TEACHING MACHINES
How technology is changing the way we learn, play and discover our world




                          Chris Melissinos
                          Chief Gaming Officer
                          Sun Microsystems, Inc.
introduction

• Chief
      Evangelist & Chief
 Gaming Officer

•@   Sun for 15 years

• host   of JavaOne

• husband    & father

• hardcore   gamer
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 Cabinet
GameBoy Advance         XBox            Vectrex             VirtualBoy
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 has
permanently changed the parameters
   of human interaction and reach
look back to look forward
1970’s
the computers invade
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)
“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”
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
geeks then
where were they playing?
2009
gamers 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 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
geek culture




Nerdcore & 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 teams

• discovery    and exploration

• military   to business to finance

• computers      changed our course
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
games to educate
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
mask the learning



• solve   the mystery

• logic   & math puzzles

• integrate   in the story

• players   overcome fear of material
algebra FPS?
explore our world
conflict
persuasive games
ARGs
• Institute   For The Future

• mash-upof traditional web
 technologies

• build   on community

• built   on participation

• providesamazingly accurate
 trend analysis
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
statement
seamless connectivity changes the
     parameters of personal
   connection on a global scale
virtual world users (M)

                           15        19
                     25
                                              20
                21
                                                               Club Penguin
                                                               Poptropica
          15
                                                               Habbo Hotel
                                                               Nicktropolis
      6                                                        SecondLife
     3                                                         There
                                                               vMTV
                                                               IMVU
                                                               Meez
                                                               Neopets
45                                                 100         Whyville
                                                               goSupermodel
                                                               Gaia
                                                               Stardoll
                                                               Build-a-Bearville
                                                               Webkinz
                                                               BarbieGirls
           7

                20
                      32                  8
                                15                       sample total = 306M
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.fm
36                                                                     LinkedIn
                                                                       MySpace
                                                                       Netlog
                                                                       Orkut
                                                        80             Reunion
                                                                       Tagged
                                                                       Windows Live Spaces
                                                                       Xanga

           246                                   80

                                       24
                            30   21
                                                                 sample total = 1142M
interwoven
interwoven
game tech meets
serious application
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
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
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
MPK20 – Sun's 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 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
Thank You!
   chris.melissinos@sun.com
http://cmelissinos.blogspot.com

2009 DoD World Wide Education Summit Keynote

  • 1.
    TEACHING MACHINES How technologyis changing the way we learn, play and discover our world Chris Melissinos Chief Gaming Officer Sun Microsystems, Inc.
  • 2.
    introduction • Chief Evangelist & Chief Gaming Officer •@ Sun for 15 years • host of JavaOne • husband & father • hardcore gamer
  • 3.
    and I’m ageek 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 Cabinet GameBoy Advance XBox Vectrex VirtualBoy
  • 4.
    how have youstayed married?
  • 5.
    it’s early, solet’s start off with a bit of nonsense
  • 6.
  • 8.
    Fox News Channel,4.26 million viewers 70,000,000 unique views
  • 9.
    statement technology & connectivity has permanently changed the parameters of human interaction and reach
  • 10.
    look back tolook forward
  • 11.
  • 12.
    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)
  • 13.
    “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”
  • 14.
    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
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
    where are theyplaying now?
  • 20.
  • 21.
    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
  • 22.
    geek culture Nerdcore &Electronica comics & art fashion
  • 23.
  • 24.
    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
  • 25.
    online video gamestats • 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
  • 26.
  • 27.
    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
  • 28.
    mask the learning •solve the mystery • logic & math puzzles • integrate in the story • players overcome fear of material
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
    ARGs • Institute For The Future • mash-upof traditional web technologies • build on community • built on participation • providesamazingly accurate trend analysis
  • 34.
    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
  • 35.
    statement seamless connectivity changesthe parameters of personal connection on a global scale
  • 36.
    virtual world users(M) 15 19 25 20 21 Club Penguin Poptropica 15 Habbo Hotel Nicktropolis 6 SecondLife 3 There vMTV IMVU Meez Neopets 45 100 Whyville goSupermodel Gaia Stardoll Build-a-Bearville Webkinz BarbieGirls 7 20 32 8 15 sample total = 306M
  • 37.
    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.fm 36 LinkedIn MySpace Netlog Orkut 80 Reunion Tagged Windows Live Spaces Xanga 246 80 24 30 21 sample total = 1142M
  • 38.
  • 39.
  • 40.
  • 41.
    what is ProjectWonderland ? • 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
  • 42.
    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
  • 43.
    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
  • 44.
    MPK20 – Sun'sVirtual Workplace 44
  • 45.
  • 46.
  • 47.
  • 48.
  • 49.
    recap • new generationswill 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
  • 50.
    Thank You! chris.melissinos@sun.com http://cmelissinos.blogspot.com