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Game On! Video Games,
Simulations and Modeling
Dr. Cynthia Calongne
Colorado Technical University
DCS Keynote Address, July 19, 2014
Workshop Description: This workshop presents highlights from popular
games, the game industry and the back story behind your favorite games.
Game enthusiasts and those who are curious, but do not play games, are
welcome to play the workshop’s game (or to lurk and offer encouragement)
as we examine the entertainment industry’s video games, PC games,
MMORPGs and research opportunities in games.
If you thought that games were only for relaxation, think again. The
statistics and forecast for the future of the game industry may surprise you.
Join us as we explore how games are shaping our culture and how popular
entertainment and social games are creating opportunities for increasing
motivation in business, how they can invigorate education and how they can
build strong social communities for non-profits, corporations and
universities.
DCS Saturday Keynote Summer 2014
 Identify and examine the game
industry’s current statistics.
 Explore the future of the game
industry and the opportunities it
presents for research.
 Critically evaluate how games are
shaping our culture and the impact
of emerging media.
Outcomes for this Workshop
The Mars Expedition
Space Simulation
Dr. Cynthia Calongne, Lyr Lobo
Dr. Andrew Stricker, Air University
Mike McCrocklin, Air University
Jeanne Holm, NASA JPL
New Media Consortium Symposium on
New Media and Learning 2010
Defense GameTech
Federal Virtual Worlds Challenge
$25,000 Grand Prize Winner in 2010
TV Series Bar Karma
• Will Wright, a GameTech keynote speaker
– Game designer -- the Sims, SimCity and Spore
– The Black Ops team designed Bar Karma – Myxen in Ep. 1
https://www.youtube.com/watch?v=W6NVGEyYTYE&index=5&list=PLHvXWRUSjjKcS7kTMAxHMyoBMVJQb5mtg
Will Wright GameTech slides
http://www.slideshare.net/guesta79ddf9/orando2010-5
Will Wright video:
http://www.youtube.com/watch?v=fulyfB0c_CQ
From the Emotiv to Jane McGonigal and EPIC Leadership
2014 Entertainment Software Association
Statistics for 2013
 59% of Americans play video games
 58% in 2012
 An average of two gamers per
household
 Average US household owns at least
one dedicated game console, PC or
smartphone & 51% own 2 consoles
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
US Video Game Households
68% play games on a console
53% play games on a smartphone
22% increase over 2012
41% play games on a wireless device
37% increase over 2012
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
 Average gamer is 31 years old
 29% under 18 years
 32% 18-35 years
 39% 36+ years
 52% male; 48% female
 55% male; 45% female in 2012
 Female gamers 50+
 Increased by 32% in 2013
Who is Playing?
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
 Average age 35 years
 Of frequent game purchasers
 50%male; 50% female
 Female gamers 50+
 Increased by 32% in 2013
 Social games are most popular
 Increase of 55% in 2013
Who Buys Video Games?
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Controllers 1972 - 2006
http://www.wallpapersonly.net/view/computer-game-controller-1920x1080.html
Inventing a new Internet: Learning from Icarus
Are we flying too close to the sun?
