The document discusses research into gamers and gaming. It finds that over half of American adults and nearly all teens play games, and gaming is as popular a hobby as watching TV. The research also finds that gamers tend to be well-educated and that gaming can provide benefits like sharing knowledge, problem-solving, cooperation and developing new skills that are applied outside of games. Games are seen as important socially and culturally by many in the "gamer generation."
Mad Skillz in WoW: 21st C Life Skills Acquired in World of Warcraft that Tran...Liz Danforth
The document discusses a survey of over 1,600 respondents about the transferability of skills learned from playing massively multiplayer online roleplaying games (MMORPGs) like World of Warcraft to real life. The survey found that a majority of respondents agreed they improved skills like knowledge sharing, problem solving, social computing, and cooperation from playing MMORPGs, and many respondents felt they were able to apply these skills outside of the game as well. The top three skills respondents strongly agreed they could transfer were knowledge sharing, problem solving, and cooperation.
David Hayward of Pixel-Lab gave this keynote on games culture at Under The Mask. Most images licensed by creative commons, link to credits on last slide.
The document is a presentation about gaming programs at libraries. It discusses why libraries should offer gaming, how to create gaming experiences for patrons, popular games and gaming devices, and examples of successful gaming programs at other libraries. It provides guidance on collection development, programming, and next steps for starting a gaming program.
This document provides an overview of video gaming for libraries. It discusses what games are, common game components and platforms, and ways people play games, such as on consoles, computers, handheld devices and mobile phones. It also covers the benefits of games, including how they build skills like problem solving. The document suggests libraries can support gaming through collections, programs and reader's advisory services to connect patrons with game genres and related books.
This document summarizes a presentation on gaming at libraries. It discusses why libraries should offer gaming programs and collections, how to create a gaming experience for patrons, and examples of model gaming programs at different libraries. It also provides statistics on gaming demographics and suggestions for developing a gaming collection and hosting gaming events.
The document discusses bringing video games to libraries. It provides an overview of video games, their components, and popular platforms. It argues that games are a new format like books that build skills for teens. The document recommends libraries think like gamers, research gaming culture, host gaming programs and circulate video games to better serve gamer patrons. It provides examples of successful gaming programs in libraries and statistics on gaming participation and libraries hosting gaming activities.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
MO Library Association Preconference: Get Your Game OnBeth Gallaway
The document summarizes a presentation on gaming programs at libraries. It discusses why libraries should offer gaming, including that games build skills like problem-solving. It provides examples of successful gaming programs at libraries, such as tournaments and after-hours gaming events. It also covers selecting, circulating, and securing a gaming collection.
Mad Skillz in WoW: 21st C Life Skills Acquired in World of Warcraft that Tran...Liz Danforth
The document discusses a survey of over 1,600 respondents about the transferability of skills learned from playing massively multiplayer online roleplaying games (MMORPGs) like World of Warcraft to real life. The survey found that a majority of respondents agreed they improved skills like knowledge sharing, problem solving, social computing, and cooperation from playing MMORPGs, and many respondents felt they were able to apply these skills outside of the game as well. The top three skills respondents strongly agreed they could transfer were knowledge sharing, problem solving, and cooperation.
David Hayward of Pixel-Lab gave this keynote on games culture at Under The Mask. Most images licensed by creative commons, link to credits on last slide.
The document is a presentation about gaming programs at libraries. It discusses why libraries should offer gaming, how to create gaming experiences for patrons, popular games and gaming devices, and examples of successful gaming programs at other libraries. It provides guidance on collection development, programming, and next steps for starting a gaming program.
This document provides an overview of video gaming for libraries. It discusses what games are, common game components and platforms, and ways people play games, such as on consoles, computers, handheld devices and mobile phones. It also covers the benefits of games, including how they build skills like problem solving. The document suggests libraries can support gaming through collections, programs and reader's advisory services to connect patrons with game genres and related books.
This document summarizes a presentation on gaming at libraries. It discusses why libraries should offer gaming programs and collections, how to create a gaming experience for patrons, and examples of model gaming programs at different libraries. It also provides statistics on gaming demographics and suggestions for developing a gaming collection and hosting gaming events.
