
  • 17. They are the same! They are the same! Game Designer = Game Designer = Teacher Teacher
  • 18. The Goals of Games The Goals of Games Articulated by Will Wright, designer of SimCity and The Articulated by Will Wright, designer of SimCity and The Sims Sims Present players with multiple challenges at the same time Present players with multiple challenges at the same time with varying time frames with varying time frames The higher the number of layered challenges, the more fun The higher the number of layered challenges, the more fun the game is the game is
  • 19. Layered goals of Ping Pong Layered goals of Ping Pong Short Term Short Term 1 Second - Hit the ball 1 Second - Hit the ball 5 Seconds - Set up a point 5 Seconds - Set up a point 10 Seconds - Win a point 10 Seconds - Win a point Long Term Long Term 5 Minutes - Win a game 5 Minutes - Win a game
  • 20. Layered goals of Reading Layered goals of Reading Short Term Short Term Read Words Read Words Read Paragraphs Read Paragraphs Read Chapter Read Chapter Long Term Long Term Read Book Read Book
  • 21. Layers of TV Layers of TV vs vs
  • 22. Layered goals of Donkey Kong Layered goals of Donkey Kong ? ? ? ?
  • 23. The Ratings The Ratings The Entertainment Software Rating Board (ESRB) ratings The Entertainment Software Rating Board (ESRB) ratings are designed to provide concise and impartial information are designed to provide concise and impartial information about the content in computer and video games about the content in computer and video games Kind of like movie ratings - G, PG, PG-13, R, NC-17 Kind of like movie ratings - G, PG, PG-13, R, NC-17 Let’s take a look at movie ratings for comparison Let’s take a look at movie ratings for comparison
  • 24. MPAA Ratings MPAA Ratings G = General Audiences G = General Audiences All ages admitted. All ages admitted. PG = Parental Guidance Suggested PG = Parental Guidance Suggested Some material may be inappropriate for younger children. Some material may be inappropriate for younger children. PG-13 = Parents Strongly Cautioned PG-13 = Parents Strongly Cautioned Some material may be inappropriate for children under 13 years old. Some material may be inappropriate for children under 13 years old. R = Restricted R = Restricted People under 17 are not admitted without parental guidance. People under 17 are not admitted without parental guidance. NC-17 = No Children Under 17 Allowed NC-17 = No Children Under 17 Allowed Nobody under 17 is admitted. Nobody under 17 is admitted.
  • 25. ERSB Ratings ERSB Ratings Everyone Everyone have content that may be suitable for ages 6 and older have content that may be suitable for ages 6 and older may contain minimal cartoon, fantasy or mild violence may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language and/or infrequent use of mild language makes up 49% of all games makes up 49% of all games like G like G
  • 26. ERSB Ratings ERSB Ratings Everyone+10 Everyone+10 have content that may be suitable for ages 10 and older have content that may be suitable for ages 10 and older may contain more cartoon, fantasy or mild violence, mild may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes language and/or minimal suggestive themes makes up 4% of all games makes up 4% of all games
  • 27. ERSB Ratings ERSB Ratings Teen Teen have content that may be suitable for ages 13 and older have content that may be suitable for ages 13 and older may contain violence, suggestive themes, crude humor, may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use minimal blood, simulated gambling, and/or infrequent use of strong language of strong language makes up 32% of all games makes up 32% of all games like PG-13 like PG-13
  • 28. ERSB Ratings ERSB Ratings Mature Mature have content that may be suitable for persons ages 17 have content that may be suitable for persons ages 17 and older and older may contain intense violence, blood and gore, sexual may contain intense violence, blood and gore, sexual content and/or strong language content and/or strong language makes up 15% of all games makes up 15% of all games like R like R
  • 29. ERSB Ratings ERSB Ratings Adult Only Adult Only have content that should only be played by persons 18 have content that should only be played by persons 18 years and older years and older may include prolonged scenes of intense violence and/or may include prolonged scenes of intense violence and/or graphic sexual content and nudity graphic sexual content and nudity like NC-17 like NC-17
  • 30. Space Invaders Space Invaders Space Invaders will kill your children! Space Invaders will kill your children! This dangerous "game" gives This dangerous "game" gives players three "lives." This will clearly players three "lives." This will clearly make children think they can get make children think they can get another life after they die, thereby another life after they die, thereby causing kids to start killing causing kids to start killing themselves in droves thinking that themselves in droves thinking that they can instantly come back to life! they can instantly come back to life! Video games will promote teen Video games will promote teen suicide! These games must be put suicide! These games must be put to an end. to an end. 197 197 8 8 Headlines from the past: Headlines from the past:
  • 31. Students at Risk Students at Risk who don’t play video games are a who don’t play video games are a They get in trouble more They get in trouble more often! often! Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
  • 32. Some Research Some Research Lawrence Kutner, PhD, and his wife Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD Cheryl K. Olson, ScD Research was funded with $1.5 Research was funded with $1.5 million by the U.S. Dept. of Justice million by the U.S. Dept. of Justice Findings reported in Findings reported in Grand Theft Grand Theft Childhood: The Surprising Truth Childhood: The Surprising Truth About Violent Video Games and What About Violent Video Games and What Parents Can Do. Parents Can Do. Here are some of the myths Here are some of the myths debunked debunked
  • 33. Myth #1 Myth #1 The growth in violent video game sales is linked to the The growth in violent video game sales is linked to the growth in youth violence — especially school violence — growth in youth violence — especially school violence — throughout the country. throughout the country.