Games as vehicles for examining wicked problems
The Maker Movement
Hackerspaces
Civic hacking
http://www.makercities.net/
Jane McGonigal & the Institute for the Future
Game Statistics from Jane McGonigal
• 1 billion gamers worldwide
• 300 million minutes a day spent playing
• 400,000 years daily
• 7+ billion hours a week of maximum engagement
• 99% males vs 94% females play one hour+ / day
• 92% of two-year-olds play games
http://janemcgonigal.com/learn-me/
http://janemcgonigal.com/2014/01/06/superbetter-show-me-the-science/
Call of Duty Statistics
Call of Duty Black Ops II Launch
1 in 4 players called in sick
Call of Duty Modern Warfare 3
Played 170 hours a year per player
1 month of full-time work/year
Jane McGonigal CTU Keynote Address, April 17, 2014
Call of Duty Modern Warfare 2
http://www.wallpapersonly.net/view/call-of-duty-modern-warfare-2-1680x1050.html
Game Statistics on Engagement
81% of global workers are not engaged
Gallup 2013 (G2013)
Unengaged workers cost companies
$3.1 trillion/year worldwide (G2013)
The longer you stay in school, the less
engaged you become
Level of engagement
76% elementary engaged
61% middle school engaged
44% high school engaged
Jane McGonigal CTU Keynote Address, April 17, 2014
Games - Positive Emotions
1. Curiosity
2. Creativity
3. Contentment
4. Excitement
5. Relaxation
6. Surprise
7. Joy
8. Control
9. Arousal
10. Wonder
11. Triumph
12. Pride
13. Love
14. Flow
Calongne’s adaptation of Jane McGonigal’s research
Games – Negative Emotions
1. Boredom
2. Frustration
3. Discomfort
4. Despair
5. Apathy
6. Uncertainty
7. Annoyance
8. Fear
9. Anxiety
10. Worry
11. Anger
12. Rage
13. Aggression
14. Addiction
Calongne’s adaptation of Jane McGonigal’s research
Top Selling 20 Video Games of 2013
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
BioShock Infinite – Importance of Storytelling
http://venturebeat.com/2013/04/06/bioshock-infinites-social-commentary-marks-another-evolution-in-videogame-storytelling/
http://www.wallpapersonly.net/view/battlefield-bad-company-3-1920x1200.html
Top Selling 20 Computer Games of 2013
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Games for Girls – Any Surprises?
http://gameswallpaperhd.com/2-games-for-girls-gamespot-icon-high-detail-social-iconset.html
What is this Video Game Franchise
in which Stealth Rulez!
CTU BoxBots from CS855 Futuring and Innovation & a Flash Mob
Mobile Games Played Most Often
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Digital vs. Physical Sales
http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
Digital formats: mobile apps, social network gaming, digital full games, add-on content and subscriptions
Social Game Retention Problems
http://www.themarysue.com/social-video-games-churn/#geekosystem
“No, I Won’t Visit Your Farm: Around 85% of US Players Quit
Social Video Games After One Day” – Playnomics July-Sep 2012
Long-term retention is tied to early engagement
95% stop playing at the end of three months;
most left within 3 days
New Media Consortium Symposium on the Impact of Digital Media
Blended Reality Session with the MacArthur Foundation
Lyr asks the Katie Salen and Eric Zimmerman
about the need for educational MMORPGs
Ancient Spaces
Students modeling and creating a
3D interactive game
Scenes from an ISTE Guild in the World of Warcraft
 Gamasutra – the Art & Business of Making Games
 International Game Developers Association (IGDA.org)
 GameDev.net
 Game Developer Conferences Vault – 20 years of content
 http://www.gdcvault.com/
 Game Developer Magazine Archives
 http://www.gdcvault.com/gdmag
 The Entertainment Software Association (TheESA.com)
Game Development Resources
Designing
Compelling
Characters
Players and
Non-Player
Characters
Images of
Dr. C’s
Rebel
Princesses
Our Research on Immersive & Mobile Games
Testing Your Gamer Knowledge When asked, call out the answers
Get ready to keep score!
Virtual Worlds Best Practices in Education
Making a Machinima
Gartner Research Prediction for 2015
By 2015, how many organizations that manage innovation processes
will gamify them?
A. 60%
B. 80%
C. 50%
Gartner Prediction on Gamification
Gartner Research Prediction for 2014
By 2014, what percentage of the current gamified applications
will fail to meet business objectives due to poor design?
A. 50%
B. 80%
C. 75%
Gartner on Gamification Failure
Previous Answer: C. 50%
Gartner Research Prediction for 2018
Gartner on Mobile App Financial Success
By 2018, less than what percentage of consumer mobile apps
will be considered a financial success by their developers?
A. 0.01%
B. 1.0%
C. 0.1%
Previous Answer: B. 80%
Gartner Predictions
By 2015
50% of organizations that manage innovation
processes will gamify them – Prediction date:
April 12, 2011
By 2014
80% of the current gamified applications will fail
to meet business objectives due to poor design –
Nov 27, 2012
By 2018
Less than 0.01% of consumer mobile apps will be
considered a financial success by their developers –
Jan 13, 2014
Answer: A. 0.01%
Name the virtual world that helps burn victims manage
their pain and reduce their morphine?