The document discusses bringing video games to libraries. It provides an overview of video games, their components, and popular platforms. It argues that games are a new format like books that build skills for teens. The document recommends libraries think like gamers, research gaming culture, host gaming programs and circulate video games to better serve gamer patrons. It provides examples of successful gaming programs in libraries and statistics on gaming participation and libraries hosting gaming activities.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
MO Library Association Preconference: Get Your Game OnBeth Gallaway
The document summarizes a presentation on gaming programs at libraries. It discusses why libraries should offer gaming, including that games build skills like problem-solving. It provides examples of successful gaming programs at libraries, such as tournaments and after-hours gaming events. It also covers selecting, circulating, and securing a gaming collection.
The document discusses gaming programs and collections in libraries. It begins by defining games and discussing the benefits of games for all ages. It then discusses how libraries can support gamers by connecting games to other materials, researching gaming culture, and hosting gaming programs. The document provides examples of successful gaming programs and best practices for developing gaming collections in libraries.
Call of Duty is a first-person or third-person shooter franchise originally released in 2003 and developed by Infinity Ward and published by Activision. It has grown into a popular franchise with several spin-off games across consoles and PCs. As of 2011, the franchise had sold over 100 million copies and had over 40 million active players, with 10 million using the online multiplayer service. However, some argue the games are too realistic and could desensitize players or even provide training to real-world terrorists or violent individuals, while others say there is no conclusive evidence that violent games cause real-world violence. People are encouraged to make their own judgments on the issue.
Newsgames use gameplay and interactivity to cover current events and issues in journalism. They take many forms, from simulations that recreate real-world dynamics to puzzles that raise awareness. Newsgames can editorialize on issues, teach about topics, and portray experiences to turn stories into interactive systems. The document discusses an experimental game generator called Game-O-Matic that focuses on relationships between people, places, events and concepts in a story and maps those relationships to game mechanics to automatically generate newsgames from news stories.
This document summarizes a presentation about bringing videogaming to libraries. It discusses defining games and their benefits, as well as ways libraries can serve gamers by collecting games, hosting game programs, and more. Examples are provided of model gaming collections and programs. The importance of immersing oneself in gaming culture is emphasized to better understand patrons and the gaming experience. Factors that make for good games and successful gaming programs are also examined.
This document discusses the benefits of video games and gaming for teens and libraries. It argues that gaming is a popular medium for teens that can reinforce new literacies and developmental assets. It provides examples of libraries that have successfully hosted gaming events and collections. It also offers recommendations for how libraries can better engage gamers, including using games for readers' advisory, hosting gaming events, and immersing themselves in gaming culture.
The document discusses how public libraries can serve gamers. It notes that gaming meets the developmental needs of teens and is a popular medium for the millennial generation. The document recommends that libraries think like gamers, connect games to other materials, research gaming culture, and create gaming experiences through game collections and programs. Successful gaming programs provide variety, are multiplayer and appeal to wide audiences. Circulating and developing gaming collections also helps libraries serve gamer patrons.
The document discusses bringing video games to libraries. It argues that games are a new format like books that appeal to young people. Games can build skills while being fun. The document provides suggestions for libraries to consider games more, such as connecting them to traditional materials, learning game culture, and hosting game programs and collections. It presents statistics on gaming demographics and library gaming activities to support its proposals.
Gaming Culture: Intellectual Trickery or Mindless Clickery?gregorycanderson
This document discusses gaming culture and whether games should be considered high art. It summarizes different perspectives on what defines games as high art, including whether they encourage social interaction, moral questioning, and advanced narrative. It provides examples of games that illustrate these points, such as This War of Mine which focuses on more than just winning and losing, and Deus Ex which allows for radically different stories based on player choices. The document debates whether some games should be considered art or stories and questions if underground or independent games best represent the potential of gaming culture.
Get Your Game On: Gaming at the LibraryBeth Gallaway
This document summarizes a presentation about gaming programs at libraries. It discusses defining games and their benefits for libraries. Ways to serve gamers include reader's advisory, acting as a strategy guide, embracing gaming culture, and trying games. Successful gaming programs involve research, marketing, variety, play opportunities, and evaluation. Examples are provided of model gaming programs at different libraries.
The document discusses key details about the global games market including:
- Gamers span all ages but core gamers are typically 18-49 years old.
- There are different types of gamers from core to casual.