  • 34. Fact Fact Violent Crime in Schools fell 44% Violent Crime in Schools fell 44% from 1994-2001 from 1994-2001 We have the lowest juvenile arrest We have the lowest juvenile arrest rate for violent crimes since 1983. rate for violent crimes since 1983. Murder Arrests in 1993 = 3,800 Murder Arrests in 1993 = 3,800 Murder Arrests in 2001 = 1,400 Murder Arrests in 2001 = 1,400 Graph created by Tim Hart at crappygraphs.com Graph created by Tim Hart at crappygraphs.com
  • 35. Myth #2 Myth #2 Girls don’t play violent video games like Grand Theft Auto. Girls don’t play violent video games like Grand Theft Auto.
  • 36. Fact Fact 29% of girls say they play at least one M-rated game a lot 29% of girls say they play at least one M-rated game a lot One in five listed Grand Theft Auto One in five listed Grand Theft Auto Grand Theft Auto was second only to the Sims in Grand Theft Auto was second only to the Sims in popularity. popularity.
  • 37. Myth #3 Myth #3 Playing violent video games creates criminals Playing violent video games creates criminals Within hours of the 2007 shootings at Virginia Tech, Within hours of the 2007 shootings at Virginia Tech, reporters were on the airwaves and the Internet blaming reporters were on the airwaves and the Internet blaming video games for Seung-Hui Cho’s violent behavior. video games for Seung-Hui Cho’s violent behavior.
  • 38. Fact Fact There is a lower rate of violence in There is a lower rate of violence in those who do play games. those who do play games. Cho’s roommates never saw him play Cho’s roommates never saw him play video games video games In the official report by the Virginia In the official report by the Virginia Tech Review Panel, the only video Tech Review Panel, the only video game he was mentioned playing was game he was mentioned playing was Sonic the Hedgehog. Sonic the Hedgehog. When he was nine. When he was nine.
  • 39. So Basically... So Basically... “ “There is absolutely no evidence that playing violent video There is absolutely no evidence that playing violent video games will turn kids into criminals.” games will turn kids into criminals.” ~ Lawrence ~ Lawrence Kutner Kutner
  • 40. So Video Games don’t hurt So Video Games don’t hurt you... you... ...but do they help you? ...but do they help you?
  • 42. How? How? Don’t Bother Me Mom - I’m Learning Don’t Bother Me Mom - I’m Learning Marc Prensky Marc Prensky Internationally acclaimed speaker, Internationally acclaimed speaker, writer, consultant, and designer in writer, consultant, and designer in the critical areas of education and the critical areas of education and learning. learning. Here is his book in a nutshell... Here is his book in a nutshell...
  • 43. 21st Century Skills 21st Century Skills “ “The true secret of why kids spend so much time on their The true secret of why kids spend so much time on their games is that they’re learning things they need for their games is that they’re learning things they need for their twenty-first century lives” twenty-first century lives”
  • 44. For the Doctors For the Doctors “ “I use the same hand-eye coordination to play video I use the same hand-eye coordination to play video games as I use for surgery. games as I use for surgery. Dr. James Rosser, Beth Israel Hospital Dr. James Rosser, Beth Israel Hospital Doctors that played games earlier in life made 40% less Doctors that played games earlier in life made 40% less mistakes during surgery. mistakes during surgery. Playing video games before surgery also lowers error Playing video games before surgery also lowers error rates. rates.