A. SnowBall Toss
B. SnowMan City
C. SnowWorld
Gamers played this game to solve the HIV protease in
two weeks that scientists had studied for 10 years
Name that game
A. DNA Sequencer
B. FoldIt
C. HIV Cure
Answer: C. SnowWorld
In the games ReMission and ReMission 2,
what disease are the players are fighting?
A. Heart Disease
B. Diabetes
C. Cancer
Answer: B. FoldIt
ReMission
Answer: C. Cancer
A NY library held a game with 500 gamers writing a book in one
night. Which movie did not use this library?
A. The Adjustment Bureau
B. Ghostbusters
C. Oblivion
D. Breakfast at Tiffany’s
E. Head Over Heels
F. A Night at the Museum
G. The Time Machine
H. Arthur
Answer: F. A Night at the Museum
was not featured at the NYPL
In Ghostbusters, the library ghost scares them outside the library.
In The Adjustment Bureau, the Rose Main Reading room leads to the
Adjustment Bureau’s headquarters.
http://www.nypl.org/spacerental/filming/movies-tv
By Jane McGonigal http://janemcgonigal.com/learn-me/
EM and Future Game Designs
Roleplay, Social Games and Simulations
Featuring Head-mounted displays and gestural interfaces
Games for the Future
• Alternate reality games
• Augmented reality
• Games for change
• Freeplay games
• Serious games
• Mobile games
• Reality games
• Social games
• Gamification
• Video games
• MMORPGs
• MMOGs
• MUVEs
• MUDs
Global currency, incentives and rewards
An emphasis on social responsibility
In the Slippery Rock Falls game,
what is the Traveler trying to avoid?
A. The Waterfall
B. The Alligator
C. The Slippery Rocks
Game Design by Spinoza Quinnell, aka Dr. Andrew Stricker
B. The Alligator
A. An emergency room procedure
B. Artificial intelligence (AI) with chatbots
C. Geriatric and hospice care
Serious Game Designs
Answer: B. AI with Chatbots
While opening Pandora’s Box,
Delightful Doowangle transforms into a
A. Pillar of Fire
B. The Phoenix
C. Goddess
IFTF Future of the Internet: In Greek mythology,
who flew too close to the sun?
A. Daedalus
B. Icarus
C. Apollo
Game Designs by Penny Galaxy, Delightful Doowangle,
Denise Dashrix & Niccrhod, The Greek Mythology TeamAnswer: B. The Phoenix
The badge is a reward for which type of game?
A. Boy/Girl Scouts
B. Greek Mythology
C. Gamification
Answer: B. Icarus
What is not featured in this game?
A. Board Game
B. Roleplay/Simulation
C. Trading Card Game
Game Designs by the Blue Earth team: Rockhopper Tigerfish’s and Zilla1Answer: C. Gamification
Learning Goals, Game Elements and Pedagogy
Game Design by the Space Team: Murtek Viper, Eduardo Capalini, RexMundie & Xavia Zuta
Answer: A. Board Game
CTU Students Design a Space Game
Future Game Designs Will Use Artificial Intelligence
for Asynchronous Interaction
Collaboration, Communication and
Transdisciplinarity
Scene from a CTU Emerging Media Sick Bay
EM 840 Designs an Aquatics
Collectible Card Game in Blue Earth
DCS Research on Shared Leadership
in a Hostage Rescue Game
Hostage Rescue Game Control Room
Game Scoreboard
What can we accomplish with games?
Mayan Temple Game Simulation
Avatar Na’v’i as Game Characters
Story, characterization and
aesthetics
Development of quality models
and game prototypes
If your identity was similar to the environment,
would you learn better?
Participants were water molecules or code
fragments from The Matrix.