- The global games market is expected to grow to $86 billion by 2016.
- YouTube is an important community for gamers to watch gameplay videos.
- Digital downloads are convenient but physical games allow resale and collecting.
The document discusses how libraries can incorporate gaming to better serve patrons. It provides examples of successful gaming programs hosted at various libraries, including game nights, tournaments for games like Super Smash Bros. and Dance Dance Revolution. The document advocates that libraries should view games as just another format like books and find ways to support gaming culture and connect games to other materials.
The document discusses the relationship between video game culture and mainstream culture. It argues that video game culture has evolved over time and now has significant influence over mainstream popular culture in areas like politics, television, music and film. While video games were once portrayed as isolating and anti-social, they are now often played socially. However, some mainstream media continues to blame video games for real-world violence despite lack of evidence for this connection. Video game culture remains only partially accepted by mainstream culture due to stereotypes that gamers are anti-social or that violent games will lead to killing sprees.
The document discusses the gaming industry and the Assassin's Creed III: Liberation game. It provides context on the growth of the gaming industry and discusses how technology has changed gaming. It then focuses on Assassin's Creed III: Liberation, noting that it was originally released for the PlayStation Vita in 2012 and was later released for other consoles in 2014. The game aimed to bring high production gaming to mobile platforms and targeted both existing Assassin's Creed fans and new audiences through its use of a female protagonist.
The document discusses the gaming industry and the Assassin's Creed III: Liberation game. It provides context on the growth of the gaming industry and discusses key aspects of the Assassin's Creed franchise. The document specifically examines Assassin's Creed III: Liberation, noting that it was originally released exclusively for the PlayStation Vita in 2012 before being ported to other consoles in 2014. It features a female protagonist and explores both the historical setting of New Orleans and themes of female representation in gaming.
The document discusses the gaming industry and the Assassin's Creed III: Liberation game. It provides context on the growth of the gaming industry and discusses key aspects of the Assassin's Creed franchise. The document specifically examines Assassin's Creed III: Liberation, noting that it was originally released exclusively for the PlayStation Vita in 2012 before being ported to other consoles in 2014. It features a female protagonist and explores both the historical setting of New Orleans and themes of female representation in gaming.
Assassin's creed-3-liberation-2 power pointJessicaJohn20
The document discusses the gaming industry and the Assassin's Creed III: Liberation game. It provides context on the growth of the gaming industry and discusses key aspects of the Assassin's Creed franchise. The document specifically examines Assassin's Creed III: Liberation, noting that it was originally released exclusively for the PlayStation Vita in 2012 before being ported to other consoles in 2014. It features a female protagonist and explores both the historical setting of New Orleans and themes of female representation in gaming.
Acquisition and transferability of 21st Century skills from an onlline virtual gaming environment. This is the longer, interactive version of the one-hour talk given in November. This version was presented as a pre-conference workshop at Arizona Library Assoc, Dec 7, 2009.
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
The document provides an overview of digital games and gamers, including who plays games, why they play, where and how they play, and examples of using games for learning and health purposes. Some key points are that the average gamer is 34 years old, social gaming is popular, and games are being used successfully in subjects like history, science, and health education.
Bridging the Boomer/Gamer Knowledge Gap in the LibraryKarl Kapp
This presentation was given to a group of librarians. The purpose of the presentation is to describe the boomer/gamer knowledge gap and explore ways in which librarians can help to bridge that gap. The questions within the presentation were for an audience response software TurninPoint.
Alice Taylor
VP Digital Content
Games and Public Service Media: how game spaces can be used for public diplomacy,
democracy,
entertainment,
education and experimentation
BBC Worldwide
“Women’s Online Gaming Communities: Don’t Hate the Game, Hate the Players”
Pervasive stereotypes such as ‘women don’t game’, ‘women don’t know how to game’ and ‘women don’t play violent videogames’ have long saturated the media as an explanation of why there are not more women gaming. The purpose of this presentation is to address these stereotypes and examine the online gaming experiences of women in Xbox Live that may explain why women appear absent in online gaming spaces. Using data from the GamerchiX Forum, I will discuss issues of harassment that women experience, and how the GamerchiX community (consisting of 2700 female gamers) offers different types of social support to address and overcome these negative gaming experiences, and how GamerchiX creates a safe, secure and encouraging community of female gamers. Moreover, I will explore the role GamerchiX plays in the lives of these women outside of gaming, which often encompass forum discussions that are not related to gaming at all, face-to-face meetings and associations in such spaces as Facebook.