  • 45. Why the worry? Why the worry? “ “A child plays basketball or plays the piano for 4 hours a A child plays basketball or plays the piano for 4 hours a day, we may describe him as a dedicated athlete or day, we may describe him as a dedicated athlete or musician. But if that child takes the same approach to musician. But if that child takes the same approach to playing video games, spending hours each day at the playing video games, spending hours each day at the computer, and reveling in the details and strategies of computer, and reveling in the details and strategies of play, we may worry about an addiction.” play, we may worry about an addiction.” ~Dr. Cheryl Olson,author of Grand Theft Childhood ~Dr. Cheryl Olson,author of Grand Theft Childhood
  • 46. Multitasking Multitasking Increases the ability to do many things at the same time. Increases the ability to do many things at the same time. AND do them well. AND do them well. “ “I remember my mom and dad yelling at me [for playing I remember my mom and dad yelling at me [for playing too much] - they didn’t know I had a 200-person [online] too much] - they didn’t know I had a 200-person [online] guild to manage.” guild to manage.” ~Stephen Gillette, Business entrepreneur ~Stephen Gillette, Business entrepreneur
  • 47. Rules Rules Gamers figure things out on their own better than non- Gamers figure things out on their own better than non- gamers gamers Probe their environment for understanding Probe their environment for understanding 12:00 flashing on the VCR? 12:00 flashing on the VCR? (if they even know what that is?) (if they even know what that is?)
  • 48. Risk Taking Risk Taking Gamers are risk takers Gamers are risk takers Gamers are more likely to try different strategies Gamers are more likely to try different strategies Enlightened trial and error Enlightened trial and error
  • 49. On Digital Immigrants On Digital Immigrants You may be a digital immigrant if: You may be a digital immigrant if: You print out your email You print out your email Turn to Internet for information second rather than first Turn to Internet for information second rather than first You read a manual instead of assuming the program itself will You read a manual instead of assuming the program itself will teach you to use it teach you to use it You print out a document to edit it instead of just doing it on the You print out a document to edit it instead of just doing it on the screen screen You think “real life” happens only off-line! You think “real life” happens only off-line! I say video game, you say “Pac-Man” I say video game, you say “Pac-Man”
  • 50. Games teach strategy Games teach strategy Cause and effect Cause and effect Long term winning versus short term gains Long term winning versus short term gains Order from seeming chaos Order from seeming chaos Complex system behaviors Complex system behaviors Counter-intuitive results Counter-intuitive results Using obstacles as motivation Using obstacles as motivation The value of persistence The value of persistence
  • 51. Gamers are good at business Gamers are good at business Are good at collaborative problem solving Are good at collaborative problem solving Are committed to professional excellence Are committed to professional excellence Put a high premium on skill and adding value Put a high premium on skill and adding value Have a strong sense of competence Have a strong sense of competence See the world through the lens of competition See the world through the lens of competition Have both high developed teamwork skills and the desire Have both high developed teamwork skills and the desire to be part of a team to be part of a team The list keeps going... The list keeps going... Got Game: How the Gamer Generation Is Reshaping Business Forever Got Game: How the Gamer Generation Is Reshaping Business Forever
  • 52. Gamers are good at business Gamers are good at business Care about their organization Care about their organization Love data Love data Are comfortable taking measured risks Are comfortable taking measured risks Multi-task well Multi-task well Learn on the fly Learn on the fly Think globally Think globally Don’t count on fixed organizational structures Don’t count on fixed organizational structures Expect themselves to actually deliver Expect themselves to actually deliver Got Game: How the Gamer Generation Is Reshaping Business Forever Got Game: How the Gamer Generation Is Reshaping Business Forever
  • 53. 10 year old gamers learned. 10 year old gamers learned. Everyone can save the world if they try Everyone can save the world if they try Two against one isn’t fair Two against one isn’t fair Don’t shoot people Don’t shoot people Have patience Have patience The good guys always win The good guys always win Don’t trust everyone you meet Don’t trust everyone you meet Help your friends Help your friends
  • 54. Steps to get adults on board Steps to get adults on board Read Don’t Bother me Mom - I’m learning Read Don’t Bother me Mom - I’m learning Talk to children about gaming. Why do they like it and Talk to children about gaming. Why do they like it and what it means to them. what it means to them. Invite an child to play a game with you. Invite an child to play a game with you. Tell them to remember the horrible rock music your Tell them to remember the horrible rock music your parents warned would rot your brains. parents warned would rot your brains. Take Educational Games and Simulations in the Spring. Take Educational Games and Simulations in the Spring.
  • 55. Games to point out Games to point out The Battle for Westnoth The Battle for Westnoth http://www.wesnoth.org/ http://www.wesnoth.org/ Free Rice Free Rice http://www.freerice.com/ http://www.freerice.com/ Fold It! Fold It! http://fold.it/portal/adobe_main/ http://fold.it/portal/adobe_main/ gwap gwap http://www.gwap.com/gwap/ http://www.gwap.com/gwap/ Scratch Scratch http://scratch.mit.edu/ http://scratch.mit.edu/ Second Life Second Life http://secondlife.com http://secondlife.com/ / PHUN PHUN http://phun.cs.umu.se/wiki http://phun.cs.umu.se/wiki