A somatic computing model-based reasoning game
The Mars Geothermal
A STEM Game
CTU IRB 2011
Virtual Harmony
Military Open Simulator Enterprise Strategy (MOSES) project
The Mars Expedition
Space Simulation
Dr. Cynthia Calongne, Lyr Lobo
Dr. Andrew Stricker, Air University
Mike McCrocklin, Air University
Jeanne Holm, NASA JPL
New Media Consortium Symposium on
New Media and Learning 2010
Defense GameTech
Federal Virtual Worlds Challenge
$25,000 Grand Prize Winner in 2010
Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637
and Educational Video: http://www.facebook.com/video/video.php?v=1404251944035
Designing a Game Inside a Game
Photo by C. Calongne
Game Design by AgileBill Firehawk
Game-based research
Impact of Video Games on Society
Games for social change
Game-based learning
Games research
Gamification
For More Information
Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015
Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214
Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115
Jane McGonigal (2010). : Gaming can make a better world. Ted Talks.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
McGonigal (2010). Reality is Broken. http://janemcgonigal.com/
Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on
Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization.
http://www.slideshare.net/lyrlobo/gordon-research-conference-2011
Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by
educators. EDUCAUSE ELI 2014.
http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators
Artificial Intelligence Resources:
Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home
Calongne, C. (2014). Games for change: What can we learn from video games, online games and simulations?
http://www.slideshare.net/lyrlobo/games-workshop-for-the-ctu-doctoral-symposium-by-calongne-2014
Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637
Mars Expedition Educational Video: http://www.facebook.com/video/video.php?v=1404251944035
Calongne Curriculum Vitae. http://bit.ly/ccalongne
Game On! Video Games,
Simulations and Modeling
Dr. Cynthia Calongne
Colorado Technical University
DCS Keynote Address, July 19, 2014

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Game on ctu keynote by calongne 2014

  • 1. Game On! Video Games, Simulations and Modeling Dr. Cynthia Calongne Colorado Technical University DCS Keynote Address, July 19, 2014
  • 2. Workshop Description: This workshop presents highlights from popular games, the game industry and the back story behind your favorite games. Game enthusiasts and those who are curious, but do not play games, are welcome to play the workshop’s game (or to lurk and offer encouragement) as we examine the entertainment industry’s video games, PC games, MMORPGs and research opportunities in games. If you thought that games were only for relaxation, think again. The statistics and forecast for the future of the game industry may surprise you. Join us as we explore how games are shaping our culture and how popular entertainment and social games are creating opportunities for increasing motivation in business, how they can invigorate education and how they can build strong social communities for non-profits, corporations and universities. DCS Saturday Keynote Summer 2014
  • 3.  Identify and examine the game industry’s current statistics.  Explore the future of the game industry and the opportunities it presents for research.  Critically evaluate how games are shaping our culture and the impact of emerging media. Outcomes for this Workshop
  • 4. The Mars Expedition Space Simulation Dr. Cynthia Calongne, Lyr Lobo Dr. Andrew Stricker, Air University Mike McCrocklin, Air University Jeanne Holm, NASA JPL New Media Consortium Symposium on New Media and Learning 2010 Defense GameTech Federal Virtual Worlds Challenge $25,000 Grand Prize Winner in 2010