The document discusses gaming programs and collections in libraries. It begins by defining games and discussing the benefits of games for all ages. It then discusses how libraries can support gamers by connecting games to other materials, researching gaming culture, and hosting gaming programs. The document provides examples of successful gaming programs and best practices for developing gaming collections in libraries.
Call of Duty is a first-person or third-person shooter franchise originally released in 2003 and developed by Infinity Ward and published by Activision. It has grown into a popular franchise with several spin-off games across consoles and PCs. As of 2011, the franchise had sold over 100 million copies and had over 40 million active players, with 10 million using the online multiplayer service. However, some argue the games are too realistic and could desensitize players or even provide training to real-world terrorists or violent individuals, while others say there is no conclusive evidence that violent games cause real-world violence. People are encouraged to make their own judgments on the issue.
Newsgames use gameplay and interactivity to cover current events and issues in journalism. They take many forms, from simulations that recreate real-world dynamics to puzzles that raise awareness. Newsgames can editorialize on issues, teach about topics, and portray experiences to turn stories into interactive systems. The document discusses an experimental game generator called Game-O-Matic that focuses on relationships between people, places, events and concepts in a story and maps those relationships to game mechanics to automatically generate newsgames from news stories.
This document summarizes a presentation about bringing videogaming to libraries. It discusses defining games and their benefits, as well as ways libraries can serve gamers by collecting games, hosting game programs, and more. Examples are provided of model gaming collections and programs. The importance of immersing oneself in gaming culture is emphasized to better understand patrons and the gaming experience. Factors that make for good games and successful gaming programs are also examined.
This document discusses the benefits of video games and gaming for teens and libraries. It argues that gaming is a popular medium for teens that can reinforce new literacies and developmental assets. It provides examples of libraries that have successfully hosted gaming events and collections. It also offers recommendations for how libraries can better engage gamers, including using games for readers' advisory, hosting gaming events, and immersing themselves in gaming culture.
The document discusses how public libraries can serve gamers. It notes that gaming meets the developmental needs of teens and is a popular medium for the millennial generation. The document recommends that libraries think like gamers, connect games to other materials, research gaming culture, and create gaming experiences through game collections and programs. Successful gaming programs provide variety, are multiplayer and appeal to wide audiences. Circulating and developing gaming collections also helps libraries serve gamer patrons.
The document discusses bringing video games to libraries. It argues that games are a new format like books that appeal to young people. Games can build skills while being fun. The document provides suggestions for libraries to consider games more, such as connecting them to traditional materials, learning game culture, and hosting game programs and collections. It presents statistics on gaming demographics and library gaming activities to support its proposals.
Gaming Culture: Intellectual Trickery or Mindless Clickery?gregorycanderson
This document discusses gaming culture and whether games should be considered high art. It summarizes different perspectives on what defines games as high art, including whether they encourage social interaction, moral questioning, and advanced narrative. It provides examples of games that illustrate these points, such as This War of Mine which focuses on more than just winning and losing, and Deus Ex which allows for radically different stories based on player choices. The document debates whether some games should be considered art or stories and questions if underground or independent games best represent the potential of gaming culture.
Get Your Game On: Gaming at the LibraryBeth Gallaway
This document summarizes a presentation about gaming programs at libraries. It discusses defining games and their benefits for libraries. Ways to serve gamers include reader's advisory, acting as a strategy guide, embracing gaming culture, and trying games. Successful gaming programs involve research, marketing, variety, play opportunities, and evaluation. Examples are provided of model gaming programs at different libraries.
The document discusses key details about the global games market including:
- Gamers span all ages but core gamers are typically 18-49 years old.
- There are different types of gamers from core to casual.
- The global games market is expected to grow to $86 billion by 2016.
- YouTube is an important community for gamers to watch gameplay videos.
- Digital downloads are convenient but physical games allow resale and collecting.
The document discusses how libraries can incorporate gaming to better serve patrons. It provides examples of successful gaming programs hosted at various libraries, including game nights, tournaments for games like Super Smash Bros. and Dance Dance Revolution. The document advocates that libraries should view games as just another format like books and find ways to support gaming culture and connect games to other materials.
The document discusses the relationship between video game culture and mainstream culture. It argues that video game culture has evolved over time and now has significant influence over mainstream popular culture in areas like politics, television, music and film. While video games were once portrayed as isolating and anti-social, they are now often played socially. However, some mainstream media continues to blame video games for real-world violence despite lack of evidence for this connection. Video game culture remains only partially accepted by mainstream culture due to stereotypes that gamers are anti-social or that violent games will lead to killing sprees.
The document discusses the gaming industry and the Assassin's Creed III: Liberation game. It provides context on the growth of the gaming industry and discusses how technology has changed gaming. It then focuses on Assassin's Creed III: Liberation, noting that it was originally released for the PlayStation Vita in 2012 and was later released for other consoles in 2014. The game aimed to bring high production gaming to mobile platforms and targeted both existing Assassin's Creed fans and new audiences through its use of a female protagonist.
The document discusses the gaming industry and the Assassin's Creed III: Liberation game. It provides context on the growth of the gaming industry and discusses key aspects of the Assassin's Creed franchise. The document specifically examines Assassin's Creed III: Liberation, noting that it was originally released exclusively for the PlayStation Vita in 2012 before being ported to other consoles in 2014. It features a female protagonist and explores both the historical setting of New Orleans and themes of female representation in gaming.
The document discusses the gaming industry and the Assassin's Creed III: Liberation game. It provides context on the growth of the gaming industry and discusses key aspects of the Assassin's Creed franchise. The document specifically examines Assassin's Creed III: Liberation, noting that it was originally released exclusively for the PlayStation Vita in 2012 before being ported to other consoles in 2014. It features a female protagonist and explores both the historical setting of New Orleans and themes of female representation in gaming.
Assassin's creed-3-liberation-2 power pointJessicaJohn20
The document discusses the gaming industry and the Assassin's Creed III: Liberation game. It provides context on the growth of the gaming industry and discusses key aspects of the Assassin's Creed franchise. The document specifically examines Assassin's Creed III: Liberation, noting that it was originally released exclusively for the PlayStation Vita in 2012 before being ported to other consoles in 2014. It features a female protagonist and explores both the historical setting of New Orleans and themes of female representation in gaming.
Acquisition and transferability of 21st Century skills from an onlline virtual gaming environment. This is the longer, interactive version of the one-hour talk given in November. This version was presented as a pre-conference workshop at Arizona Library Assoc, Dec 7, 2009.
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
The document provides an overview of digital games and gamers, including who plays games, why they play, where and how they play, and examples of using games for learning and health purposes. Some key points are that the average gamer is 34 years old, social gaming is popular, and games are being used successfully in subjects like history, science, and health education.
Bridging the Boomer/Gamer Knowledge Gap in the LibraryKarl Kapp
This presentation was given to a group of librarians. The purpose of the presentation is to describe the boomer/gamer knowledge gap and explore ways in which librarians can help to bridge that gap. The questions within the presentation were for an audience response software TurninPoint.
Alice Taylor
VP Digital Content
Games and Public Service Media: how game spaces can be used for public diplomacy,
democracy,
entertainment,
education and experimentation
BBC Worldwide
“Women’s Online Gaming Communities: Don’t Hate the Game, Hate the Players”
Pervasive stereotypes such as ‘women don’t game’, ‘women don’t know how to game’ and ‘women don’t play violent videogames’ have long saturated the media as an explanation of why there are not more women gaming. The purpose of this presentation is to address these stereotypes and examine the online gaming experiences of women in Xbox Live that may explain why women appear absent in online gaming spaces. Using data from the GamerchiX Forum, I will discuss issues of harassment that women experience, and how the GamerchiX community (consisting of 2700 female gamers) offers different types of social support to address and overcome these negative gaming experiences, and how GamerchiX creates a safe, secure and encouraging community of female gamers. Moreover, I will explore the role GamerchiX plays in the lives of these women outside of gaming, which often encompass forum discussions that are not related to gaming at all, face-to-face meetings and associations in such spaces as Facebook.