  • 5. TV Series Bar Karma • Will Wright, a GameTech keynote speaker – Game designer -- the Sims, SimCity and Spore – The Black Ops team designed Bar Karma – Myxen in Ep. 1 https://www.youtube.com/watch?v=W6NVGEyYTYE&index=5&list=PLHvXWRUSjjKcS7kTMAxHMyoBMVJQb5mtg Will Wright GameTech slides http://www.slideshare.net/guesta79ddf9/orando2010-5 Will Wright video: http://www.youtube.com/watch?v=fulyfB0c_CQ
  • 6. From the Emotiv to Jane McGonigal and EPIC Leadership
  • 7. 2014 Entertainment Software Association Statistics for 2013  59% of Americans play video games  58% in 2012  An average of two gamers per household  Average US household owns at least one dedicated game console, PC or smartphone & 51% own 2 consoles http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 8. US Video Game Households 68% play games on a console 53% play games on a smartphone 22% increase over 2012 41% play games on a wireless device 37% increase over 2012 http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 9.  Average gamer is 31 years old  29% under 18 years  32% 18-35 years  39% 36+ years  52% male; 48% female  55% male; 45% female in 2012  Female gamers 50+  Increased by 32% in 2013 Who is Playing? http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 10.  Average age 35 years  Of frequent game purchasers  50%male; 50% female  Female gamers 50+  Increased by 32% in 2013  Social games are most popular  Increase of 55% in 2013 Who Buys Video Games? http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 11. Controllers 1972 - 2006 http://www.wallpapersonly.net/view/computer-game-controller-1920x1080.html
  • 12. Inventing a new Internet: Learning from Icarus Are we flying too close to the sun? Games as vehicles for examining wicked problems The Maker Movement Hackerspaces Civic hacking http://www.makercities.net/ Jane McGonigal & the Institute for the Future
  • 13. Game Statistics from Jane McGonigal • 1 billion gamers worldwide • 300 million minutes a day spent playing • 400,000 years daily • 7+ billion hours a week of maximum engagement • 99% males vs 94% females play one hour+ / day • 92% of two-year-olds play games http://janemcgonigal.com/learn-me/ http://janemcgonigal.com/2014/01/06/superbetter-show-me-the-science/
  • 14. Call of Duty Statistics Call of Duty Black Ops II Launch 1 in 4 players called in sick Call of Duty Modern Warfare 3 Played 170 hours a year per player 1 month of full-time work/year Jane McGonigal CTU Keynote Address, April 17, 2014
  • 15. Call of Duty Modern Warfare 2 http://www.wallpapersonly.net/view/call-of-duty-modern-warfare-2-1680x1050.html
  • 16. Game Statistics on Engagement 81% of global workers are not engaged Gallup 2013 (G2013) Unengaged workers cost companies $3.1 trillion/year worldwide (G2013) The longer you stay in school, the less engaged you become Level of engagement 76% elementary engaged 61% middle school engaged 44% high school engaged Jane McGonigal CTU Keynote Address, April 17, 2014
  • 17. Games - Positive Emotions 1. Curiosity 2. Creativity 3. Contentment 4. Excitement 5. Relaxation 6. Surprise 7. Joy 8. Control 9. Arousal 10. Wonder 11. Triumph 12. Pride 13. Love 14. Flow Calongne’s adaptation of Jane McGonigal’s research
  • 18. Games – Negative Emotions 1. Boredom 2. Frustration 3. Discomfort 4. Despair 5. Apathy 6. Uncertainty 7. Annoyance 8. Fear 9. Anxiety 10. Worry 11. Anger 12. Rage 13. Aggression 14. Addiction Calongne’s adaptation of Jane McGonigal’s research
  • 19. Top Selling 20 Video Games of 2013 http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 20. BioShock Infinite – Importance of Storytelling http://venturebeat.com/2013/04/06/bioshock-infinites-social-commentary-marks-another-evolution-in-videogame-storytelling/
  • 22. Top Selling 20 Computer Games of 2013 http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 23. Games for Girls – Any Surprises? http://gameswallpaperhd.com/2-games-for-girls-gamespot-icon-high-detail-social-iconset.html
  • 24. What is this Video Game Franchise in which Stealth Rulez!
  • 25. CTU BoxBots from CS855 Futuring and Innovation & a Flash Mob
  • 26. Mobile Games Played Most Often http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 27. Digital vs. Physical Sales http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf Digital formats: mobile apps, social network gaming, digital full games, add-on content and subscriptions
  • 28. Social Game Retention Problems http://www.themarysue.com/social-video-games-churn/#geekosystem “No, I Won’t Visit Your Farm: Around 85% of US Players Quit Social Video Games After One Day” – Playnomics July-Sep 2012 Long-term retention is tied to early engagement 95% stop playing at the end of three months; most left within 3 days
  • 29. New Media Consortium Symposium on the Impact of Digital Media Blended Reality Session with the MacArthur Foundation Lyr asks the Katie Salen and Eric Zimmerman about the need for educational MMORPGs
  • 30. Ancient Spaces Students modeling and creating a 3D interactive game
  • 31. Scenes from an ISTE Guild in the World of Warcraft
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.  Gamasutra – the Art & Business of Making Games  International Game Developers Association (IGDA.org)  GameDev.net  Game Developer Conferences Vault – 20 years of content  http://www.gdcvault.com/  Game Developer Magazine Archives  http://www.gdcvault.com/gdmag  The Entertainment Software Association (TheESA.com) Game Development Resources
  • 42. Our Research on Immersive & Mobile Games
  • 43. Testing Your Gamer Knowledge When asked, call out the answers Get ready to keep score! Virtual Worlds Best Practices in Education Making a Machinima
  • 44. Gartner Research Prediction for 2015 By 2015, how many organizations that manage innovation processes will gamify them? A. 60% B. 80% C. 50% Gartner Prediction on Gamification
  • 45. Gartner Research Prediction for 2014 By 2014, what percentage of the current gamified applications will fail to meet business objectives due to poor design? A. 50% B. 80% C. 75% Gartner on Gamification Failure Previous Answer: C. 50%
  • 46. Gartner Research Prediction for 2018 Gartner on Mobile App Financial Success By 2018, less than what percentage of consumer mobile apps will be considered a financial success by their developers? A. 0.01% B. 1.0% C. 0.1% Previous Answer: B. 80%
  • 47. Gartner Predictions By 2015 50% of organizations that manage innovation processes will gamify them – Prediction date: April 12, 2011 By 2014 80% of the current gamified applications will fail to meet business objectives due to poor design – Nov 27, 2012 By 2018 Less than 0.01% of consumer mobile apps will be considered a financial success by their developers – Jan 13, 2014 Answer: A. 0.01%
  • 48. Name the virtual world that helps burn victims manage their pain and reduce their morphine? A. SnowBall Toss B. SnowMan City C. SnowWorld
  • 49. Gamers played this game to solve the HIV protease in two weeks that scientists had studied for 10 years Name that game A. DNA Sequencer B. FoldIt C. HIV Cure Answer: C. SnowWorld
  • 50. In the games ReMission and ReMission 2, what disease are the players are fighting? A. Heart Disease B. Diabetes C. Cancer Answer: B. FoldIt
  • 52. A NY library held a game with 500 gamers writing a book in one night. Which movie did not use this library? A. The Adjustment Bureau B. Ghostbusters C. Oblivion D. Breakfast at Tiffany’s E. Head Over Heels F. A Night at the Museum G. The Time Machine H. Arthur
  • 53. Answer: F. A Night at the Museum was not featured at the NYPL In Ghostbusters, the library ghost scares them outside the library. In The Adjustment Bureau, the Rose Main Reading room leads to the Adjustment Bureau’s headquarters. http://www.nypl.org/spacerental/filming/movies-tv
  • 54. By Jane McGonigal http://janemcgonigal.com/learn-me/
  • 55. EM and Future Game Designs Roleplay, Social Games and Simulations Featuring Head-mounted displays and gestural interfaces
  • 56. Games for the Future • Alternate reality games • Augmented reality • Games for change • Freeplay games • Serious games • Mobile games • Reality games • Social games • Gamification • Video games • MMORPGs • MMOGs • MUVEs • MUDs
  • 57. Global currency, incentives and rewards An emphasis on social responsibility
  • 58. In the Slippery Rock Falls game, what is the Traveler trying to avoid? A. The Waterfall B. The Alligator C. The Slippery Rocks Game Design by Spinoza Quinnell, aka Dr. Andrew Stricker
  • 60.