“Women’s Online Gaming Communities: Don’t Hate the Game, Hate the Players”
Pervasive stereotypes such as ‘women don’t game’, ‘women don’t know how to game’ and ‘women don’t play violent videogames’ have long saturated the media as an explanation of why there are not more women gaming. The purpose of this presentation is to address these stereotypes and examine the online gaming experiences of women in Xbox Live that may explain why women appear absent in online gaming spaces. Using data from the GamerchiX Forum, I will discuss issues of harassment that women experience, and how the GamerchiX community (consisting of 2700 female gamers) offers different types of social support to address and overcome these negative gaming experiences, and how GamerchiX creates a safe, secure and encouraging community of female gamers. Moreover, I will explore the role GamerchiX plays in the lives of these women outside of gaming, which often encompass forum discussions that are not related to gaming at all, face-to-face meetings and associations in such spaces as Facebook.
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
Slides for the Marketing Through Mobile panel at the What's Next Boomer Busin...Mike Lee
This document discusses gaming trends among older adults and some key findings from a new study. It provides statistics showing that the average game player is 30 years old, 47% of players are women, and casual games appeal most to those over 30. A new study found that regular and occasional gamers among seniors aged 63+ reported lower depression and better daily functioning than non-gamers. The document promotes AARP's online games and resources for older adult gamers.
Video games can impact brain development in both positive and negative ways. Regular gamers show increased grey matter in the entorhinal cortex, associated with memory formation. Puzzle and logic games in particular are linked to better memory, as this brain region works with the hippocampus. However, the long term effects are still unclear as studies show both benefits and risks. While more research is needed, video games appear to influence brain plasticity, which could be advantageous.
This document discusses serious games, which are games used for purposes other than pure entertainment such as education or training. It defines different types of games and notes that gamers come from all age groups and backgrounds. Serious games are beneficial as they provide interactive, risk-free practice and promote retention through repetition. Current examples cover a wide range of topics from health to history to simulations. Future potential uses include alternative devices, augmented reality games, and improved virtual worlds. Resources for further information are also listed.
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
In the past, video games were played mostly by teenage boys and men using physical copies on home PCs or consoles like Nintendo. Games were single-player only unless others were present. Today, the average gamer is 35 and half of gamers play multiplayer games weekly on various devices like smartphones. Popular games include League of Legends with 67 million monthly players. In the future, gaming audiences will become more diverse in both gender and age as games are increasingly accessed through mobile devices and multi-platform downloads. Most games will be available digitally across all devices and interactive multiplayer games will grow in popularity, providing new income sources for gaming companies.
The document summarizes findings from a survey about American teens' video game playing habits and the potential relationship between gaming and civic engagement. Some key findings include: nearly all teens play games, especially games involving racing, puzzles and sports; games are highly social activities for many teens; having frequent civic gaming experiences where players help others or discuss social issues relates to greater civic participation offline; and parental monitoring of games does not reduce playing of mature-rated games or exposure to anti-social behavior.
This document discusses the potential benefits and detriments of video games. It explores how video games can impact social interactions both positively and negatively. Some key points made include that video games allow for experimenting with social skills in a safe environment but can also be addictive for some people. The document also examines specific social media games and their role in facilitating social connections online. Survey data is presented that shows players felt social games enhanced interactions and sociability even with people they didn't normally interact with.
Trends in video games amongst influential game players; male vs. female Xbox gameplay; XBLA success stories; online games; WoW; Age of Conan; increasing social, global game population.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
This document discusses video games in India. It begins by defining different types of gamers from casual to hardcore. It then outlines the popular gaming platforms in India which are mainly mobile phones, PCs for online/flash games, and some tablets. The bulk of gamers are aged 14-25 and come from major cities. Roughly 90% of kids age 8-14 play games online. Popular genres include music, sports, and action games. The document closes by suggesting ways for brands to connect with gamers through in-game ads, sponsored games, or integrating products within existing games.
Video games and simulations with statistics, visual examples and research by Colorado Technical University doctoral students on game design hosted by Dr. Cynthia Calongne.
Features highlights from Jane McGonigal's Spring 2014 CTU Keynote Address and research, her ISTE EPIC Leadership game with Peggy Sheehy. Dr. Andrew Stricker's games at Air University, Dr. Fil Arenas and Dr. Tony Cook, the Mars Expedition Strategy Challenge with Mike McCrocklin and Jeanne Holm, and Will Wright's Bar Karma.