  • 61. A. An emergency room procedure B. Artificial intelligence (AI) with chatbots C. Geriatric and hospice care
  • 62. Serious Game Designs Answer: B. AI with Chatbots
  • 63. While opening Pandora’s Box, Delightful Doowangle transforms into a A. Pillar of Fire B. The Phoenix C. Goddess
  • 64. IFTF Future of the Internet: In Greek mythology, who flew too close to the sun? A. Daedalus B. Icarus C. Apollo Game Designs by Penny Galaxy, Delightful Doowangle, Denise Dashrix & Niccrhod, The Greek Mythology TeamAnswer: B. The Phoenix
  • 65. The badge is a reward for which type of game? A. Boy/Girl Scouts B. Greek Mythology C. Gamification Answer: B. Icarus
  • 66. What is not featured in this game? A. Board Game B. Roleplay/Simulation C. Trading Card Game Game Designs by the Blue Earth team: Rockhopper Tigerfish’s and Zilla1Answer: C. Gamification
  • 67. Learning Goals, Game Elements and Pedagogy Game Design by the Space Team: Murtek Viper, Eduardo Capalini, RexMundie & Xavia Zuta Answer: A. Board Game
  • 68.
  • 69. CTU Students Design a Space Game
  • 70. Future Game Designs Will Use Artificial Intelligence for Asynchronous Interaction
  • 72. EM 840 Designs an Aquatics Collectible Card Game in Blue Earth
  • 73. DCS Research on Shared Leadership in a Hostage Rescue Game
  • 74. Hostage Rescue Game Control Room
  • 76. What can we accomplish with games?
  • 77. Mayan Temple Game Simulation
  • 78. Avatar Na’v’i as Game Characters Story, characterization and aesthetics Development of quality models and game prototypes
  • 79. If your identity was similar to the environment, would you learn better? Participants were water molecules or code fragments from The Matrix. A somatic computing model-based reasoning game The Mars Geothermal A STEM Game CTU IRB 2011 Virtual Harmony Military Open Simulator Enterprise Strategy (MOSES) project
  • 80. The Mars Expedition Space Simulation Dr. Cynthia Calongne, Lyr Lobo Dr. Andrew Stricker, Air University Mike McCrocklin, Air University Jeanne Holm, NASA JPL New Media Consortium Symposium on New Media and Learning 2010 Defense GameTech Federal Virtual Worlds Challenge $25,000 Grand Prize Winner in 2010
  • 81.
  • 82.
  • 83.
  • 84.
  • 85. Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637 and Educational Video: http://www.facebook.com/video/video.php?v=1404251944035
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  • 99. Designing a Game Inside a Game Photo by C. Calongne Game Design by AgileBill Firehawk
  • 100. Game-based research Impact of Video Games on Society Games for social change Game-based learning Games research Gamification
  • 101. For More Information Gartner Research 2014 http://www.gartner.com/newsroom/id/2251015 Gartner Research 2015 http://www.gartner.com/newsroom/id/1629214 Gartner Research 2018 http://www.gartner.com/newsroom/id/2654115 Jane McGonigal (2010). : Gaming can make a better world. Ted Talks. http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world McGonigal (2010). Reality is Broken. http://janemcgonigal.com/ Stricker, A. and Calongne, C. (2011). Games and simulation design: from a hostage rescue game to geothermal energy on Mars in Virtual Harmony. Gordon Research Conference 2011 on Scientific Visualization. http://www.slideshare.net/lyrlobo/gordon-research-conference-2011 Stricker, A., Arenas, F., Scribner, T., Cook, T., Calongne, C. (2014). A summer experiment with MOOC design by educators. EDUCAUSE ELI 2014. http://www.educause.edu/events/eli-virtual-annual-meeting-2014/2014/summer-experiment-mooc-design-educators Artificial Intelligence Resources: Pandorabots – Chatbot Creation http://www.pandorabots.com/botmaster/en/home Calongne, C. (2014). Games for change: What can we learn from video games, online games and simulations? http://www.slideshare.net/lyrlobo/games-workshop-for-the-ctu-doctoral-symposium-by-calongne-2014 Mars Expedition Trailer: http://www.facebook.com/video/video.php?v=1399395902637 Mars Expedition Educational Video: http://www.facebook.com/video/video.php?v=1404251944035 Calongne Curriculum Vitae. http://bit.ly/ccalongne
  • 102. Game On! Video Games, Simulations and Modeling Dr. Cynthia Calongne Colorado Technical University DCS Keynote Address, July 19, 2014