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
8. Social change in progress Social change in progress Social change in progress Why talk about Games?
9. Social change in progress Social change in progress Social change in progress Over half of American adults play electronic games... ...one in five play every day.
10. Social change in progress Social change in progress Social change in progress Nearly all teens (97%) play. About half played a video game “yesterday.”
11. Social change in progress Social change in progress Social change in progress Those born after 1975... ...the “gamer generation”... ...are already a bigger demographic than the baby boomers.
25. Blizzcon 2007 by jnemo http://bit.ly/3mVuvY Blizzcon 2009 by jnemo http://bit. ly/3ZlpHn MMORG : Massively multi-player online roleplaying game
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33. As you play games, you teach yourself and you learn
34. As you play games, you teach yourself and you learn Social Computing Sharing knowledge Computer Skills Problem solving Cooperation Creative Arts Civic engagement Language Critical thinking Scientific method Global awareness Accountability Time management Economics Flexibility Collaboration Social awareness
37. 3 Age Stereotypes: who plays? 1 LFG GNOMER by Jennie Faber http://bit.ly/14ukQl 2 Rick’s Birthday by Alain-Christian http://bit.ly/1tsu29 3 Warcraft Warrior by Menage a Moi http://bit.ly/26yPSG 1 2 18-25 26-35 36-45
40. Brains or teh dumbz? PhD Graduation_3922 by KitLKat http://bit.ly/35T7V7 Redneck by adiffererntryan http://bit.ly/zstpQ
41. Braaaainz... US Census data 2007 for individuals over age 18 Bachelor's degree or equivalent: 17% PhD or equivalent: 1% Master's degree or equivalent: 6%
42. Braaaainz... US Census data 2007 for individuals over age 18 Bachelor's degree or equivalent: 17% PhD or equivalent: 1% Master's degree or equivalent: 6% But survey respondents ...
43. Braaaainz... US Census data 2007 for individuals over age 18 Bachelor's degree or equivalent: 17% PhD or equivalent: 1% Master's degree or equivalent: 6% 28% 28%
44. Braaaainz... US Census data 2007 for individuals over age 18 Bachelor's degree or equivalent: 17% PhD or equivalent: 1% Master's degree or equivalent: 6% 28% 28% 13%
45. Braaaainz... US Census data 2007 for individuals over age 18 Bachelor's degree or equivalent: 17% PhD or equivalent: 1% Master's degree or equivalent: 6% 28% 28% 13% 2.5%
46. Are they “gamers?” Chess Event in Karazhan by Nicole Lee http://bit.ly/59TjhF Are they “gamers?”
47. Are they “gamers?” 93% say gaming is one of their primary hobbies or recreational activities (Are you a gamer?)
48. but when asked “ Would you describe yourself as 'a gamer?' ” 30% said “rarely or never”
58. 1. Sharing knowledge 2. Problem solving 3. Creative arts 4. Social computing 5. Computer skills 6. Cooperation a. Activity, practice, or experienced within or for the game b. Learned in or because of the game but applied outside the game
59. Sharing knowledge … share knowledge during the game about subjects specific to internal gameplay? Agreed: 90.1% Sharing knowledge … share knowledge during the game but related to subjects housed outside the game? Agreed: 78.6%
60.
61. Problem solving … learn problem-solving strategies within the game? Agreed: 89.8% Problem solving … problem-solving strategies from the game that affected your ability to solve problems in real life? Agreed: 53.6%
62. Creative Arts … an impact on your creativity and literacy within the game, in knowledge or practice? Agreed: 38% Creative Arts … impact of what you learned while in game on your creativity and literacy outside of the game? Agreed: 41.6% BlizzCon /09 (Shivarra) by brianjmatis http://bit.ly/3iWcyQ
65. Social Computing … new, more, or different uses of social online sites for game help? Agreed: 60% Social Computing … new, more, or different uses of social online sites aside from the game but originally as a result of playing WoW? Agreed: 38.3%
66. (by the way, this is the biggest single wiki on the web second only to Wikipedia)
67. Computer Skills … new computer-related skills and knowledge within or because of playing the game? Agreed: 66.6% Computer Skills … new computer-related skills and knowledge taken to other areas of your real life? Agreed: 43.1%
68. Cooperation … worked with others in the game? Agreed: 89.3% Cooperation … worked with people you know because of the game but on real life matters outside of the game? Agreed: 50.3%
70. 1. Sharing knowledge 2. Problem solving 6. Cooperation 39.7% strongly agreed that there was transference 17.5% strongly felt that way about their problem solving skills 19% strongly agreed that experiences within the game led to cooperative efforts outside the game
71. Epic Geeks: Friends I met in World of Warcraft by dissonance http://bit.ly/1NkjaI COMMUNITY !
72. Epic Geeks: Friends I met in World of Warcraft by dissonance http://bit.ly/1NkjaI COMMUNITY ! Convivialists
73. Epic Geeks: Friends I met in World of Warcraft by dissonance http://bit.ly/1NkjaI COMMUNITY ! Convivialists Communicators
74. Epic Geeks: Friends I met in World of Warcraft by dissonance http://bit.ly/1NkjaI COMMUNITY ! Convivialists Communicators Consumers
75. Epic Geeks: Friends I met in World of Warcraft by dissonance http://bit.ly/1NkjaI COMMUNITY ! Convivialists Communicators Consumers Creators
76. Epic Geeks: Friends I met in World of Warcraft by dissonance http://bit.ly/1NkjaI COMMUNITY ! Convivialists Communicators Consumers Creators Curious
77. Epic Geeks: Friends I met in World of Warcraft by dissonance http://bit.ly/1NkjaI COMMUNITY ! Convivialists Communicators Consumers Creators Curious Career
78. Epic Geeks: Friends I met in World of Warcraft by dissonance http://bit.ly/1NkjaI COMMUNITY ! Convivialists Communicators Consumers Creators Curious Career Cultural
79. "Games are the most elevated form of investigation." - Albert Einstein
My goals for the survey A look into games, gaming culture, libraries, and learning -- What do they take out of games back to real life With Dr Chris Johnson … conducted late April and May of this year
My goals for the survey A look into games, gaming culture, libraries, and learning -- What do they take out of games back to real life With Dr Chris Johnson … conducted late April and May of this year
My goals for the survey A look into games, gaming culture, libraries, and learning -- What do they take out of games back to real life With Dr Chris Johnson … conducted late April and May of this year
My goals for the survey A look into games, gaming culture, libraries, and learning -- What do they take out of games back to real life With Dr Chris Johnson … conducted late April and May of this year
My goals for the survey A look into games, gaming culture, libraries, and learning -- What do they take out of games back to real life With Dr Chris Johnson … conducted late April and May of this year
My goals for the survey A look into games, gaming culture, libraries, and learning -- What do they take out of games back to real life With Dr Chris Johnson … conducted late April and May of this year
My goals for the survey A look into games, gaming culture, libraries, and learning -- What do they take out of games back to real life With Dr Chris Johnson … conducted late April and May of this year
WHY AM I HERE?
What is WoW?
Go interesting places
Meet interesting people
And party down with them!
And party down with them!
And party down with them!
And party down with them!
And party down with them!
I wanted to know exactly what are they learning and practicing in 6 fields
I wanted to know exactly what are they learning and practicing in 6 fields
I wanted to know exactly what are they learning and practicing in 6 fields
Demographics begin
How old are they?
What gender are they?
What gender are they?
Do you have to be stupid to spend your time playing a game like this?
Do you have to be stupid to spend your time playing a game like this?
Do you have to be stupid to spend your time playing a game like this?
Do you have to be stupid to spend your time playing a game like this?
Do you have to be stupid to spend your time playing a game like this?
Do you have to be stupid to spend your time playing a game like this?
Well…. How much time DO they spend?…A: how long have they been playing? … how often do they log in?… how much time each week do they spend?
Apparently the players are listening.
Apparently the players are listening.
Boob tube, for comparison
Boob tube, for comparison
Boob tube, for comparison
Boob tube, for comparison
I wanted to know exactly what are they learning and practicing in 6 fields
Sharing Knowledge
And party down with them!
Problem solving
Creativity Literacy
Creative works
Creative works
Social computing -- use of the social web
Social computing -- use of the social web
Computer skills…. Vent, Flash
Cooperation
I wanted to know exactly what are they learning and practicing in 6 fields
I wanted to know exactly what are they learning and practicing in 6 fields